Tony Hawks Pro Skater: Whats left to say? If
youve been paying any attention at all, you know that THPS has been an amazingly
successful title, and has done a lot for the extreme sports genre of gaming. Prior to
THPS, many reviewers and gamers scoffed at snowboarding, rollerblading, and skateboarding
games like Cool Boarders, 3Extreme, Rippin Riders, and ESPN X Games Pro Boarder. But
those four titles dont even represent a third of the massive explosion of these
kinds of games. Weve seen over a dozen extreme sports titles in the last several
months, and most of them failed to impress us.
However, THPS did something different.
It captured the sport of skateboarding, and broke through the barriers that prevented
other extreme sports titles from being considered among the best games available. There
are many reasons why THPS was so successful, and I plan to explore some of them. First,
especially for those new to THPS in its Dreamcast incarnation, lets run down the basics.
THPS on the
Dreamcast is virtually identical to the
PlayStation version, with, of course, much improved graphics. You get to play one of
ten professional skaters, ten of the most successful and respected athletes in the sport,
through nine levels. On each of the levels there are five different goals to achieve: Two
high scores, a hidden videotape, S-K-A-T-E, and a level-specific challenge. You earn a
videotape for each of the goals you accomplish. To get S-K-A-T-E you must find each of
those letters on the level. The level-specific challenges will have you grinding cop cars,
breaking "No Skating" signs, and tricking off picnic tables among others. Three
of the levels are competitions where you must score first place to receive a gold medal.
You unlock levels
by collecting videotapes, as well as new boards and improved statistics for each skater.
After collecting all the tapes for any one skater, you unlock Officer Dick. Crave has
added in an alternate Officer Dick character, Private Carrerra, a woman with maxed out
stats who is much easier on the eyes. As you get all golds in the competition you also
unlock videos of the different skaters in action, so when youve completely opened up
the game you have a nice little skate flick to watch. In addition, there are three
different two-player games: Graffiti, Trick Attack, and HORSE. The multiplayer games are
great, and the variety in them is appreciated.
Those are the
basics. Consult the PlayStation review for more detailed explanations of game modes and
options. Odds are, youve played this game, or youve seen it played, and
youre just reading this to see if the DC version is worth picking up. Well, it is.
Crave has done a perfect port. The addition of Private Carrerra (who rides Crave and
Treyarch boards) is a great bonus, but the real shining moment of the DC version are the
gorgeous graphics. Dont get me wrong, Neversoft did a great job wringing the PSX for
all its worth, but the DC just makes so much more possible. You can see the designs
on the bottom of the board as it spins around. Tony and the gang have noses, and their
clothes look better than ever. You can see the texture of the grip tape on the boards, and
it gets scuffed by your shoes as you play. The lighting effects are top notch, which adds
to the levels. The Warehouse is barren with spots of harsh light and dark shadows, while
the Downhill Jam is in a beautiful state of perpetual twilight. Even the oil reflections
on the puddle in the Warehouse level are lovingly rendered. The shadows no longer look
like artists dummy representations. They are now smooth and change according to the
light source, even changing appropriately for multiple light sources.
Many people have
asked me: But what about the DC controller? While nothing has yet surpassed the perfection
of Sonys Dual Shock controllers, the DC controllers arent too bad. The
triggers take a little getting used to after using the PSX shoulder buttons, and the
direction pad on the DC is generally a little more awkward, but overall it works fine.
Crave also added in little VMU displays that rate your last trick. The only problem is
that you cant really take the time to read the rating while youre playing, so
the only evaluation I ever saw was after the time ran out. Its great if you finish
with a good trick, but is otherwise pretty negligible.
Overall, if you have any excuse for picking up THPS for your DC, do it. If you already
own the PSX version, youll love the better graphics and quicker load times. If you
dont own it at all, it is considered required reading everybody should play
THPS. Why? Thats a good question.
