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Game Info
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| Platform(s) |
| PS2, GC, Xbox |
| Publisher |
| Activision |
| Developer |
| Neversoft |
| Genre |
| Extreme Sports |
| Official
Website |
| ESRB
Rating |
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| Blood, Crude Humor, Language, Suggestive
Themes, Violence |
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Grade
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| The Good
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Lots of modes, including Story, Classic and
multiplayer
Gameplay is as refined as possible
Excellent Create-A-Park and Skater modes
Large soundtrack
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| The Bad
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Create-A-Skater not available to Story Mode
Online is for experts only
Character models could be better
Not much in the way of gameplay improvements
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Professional skateboarder Tony Hawk has had the luxury of
having his name attached to an excellent series that has incrementally
made annual revisions to the formula, not unlike polishing
a fine gem to the point where not much more can be done to
improve it. After two years of Tony Hawk's
Underground, the series has made another shift in theme.
American Wasteland takes the series back to its more
classical roots, shedding a lot of the Bam Margera/Jackass
antics in favor of telling the story of a no-named skater
trying to make a name for themselves when they arrive in Los
Angeles. While the story is nothing brilliant or award winning,
it does serve the purpose of driving the player through a
string of objectives so that they can continue on.
When you load up the game, you'll find a good range of game
modes available to you. First and foremost is the Story Mode,
where you play through location after location, completing
missions, go to the various shops, earn cash and take on Sponsor
Challenges from the skate shops. Because the gameworld in
the story mode is a "living world", you can go to the skate
shop to get new challenges every day and if you look around,
you'll find NPCs to get missions from. The map and compass
aid you in finding these people. When you want to move to
another area, you'll need to move through a tunnel-like connector
which does a good job at hiding level loading, making the
whole experience feel somewhat seemless.
Along with the Story Mode is the Classic Mode, which harkens
back to the Pro Skater days. Players are dropped in
a level with ten goals to complete, including score challenges,
collecting the letters S-K-A-T-E or pulling off high scoring
combos. To make it a challenge, players are only given two
minutes at a shot to complete goals. Complete enough goals
and you can unlock the next stage. This modes works as a wonderful
walk through memory lane for fans of the series are serves
as a nice diversion from the Story Mode.
The gameplay builds on years of refining the skating engine,
where players can perform a large array of tricks through
combinations of the D-Pad/Analog stick and buttons. Players
can hit L1 and R1 to get on and off the board, which can be
used for moving in areas where the skateboard might be a bit
tricky. Holding and then releasing the X Button allows you
to jump/Ollie. Each level has a number of ramps the players
can use to pull of grab tricks and flip tricks with the Circle
or Square Buttons in combination with the D-Pad/Analog stick.
When skating near a rail or ledge, you can ollie and press
the Triangle button to grind onto the surface. While grinding,
players can 50-50, boardslide, nosegrind, noseslide, among
other tricks.
The further you get into the game, the more moves you'll
find you not only have, but need, including Lip Tricks, Manuals,
Reverts, No Comply and Boneless. This stable of tricks will
be good to get you going, but you'll have to get well versed
with some of the more advanced techniques to get far in the
game. These include Wallplants, Wallpushes, Double-Tap Flips,
Acid Drops, Skitching and the Natas Spin, to name a few. And,
when you're off of your board, you even have a few tricks
that you can pull off, like Wall Running, a Wall Flip, and
Tagging.
In the story mode, you'll find access to BMX bikes that you
can jump on and perform a different set of tricks. Controlling
the BMX bike is a little bit different than the skateboard,
but you can still string together chains of tricks. Because
the BMX portion is an addition to the skateboarding, it
doesn't feel as deep or refined.
What is a Tony Hawk game without a few Create-A modes?
The Create-A-Skater mode is pretty comprehensive, but it's
a shame that you can't use it in the Story Mode. You read
that right. Players are given five default skaters to start
with, but with a few shops available to you, you can make
these skaters more personalized. A series standard, the Create-A-Park
mode gives a lot of depth for those who wear out the levels
the game gives you. For those who get really deep into the
game, the Create-A-Move option will allow you to get a good
bit of customization to your skater.
Even though there is a good bit to do for a single player,
Neversoft has done a good bit making the multiplayer experience
an integral option. Along with the single player Classic Mode,
you can play a Co-op version of the same mode. Available is
a series of two player and online games, including Trick Attack,
Score Challenge, Capture The Flag, King of the Hill and HORSE.
The online experience is broadband only, and probably should
also be labeled "For Experts Only" as well. Gamers new to
the Tony Hawk experience can try out the online aspect, but
don't be too surprised to be outclassed by just about everyone
else you meet. Experts will find the right amount of challenge
available to them.
I feel a bit torn when it comes to the graphical aspect of
THAW. While this is the best the series has looked
to date, there is still some room for improvement. The story
mode is littered with excellent skater/punk artwork to accentuate
the experience. The levels are large and designed well to
maximize the number of tricks a player can pull off. There
is a lot of activity going on in the level, including vehicles
driving around the streets, NPCs and other skaters, giving
the levels a bit of life to them. From a visual effect standpoint,
the game is built more as a functional piece, rather than
killing the framerate with too many unneeded effects. Where
I think the engine still needs some work is in the blocky
character models that feature some low res textures. This
may be passable for the Create-A-Player models, the other
story-oriented characters could look a little better based
on the fact that they don't change.
As with previous editions, the audio portion of American
Wasteland proves to be solid with a lot of high points
and a few flat notes that keep it from being excellent. First
and foremost is the extensive licensed soundtrack, featuring
punk, rock and hip hop tracks from the likes of The Doors,
Dead Kennedys, Frank Black, Public Enemy
and Motley Crue. The soundtrack may not appeal to all
tastes, but it does fit into the mood that the game is trying
to establish. The voice cast for the story mode is pretty
solid, and includes some pretty familiar voice acting talent.
The professional skaters tend to sound a little stiff, but
they do the job just fine. Sound effects do the job wonderfully.
Along with the screech of rail grinds, the sound of bones
crunching when you wreck, the ambient sounds of the city do
a nice job at fleshing out the living game world.
There really only serves to be minor issues that I had with
the actual gameplay engine. When on the board, if you get
caught in a tight space, don't be too surprised to find yourself
bouncing back and forth like a bumper car until you either
manage to get away or jump off your board. Also, there was
a few times where I got credit for performing a trick that
I'm pretty sure I didn't pull off (or at least it didn't look
like it).
Tony Hawk's American Wasteland is a great step back
to the series' roots. At this point, the skateboarding mechanics
have become as polished as they are ever going to be. I have
to wonder where Neversoft can take this series from here without
being in great danger of growing stale. Without much in the
way of competition, we can only hope that Neversoft wants
to challenge themselves as the next generation offers them
more to work with.
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- Kinderfeld
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