Perhaps the biggest change, though, is in the tone and structure of the game. U World in OlliOlli is Radland, which is divided into five distinct zones. Begin to be introduced to a colorful group of characters who will not be out of place in an episode of Time Adventure. The main cast includes a nice old man named Babbu; a very passionate guy named Gnarly Mike, who poses challenges for every level; a cameraperson named Suze and, my favorite, Chiffon, a “Skate Wizard” pipe smoker who acts as a checkpoint in the levels when you play. There are other characters to meet along the way, including “Sloshtar the Fortune Telling Fish,” which is strange as it seems.
Only two of the game’s five zones – Sunshine Valley and Cloverbrook – were available in the demo, and only a fraction of the levels in each were playable. The final game, by my rough calculations, is likely to have more than a hundred craft levels. What struck me about the ten or so I’ve played is how different they feel. None are as claustrophobic as those in Vita games, but some are more limited and technical, while others sometimes have the camera zoom in dynamically to the point where your character is almost a spec on the screen. There was also a fun bonus level (unlocked by these lucky fish) that was limited to a skate park, which made you pull trick after trick to get to a certain point in a certain amount of time.
Most of the levels in the demo worked like tutorials, but things opened up briefly in the locations and the focus seemed to be on repeatability and mastery. I captured a few of my favorites in the video below (sorry for my poor skill level, I forgot about the laps and didn’t even work that I could manually until the last five minutes of my game).
The levels are conducive to a lot of light conversation (which you can easily skip if you just want to get to the skating or repeat a level), and that comfortable tone counts down to every aspect of the game’s concept. Levels and pop characters with bright colors and an illustrative 3D style. Bennett said Roll7 wants to make sure OlliOlli World “It feels representative of the very inclusive and diverse culture of skateboarding.” There will be a character creator – which wasn’t in the demo – to customize the look of your skater, and you can even choose that style and trick for your character.
Olli is known for its unique soundtracks, which are found somewhere Wipe out and lo-fi beats for skating. “[OlliOlli music] sort of IDM straddles [independent dance music], electronics, lo-fi and all these weird and different genres that no one has ever heard of, ”Bennett said.“ It’s a really weird thing, because we asked the label to send us tracks that they think would work in the vein of the game we’re building, and no one seems to understand it well. ”While the soundtrack is still over, Roll7 will be working with music labels from past games, such as Ninja Tune, with new labels such as Cascade Records. ambition for this is to repeat some of the stories we had come from Olli 2, with people just shutting down their Vita, well maybe now their Switch, in their hi-fi system, putting it on the menu screen and leaving it alone to play, ”Bennett said.
One potentially game-changing aspect that I haven’t been able to look at is the level creation tool. It works a bit like a “zip code system,” according to Bennett, and allows you to predetermine parameters such as “how long the level is, how difficult it is and what the art style will be” to generate a level. . The game will return a random seed, and you can skate it right away and share it with friends. Bennett said there will be “millions” of potential levels to skate on, and the intention is for players to “create something fairly quickly, share it with people and then challenge it.”
There’s a lot Roll7 isn’t talking about now. In a blog post introducing the game, Bennett spoke of “high-score rankings” and “global competition,” but when asked, he said Roll7 will share more details on this later as ” they don’t want to ruin that. ”
Despite the many new features, you can still jump into the action quickly, relays are mapped to a single button and the feeling of skating at breakneck speed is the same. “We don’t want to keep you from this state of flux for too long,” Bennett said. “The previous two games, it was a lot,” there’s a menu, and then there’s the game, “really? We wanted to build something a lot more cohesive around that experience.”
OlliOlli World land this winter on Switch, PlayStation, Xbox and PC.
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