We’re So Back: Skate is What I’ve Wanted for 15 Years

I hold the EA’s Skate series in high regard, reminiscing about the weekends spent watching skateboarding videos like Enjoi’s Bag of Suck, Pig Wood’s Slaughterhouse, and Foundation’s Cataclysmic Abyss. After spending time skating with friends, I would conclude my day by immersing myself in one of the three Skate games. The reason for my fondness towards these games isn’t solely nostalgia; they are truly exceptional skateboarding games that broke new ground in the genre, offering a refreshing change from years of Tony Hawk’s Pro Skater imitators. A single playthrough of any of the three games makes it clear why gamers have been eagerly awaiting “Skate 4” for over a decade.

We arrive at the year 2025, the time when EA plans to resurrect its acclaimed skateboarding series, simply named Skate (styled skate.). This latest version represents the next step in the franchise’s evolution, filling in gaps from the last 15 years by embracing current trends. Interestingly, publisher EA and Full Circle have chosen to make this game a free-to-play title, which may initially cause a shudder among gamers worldwide. However, it seems that the gaming experience remains unaffected. My reservations are instead focused on the game’s lasting power.

Skate’s Flick-It Controls Are Back

Lately, I was fortunate enough to try out an early version of Skate that releases on September 16th. To put it simply, I’m genuinely thrilled about it! The new skateboarding game has several aspects that are worth getting excited about. Most notably, the gameplay itself.

In a much-anticipated return, Skate once again boasts its innovative flick-it control system, enhancing the gaming experience like never before. For those new to this, the flick-it controls enable you to manage your skater’s tricks using the right joystick. To execute an ollie, for instance, simply pull down on the stick, and then quickly flick it upward to register the trick. For a kickflip, if the skater is in regular stance, pull down on the stick and flick it toward the 10 or 11 o’clock position to successfully perform the trick.

The Flick-it controls are essential to the game Skate, setting it apart from competitors like Tony Hawk’s Pro Skater. Even after numerous years, it continues to offer a satisfying balance between realistic and arcade-style controls. Essentially, there’s no need for drastic changes since it already works well in its current form.

What’s New in Skate

Full Circle’s tweaks to the gameplay of Skate are greatly appreciated. The animations are smooth and realistic, especially when executing tricks on large obstacles like stair sets or gaps – the Baker maker upon landing a big drop feels incredibly satisfying. The hardflip and inward heels transitions are visually impressive, making it tempting to attempt these moves on every obstacle in San Vansterdam, the game’s vibrant setting. A crucial aspect of skating is style, and if I could pull off similar tricks as my virtual skater in real life, it would be a dream come true.

In addition to these updates, you’ll find some fresh moves and gameplay additions in Skate. The novel element here are Slappys, which enable you to smoothly grind on a curb without the need for an ollie into the grind. This means that if you accidentally run into a curb, your character will transition into a 50-50 slappy grind instead of falling off after hitting it. It’s both exciting and enjoyable to perform these tricks. On a personal note, I really enjoy executing slappy frontside crooks followed by nollie backside shove its.

The company Full Circle introduced an innovation called wallies, which enable skaters to perform a speedy wall jump similar to an ollie. Although I haven’t quite mastered the move to look impressive, I am eager to practice with it, particularly when aiming to create visually appealing sequences for filmed skate lines.

One delightful aspect, though minor, is the control to gradually rotate the board by executing tricks at a slower pace. For instance, if I aim for my kickflip to touch down closer to the ground instead of at the peak of my jump, simply slowing down the flick slightly will result in the flip landing near the ground. This subtle adjustment adds a touch of flair and looks particularly impressive when performing treflips off massive ramps or down stairs.

In terms of the gameplay, I have one issue specifically with vertical skating. I believe no game resembling Skate has managed to make vert skating feel as authentic as it should be. While jumping off large ramps can be enjoyable, actions like stalls or even simply pumping seem off. This has been a consistent feeling for me since the original Skate, and it’s also something I’ve noticed in other skateboarding simulations such as Session and Skater XL. It would be wonderful if creating impressive tricks such as frontside feebles or backside smiths in pools wasn’t such a struggle or nearly impossible.

