Skate It – WII – Review

If you play games frequently, there’s no doubt
you crave a challenge. Though we all hate games that are frustrating or
difficult to comprehend, there is something special about a new kind of game –
or a new take on an existing genre – that forces us to learn something new.
There’s a wonderful moment when, in between the first time you touch that game
and the minute it becomes second nature, that the player is transported to the
most marvelous world. Say what you want about killer-apps and triple-A games,
but it’s those magical moments of learning and new discoveries – the first
Resident Evil, the first Metal Gear Solid, the first 3D Mario – that gamers
remember most vividly.

At its best, Skate It belongs in that group.
Though not a perfect experience, this is a game that explores new territory. It
kind of looks and sounds like Tony Hawk – what would a skateboarding game be
without indie rock music? After that the similarities begin to drift away,
paving the way for something fresh while introducing a gameplay structure you
haven’t seen before (outside of last year’s Skate, the game Skate It is based
on).


Skate It comes with three unique controller
options, none of which have anything to do with reversing the A and B button
functions or any other typical controller option you’ve seen. In this game,
players can use the Wii remote by itself, the Wii remote and Nunchuk together,
or the Wii Balance Board.

On its own, the remote is intuitive but
difficult. Without a thumbstick to utilize, all steering mechanics are handled
by motion. This puts you at the mercy of the remote’s sensitivity while forcing
the player to hold it in such a way that tilting it lightly from side to side
won’t become a major nuisance.

Most players won’t want to use this control
style, especially when they have a superior option. But it works pretty well.
There’s a definite learning curve involved – the controls aren’t as
pick-up-and-play friendly as Tony Hawk’s Pro Skater was. But that was meant to
be a simpler, speed-based title, whereas Skate It aims to achieve a new level of
street cred in the world of extreme sports. Give it time and, if this is the
control style you’re looking for, it will start to feel really good.

A better, more natural (and easier to learn)
option allows the player to plug in a Nunchuk and steer with the thumbstick. It
isn’t a groundbreaking change but allows your right to focus on becoming a stunt
king without having to worry about steering as well.


The Wii Balance Board – still packed exclusively
with Wii Fit – offers a third control style, creating an arcade-like experience
that is immensely challenging. Some of you may remember the Sega arcade game Top
Skater. That game certainly came to mind while playing Skate It, as there is a
gameplay similarity or two. Your ability to steer is entirely based on your
ability to lean carefully – well, to be honest, perfectly. For most, this mode
won’t go beyond a novelty. But if you’ve ever wondered if the Wii Fit balance
games can be beneficial outside of improving your posture, Skate It proves that
they can.

By now you’ve likely heard that Skate It is very
different from the Tony Hawk sequels and every Tony Hawk clone. But having
played so many of those other games, my first inkling was to rely on skills I’ve
had for over a decade. Big mistake. While Tony Hawk’s basic rules and objectives
cross over to Skate It (the contents are masked but ultimately lead to the same
thing), the controls – using the Flickit system – are brand-new.

Flickit controls are exactly as they sound,
albeit with more reliable motion detection than the average Wii game provides.
To perform an Ollie, simply flick the remote downward; to perform a Nollie,
flick it up. Just about any Wii game could pull that off. The other mechanics
are where the remote is truly challenged and comes out looking like a star.


Kickflips are performed by tilting the remote
lightly (left or right) before making an upward flick. This may sound simple
from a developmental point of view, but if that’s the case, why do so many games
fail in this department? Skate It had little trouble accurately deciphering the
remote’s position before a flick. The game was even more impressive when
performing a 360 Pop Shuv-It (swing the remote in a circle) versus a 360 Flip
(tilt the remote before swinging a circle). Again, it sounds simple – but this
is one of the few games that remind us that the Wii remote was once (and
occasionally still is) a gaming innovation.

The control complexities pile on quick, so don’t
jump into this game with the thought of leaving a half hour later. Set aside an
hour or two before trying to grasp the mechanics, which are difficult at first
but are also very rewarding, especially when all the moves start to feel natural
and make sense.

Skate It tries to add a bit of storytelling in
the form of a photographer and videographer looking to make a movie about you
and the demolished city you love to skate around in. Some catastrophic event has
wrecked this fictitious land, which is now the perfect place to grind. While
completely unnecessary, the story allowed the developers to build a presentation
that differed from the Tony Hawk norm (where day 1 = shred and day 35 = shred
some more!).


Review Scoring Details for
Skate It


Gameplay: 8.7
Skate It brings a fresh gameplay and control structure to the genre and to
Nintendo Wii.

Graphics: 7
"Hey, these graphics are terrific. What year is it? 2002, right? Oh, it’s
2008? I guess they don’t look so hot after all."

Sound: 7.9
The soundtrack is mostly good, the sound effects are typical, and the
voice-overs are just kind of there.

Difficulty: Medium
One of the more intense extreme sports games.

Concept: 8.5
Skate It takes the way you control your boarder in a whole new direction.

Overall: 8.6
The best extreme sports game available for Wii this Christmas.