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Nevertheless, signs that this is a game that has been rushed to an impossible deadline exist everywhere. The control scheme is loosely based on the original PlayStation games. 15 stars unlocks the next stage in sequence. How long can you survive until it explodes? Each mission is scored, with up to three stars awarded depending on how well you perform. In another your skater's head continually swells, reducing in size only when you successfully land tricks. In one you have to collect ice creams and, according to the mission text, deliver them back to an ice-cream van (although, in Tony Hawk 5's asset-impoverished land, the ice-cream van is metaphorical you merely have to return to a particular half-pipe). These missions display both variety and creative flair and provide a modest testament to the imagination of the game's designers.
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Skate up to one and select it and you'll be transposed to a new version of the same stage (this time emptied of other skaters) where you are free to tackle the mission alone. These are supplemented by 15 more formal missions, represented by a clutter of Google Map location icons, which hover around the scene. You might need to collect the five letters that make up the word 'combo', or find the hovering video tape, or smash the boxes and so on. Each stage, which you enter alongside a clutch of online strangers (or friends, if you set up a private room), who skate alongside you, contains a number of loose objectives. This familiar and appealing core is soon overwhelmed, not only by the game's technical issues, but also by structural problems and a ruinous interface.
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Some of the game's eight stages return to classic locations such as the School and Warehouse and you immediately view the scenery through the famished eyes of the high-score chaser, figuring out lines where it's possible to, for example, turn a grind into a kick-flip across a gap, then land into a manual and, finally, drop down into a half-pipe.
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And, to a certain extent, the rhythm and feel of the earliest games in the series has been recreated.
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Tony Hawks 5 was seemingly built on the code and lessons learned when developing that modestly priced downloadable excursion. This was, surely, a practical choice as much as a nostalgic one in 2012 Robomodo developed Tony Hawk's Pro Skater HD, a compilation of the series' early levels, rebuilt in the Unreal Engine. Tony Hawks Pro Skater 5 was intended to return to the series' roots, those early and beloved PlayStation games that were defined by long, improbable combos stretching luxuriously across the scenery. Has there ever been an earlier foreshadowing in a broken game of what is to come? Activision and developer Robomodo's logos, the first things you see in the game, frequently stammer on load.
While the sight of an aging Tony Hawk phasing stoically through various pieces of masonry is often humorous, not every glitch is suitable for the You've Been Framed treatment. Find a short rail positioned between two walls and, if you keep the grind button held down, your skater may ping-pong automatically between the obstacles, racking up a stratospheric combo with each flopping rebound. It's as if the shot was directed by a mildly distracted editor who notices an awful accident occurring on-screen slightly too late to pan away, but just in time to save the audience from the distress of seeing someone break their neck. Strike a half-pipe at the wrong angle and your character's body may cartwheel through the air in majestic slow motion, before the game jump-cuts jarringly back to the action.
Bail from a grind and your skater might, on hitting the ground, disappear up to his neck in solid concrete. This, the fifth game in a series that debuted in 1999, is broken in similar kinds of ways. Availability: Also available on PS4, Xbox 360 and PS3Īctivision may be hoping that Tony Hawks 5 repeats its old rival's trick.