Skate’s San Vasterdam Could Flow Better

In the recently introduced city of San Vansterdam, where skaters have taken over to skate and wreak havoc, you’ll execute all these tricks. While I appreciate the distinct spots on the map, I must admit it doesn’t quite capture the seamless flow that the series is renowned for. The original Skate’s San Vanelona, however, allowed for continuous skating without many interruptions or stopping points, making movement effortless. San Vansterdam, on the other hand, seems more like four separate skate parks, each with its own distinctive vibe. There is some overlap, but I wish the transition between these areas was smoother.

The maps in this game are predominantly vertical, which means some rooftop spots may be overlooked by players. Fortunately, these hard-to-find areas are often visited during missions, offering a sneak peek of what’s to come. It’s gratifying that Skate encourages exploration to some extent. Moreover, the parkour controls in the game have an enjoyable feel to them. You can swiftly climb a skyscraper within seconds, set up a session marker, and then unleash your creative stunts as desired.

Skate Has a Great Foundation, But Can It Last?

In summary, I find the 2025 edition of Skate to have an impressive groundwork. The gameplay is enjoyable, and the map offers plenty of intriguing locations for players to discover. Furthermore, the option to add ramps or obstacles to customize skating spots adds a unique touch that makes exploration engaging. Although I’ve had a lot of fun playing it, there are aspects of this game that give me mixed feelings, keeping me cautiously hopeful.

I have several reservations about the free-to-play format of Skate. However, it’s great that anyone can play without spending anything if they choose not to, especially since Full Circle has assured us that additional skatable areas and tricks won’t be locked behind a paywall. It would indeed be absurd if they decided to make the Impossible trick, where you spin the board around your foot on flat ground, part of a downloadable content pack.

The durability of Skate as a game is what I’m worried about, given the number of free-to-play and live-service games that have emerged, played for a while, and then disappeared in a short span. For instance, Knockout City, Concord, MultiVersus, Marvel’s Avengers, and Anthem are examples of such games that have entered and exited the gaming scene in recent years.

Undeniably, the gameplay in Skate is exceptional and engaging, ensuring players will return frequently. However, for Full Circle to continue developing it, the game needs to generate revenue. While I appreciate that microtransactions are only cosmetic, I’m skeptical about the demand for items like Vans or Dickies pants. Additionally, I don’t fancy my skater dressing up in odd outfits, such as a grim reaper or an EA character like Commander Shepard. Instead, I prefer a more authentic Skate experience.

Currently, in the skateboarding world, brands such as Nike, Vans, Dickies, Thrasher, Girl, and Chocolate are prevalent. While Nike and Vans are widely recognized for their popularity in skate shoe brands, there’s a growing appreciation for skater-owned or skate-centric brands like eS, Last Resort AB, and Warsaw.

This desire isn’t limited to shoes but also extends to skateboard brands. Brands like Girl and Chocolate have a significant place in skate history, but there are other equally popular or influential brands, both legacy and new, such as Baker, FA, GX1000, Quasi, or Sci-Fi Fantasy.

In terms of clothing, while there’s a wide range available, when all the branded items bear logos from Nike, Vans, or Dickies, it can make unlocking new brands somewhat underwhelming.

Could we pique interest in EA and Full Circle games with only cosmetic microtransactions? This idea raises questions for me. Perhaps by making a cosmetic item available at the same time as its real-life counterpart? For instance, TJ Rogers is launching a new signature shoe for eS. Making that shoe available in-game on the day of release could build anticipation for this launch. Another possibility is to offer skins of professional skaters, allowing players to represent their favorite pros while they skate. However, I’m uncertain if this strategy would be effective, and I’m not sure there’s a clear solution.

Despite my doubts, I’m genuinely thrilled to give Skate a spin when it enters early access in September. Essentially, it delivers the best gameplay the series has offered so far, with an open map that’s a blast to traverse. In essence, this could be considered the optimal launch for a free-to-play version of Skate. I’m eager to witness the game’s progression and hope Full Circle has discovered the key ingredients to ensure the game maintains its popularity for years to come.

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2025-08-27 19:42