However, if you’d rather get a bit more variation in your grinding, then the new grind switching system will be right up your street. Not only does landing with a manual boost your combo score, it keeps the combo going, allowing you to chain together chunks of the level that simply wouldn’t have been possible in the original game. First among the additions are manuals, where you lean forwards or backwards on your board, keeping only one set of trucks on the ground. Do you land your combo now and take the points, or do you cling on a little longer to push ahead of your friends? Is making that last gap really worth it, or will it cause you to bail and lose everything?Īs mentioned earlier, the combo system has also been expanded, seeing a number of new mechanics introduced. While I know that OlliOlli doesn’t necessarily seem like it’s the best fit for synchronous multiplayer, I can actually see this being a lot of fun, and getting pretty tense. This is a four player mode (split screen on the PS4 or via ad-hoc play on the Vita) which sees you trying to hit the highest possible score on the same level as your friends. That’s right, the game is set to feature full on, synchronous multiplayer, coming in the form of Combo Attack. This sits just under your score and shows you what your combo would be worth if you landed it perfectly right now, something that will come in useful in the game’s new multiplayer mode. While much of this wasn’t in the build of the game that was on show, one of the most promising additions comes in the form of a combo counter. While the original title had five different artists working on various aspects of it, Hirai is overseeing the whole process for OlliOlli 2, something that should, hopefully, see the new art style flourish across the various settings that will feature in the game.īeyond the changes to character and level art, the UI is also set to receive an overhaul to match the updated style. The main driver behind the art style is Manuel Hirai, the game’s art lead. Given how significantly the art style has changed, this is a relatively minor point, but it just encapsulates the game’s visual changes in a single animation everything in OlliOlli 2 just seems to flow more than it did in the original. What particularly stood out for me is the way your skater’s shirt now billows slightly as you begin a trick, giving him a much more dynamic look. While the core idea of a 2D, sidescrolling, combo heavy, hard as nails skating title remains, a lot has either changed or been added to.įor a start, the pixel art style that was one of the original’s hallmarks has been replaced by a more cartoon-like style. Much like the original, it’s clear that what I was shown was meant to demo the core mechanics and art, highlighting what’s changed from the original. Back then it was a skeleton of the original Vita version of the game, but the core mechanics and art style were already present, and it was clear that this was the game for me.Īlthough it’s just been announced today at the same time as this goes live, my first experience with OlliOlli 2 came a few weeks ago and was much the same, although this time it came in London rather than LA and on a PS4 rather than a Vita (the sequel is set to launch on both platforms). I make no qualms in saying that I absolutely adored the original OlliOlli from the first moment I played it at E3 2013.
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