![]() In essence, the tricks have not been made easier – but the punishment for failiure is now much less severe. In OlliOlli World, a bad landing doesn’t do either of those things – however, a good or perfect landing will increase your speed and allow you to continue your combo, which is key to achieving the highest of high scores.Ī seriously competitive player will still need to hit those perfect landings every time to maximise their score, but a newcomer can still finish out the level and progress through Radlandia without having to ace it every time. One big example of this is landings – in previous games, a bad landing would tank your score and likely lead to a pretty swift wipeout. We didn’t want to make tricks easier, per se, but we did want to make it more possible to complete levels without having to pull off the perfect trick every time. So, we wanted to make an OlliOlli game that was every bit as challenging as the previous titles, but we also wanted to allow newer or less competitive players a chance to play through the beautiful, zany world that we had created. ![]() Simon: This is a bit of a ‘yes and no’ situation. Were there any attempts to make tricks easier to pull off? Simon: Yeah, it’s similarly asynchronous – although you won’t have a ghost skater zooming around the track distracting you! What you will be able to do in Leagues is check leaderboards and replays to see how other players are performing – and hopefully to work out how you can beat them to the top. The asynchronous multiplayer sounds a lot like “ghost” racing in racing games, could you explain a bit more about that? I have definitely wasted a LOT of time in there creating all sorts of fun little folks to skate around as. Thanks to the amazing Arthur Tubb (Lead Character Artist) and everyone else who got involved in making this happen, we have surpassed all our expectations in terms of how many options are available in character customization. We wanted as many people as possible to feel represented, and we also wanted people to be able to get a bit silly – you can dress like yourself, or you could dress in a giant bee onesie. You can adjust your skin colour, your body shape, your hair – and you can also decide whether you want to wear from a really vast range of styles and outfit types. In real life, all kinds of people skate, and it just made sense for our game to reflect that. Simon: Absolutely – this is our first time as a studio really making an in-depth character creator, and our aim in a lot of ways was just to have the maximum amount of diversity in there that we could manage. ![]() ![]() ![]() You can read the rest of the skate-tastic interview below: One thing I can’t help but notice with OlliOlli World is just how open the character creator is, could you talk a bit about making players feel represented in your game? It’s a real honour to be able to include these tracks in our game”. “And luckily for us, all of these amazingly talented artists were happy to share their craft with us and with the world. Follow is a really big deal for the whole team here, and we’re all big fans of the tracks that we’ve managed to get into the game, so, that was pretty much the angle we reached out from!”, she says. ![]()
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