I have to give
credit where credit is due, and I think a large part of the success of THPS comes from the
kind of development house Neversoft is. Neversoft developed the original THPS for PSX, and
it was published by Activision. It has been obvious throughout the development and release
of THPS and THPS2 that Neversoft really does have a love for skating and video
games. What makes THPS so great is that it grows out of a real desire to represent the
sport in a way that would make fans excited, and to create a game that would engender the
same excitement in gamers. Resoundingly reviewers, most of whom have much less of an
affinity for the sport than myself, have stepped forward and said that THPS is a game that
satisifies beyond a simple infatuation with skateboarding. The attitude with which
Neversoft approached the project has remained. Reviewers feel it, and it is obvious that
the folks at Crave and Edge of Reality (who developed the N64 port) felt obligated to
maintain that devotion to quality in their ports of the title. At E3 I was fortunate
enough to spend a lot of time playing THPS on the DC with Richard Robledo, one of
Craves testers and a certified THPS badass. (I saw him earn 984K on the Warehouse
level. Wow.) Richard complained that the game was too solid when it came to them, and he
wished it had required more testing. THPS does that to you. It is addictive, as any good
game should be.
But why does it
inspire this deep devotion, and why does it transcend a simple interest in skateboarding?
Al, who most of you know as one of our PC editors, has sat through many a round of THPS,
and he mentioned to me that the game lets him feel like he is gaining a better
understanding of the skateboard culture by playing. I think in many ways that feeling is
key to THPS success with an audience outside of the sport. The game provides the
basics of what a game should provide: The visuals are pretty and fun to look at. There is
a lot to it, and you can play it for a long time. You can play it with a friend. The play
is not always the same; you can inject a lot of variety into how you approach each level.
The controls are simple and effective, allowing for a direct stimulus-response
satisfaction that comes from mastering different moves and combos. I would go out on a
limb and say that any game that provides those basic elements will be fairly successful.
Extras, such as a good storyline or unique vision are not required for a game to be played
and enjoyed by a good portion of the gaming audience.
However, THPS
does give us those extras. Whats the story in THPS? Many would probably say it is
the story of becoming a "Pro Skater" with each of the different characters, and
undoubtedly pretending to be your fave skater is a part of why this game is attractive.
But THPS is also the story of skateboarding. Neversoft was thinking when they secured Tony
Hawks name and participation. As anybody will tell you, the Birdman has played a
pivotal role in the evolution of the sport, inventing tricks like the Madonna, McTwist,
Stalefish, and 900 degree spin. He also runs a successful skate company, Birdhouse, and
has remained highly competitive. In addition, Tony is a nice guy, which is not something
to take lightly. Many skaters are not nice guys, and many have sought to make their
reputations by being bad boys. Remember Big Brother before they got all wussy?
Tony has done as
much for the reputation as for the technical development of the sport. He has not always
been the most popular skater; when gangster rap and mosh pits were popular he was not the
coolest pro. Still, Tony Hawk has clout, and that has helped THPS. Tony participated in
the development of the game, and performed tricks for motion capture sequences. In his web
diaries he mentions playing the game and that he loves it. Again, the dedication comes out
in the finished product. In THPS tricks are correctly labelled, and you are not
constrained by pre-constructed combinations of moves. And when you perform a trick it
actually looks like the trick you can tell the difference between moves. In
addition, THPS takes from real skate spots. Burnside, Portland's famous skatepark
underneath a highway, is faithfully reproduced, and sites observed in skate videos
influenced the design of the other levels. You can learn a lot about skateboarding from
THPS, and the information is correct. The music is right. The style is right.
And, just as
Coolboarders influenced snowboarding, THPS is influencing skating. On the ESPN X-Games
Prelims, one announcer commented that the reason the skaters were doing so well was
because their Special bars were full. That was just one of many allusions to THPS made by
the announcers at the event. It is no accident that E3 hosted three different halfpipes,
and the slew of skateboarding and extreme sports games due over the next year will be
heavy. Keep in mind that many of these games will be knockoffs of more than just THPS;
after all, THPS draws from many older games to create its perfection. But at no point in
time should anyone mistake Tony Hawks Pro Skater for just another skateboarding
game. This bird soars.