![]() Įvidence from different versions of EA's official website for Skate show that the game has been through some major changes in development. ![]() Technical limitations and animation issues at the time resulted in certain planned features being cut and postponed to later installments, such as the ability to play as a girl (which debuted in Skate It) or dismount and walk around (which was not possible until Skate 2). Havok, Endorphin and others were considered, but ultimately a RenderWare package called "Drives" was used to model the joints of the human body. The game relies extensively on physics to model the skateboarders' movement. The developers found that in order to receive accurate information from the very fast analog stick motions used when playing the game, input data from each control pad had to be read at a rate of 120 Hz. However, the developer hasn’t been shy about showing off early behind-the-scenes footage, so we can probably expect to see more as we wait and move ever closer to its upcoming playtests.The game's "flick it" control system began development long before any graphics had been implemented: the initial prototype simply read analog stick motions and displayed a basic text message saying what trick had been performed, along with speed and accuracy ratings. It’ll be quite a long time before we see this new free-to-play, live-service take on Skate available to download on any platform. Skate is being created for PC, PlayStation, and Xbox platforms, but a mobile version is in early development, too. “You jump in, and it’s like, ‘Oh, shit, what is that? Like a human Plinko wall? I need to go check that out.’” “You don’t know when you jump into the city what’s being built, what was built, or what’s going on,” Chung says. As seen in today’s video, CollaboZones gives players a chance to let their imaginations run wild. One of the most interesting features is CollaboZone, which are areas dedicated to offering player-created skate parks. Part of Full Circle’s desire to accurately capture the real-world community that surrounds skateboarding led it to create this game’s version of multiplayer. That is not only an evolution of the franchise, but it’s an evolution of where skateboarding is and was from 2010 to now and also where games are from then to now.” Speaking with The Verge, Creative Director Deran Chung explained the reasoning behind the change in direction: “It’s an authentic evolution of the franchise and taking what Skate 3 was in 2010 and bringing it to now and to the future. ![]() “Now, our players can enjoy many hours of the game without spending any money, and they can unlock cosmetics like they did in the past.” This monetization model is meant to carry Skate for “years to come.” “Every time someone bought paid DLC (in previous Skate games) we were splitting that audience into smaller and smaller groups,” Full Circle general manager Dan McCulloch said. Instead, the team looked to games such as EA’s Apex Legends for inspiration in this regard. There are no loot boxes or paywalled areas either. Of course, because Skate is free to play and a live-service title, there will be microtransactions, though Full Circle promises that this is not a pay-to-win experience. That means visceral skateboarding with goofy physics, in addition to new features that players can take for a spin. The news may come as a shock to longtime Skate fans who were hoping for a traditional continuation for the series that they could pick up for the typical retail price.Ĭreative Director Cuz Parry said fans will find all their favorite franchise features in this next entry. It’s a surprising shift for the extreme sports franchise that was revealed during a special broadcast today. Skate 4 is officially titled Skate, and EA and developer Full Circle have confirmed that it will be a free-to-play live-service game with crossplay and cross-progression when it eventually launches on PC, PlayStation, and Xbox platforms.
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