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 PLATFORM: WII
KICKFLIPPING IT NEW SCHOOL

kate took the video game world by storm by representing the sport via analog stick tricks. This felt so familiar to players that it quickly seemed like this was the way it should have been done all along. Now the franchise is going back to square one with the Wii to craft a control scheme just as natural.

The Wii controller – which is notorious for a level of inaccuracy that muddles player motions into onscreen gibberish – may seem a poor choice to translate the myriad moves in a skater’s bag of tricks. However, Skate It is more than up to the task of laying the world at your feet…or fingertips (see sidebar for more). Your trick book is filled with moves, and pulling them off – particularly with the remote and nunchuk setup – is relatively easy. Skate It’s controls don’t suffer from a lost in translation effect, nor are they just a poor substitute for the analog sticks of the other consoles. They represent skating’s acrobatics and are much more fulfilling than the usual lazy uses of the Wii remote as either a toy sword or a glorified light gun/laser pointer.

Skate It’s ease of use comes at a cost. The developer has (wisely) papered over some of the vagaries of interpreting player motions by sometimes giving you tricks you had not intended. At least the game’s challenges don’t often ask to perform specific moves. Still, I miss the satisfaction in the original Skate of mapping out a series of tricks in your mind as you approach a curb and then executing them perfectly. Furthermore, the game requires you to pull tricks earlier than you’d think due to slight lag. This makes judging rails trickier and your combo strings shorter. Finally, the ramps and kickers don’t deliver enough air, making these setups less fun than traditional street rails and curbs.

The best part about Skate It is that it doesn’t feel like a translation of another game. It’s its own beast. Granted, this means it comes with its own problems, and EA has its work cut out for it as it tries to iron out the game’s kinks for future titles. These include the sometimes skittish nature of your board’s movements, the simple challenges, and the small skating areas, which removed the exploratory, open world appeal of Skate I loved so much. Still, the game makes you want to hop on your board, because you never know where it’s going to take you.

  

MATT HELGESON   7.5
As someone who cut his virtual skateboarding teeth on the Tony Hawk series, I really appreciate Skate It’s more realistic take on the sport. Instead of cartoonish stunts, the game forces you to master the basics of the sport, making every good trick line seem like a real accomplishment. On the Wii, the realism is even greater, as you use the Wii remote much like an actual skate deck, mimicking the motions required to pull off ollies, nollies, grabs, and kick flips. It’s a great design; more the pity that the Wii’s notoriously loose motion sensing hampers the actual gameplay. Too often you feel like you’re just flailing about, and pulling off a good run often seems more a matter of good luck than good skating. However, there are a wide variety of challenges and events for those man (or woman) enough to master the erratic controls (though I could do without the overly long bail animations and the annoying voiceovers). This is a solid game begging for the promised increase in precision from the upcoming Wii Motion Plus attachment.
7.75
CONCEPT:
San Vanelona has been destroyed, but this game builds a Wii construction in its place
GRAPHICS:
They’re as scratchy and painful as a nasty case of road burn
SOUND:
The soundtrack is as awesome as the original Skate, and Reda once again turns in some great voice work as your cameraman
PLAYABILITY:
The Wii remote and nunchuk control scheme is the best of the three possible configurations
ENTERTAINMENT:
Skate It retains most of the fun and inventiveness of last year’s Skate, despite some niggling issues
REPLAY:
Moderate
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