I Am Worried About EA’s Skate Revival

If all scheduled releases within the next eight months meet their objectives, 2025 promises to be a stellar year for skateboarding video games. We’ve already seen the action-packed roguelite game Helskate in January, with several highly anticipated titles on the horizon, such as Tony Hawk’s Pro Skater 3+4 and Skate Story. However, what truly excites skaters and gamers alike is Electronic Arts’ and Full Circle’s upcoming release, Skate (stylized “skate.”), although it’s currently only scheduled for an early access launch in 2025. This game has already garnered significant interest among enthusiasts.

This narrative unfolds as a 15-year journey toward a sequel to the popular game Skate 3, released in 2010. For years, fans have eagerly anticipated Skate 4, voicing their longing through social media campaigns on Electronic Arts’ platforms. The frequent demand was often met with the simple response of “Skate 4” across EA’s social channels.

Excitement peaked when it was announced that a new development team, Full Circle, comprised of veterans from previous games, was working on what is now known as Skate. This revival of a cherished series was heartening to witness. However, the more I learn and hear about this upcoming installment, the more I find myself concerned that it may not be the rejuvenation we fans have been dreaming of.

The challenge I’m facing with my skate game is somewhat linked to its gameplay. The initial glimpse from the “Still Working On It” video released in 2022 was encouraging. The animation is truly impressive. Particularly, the nollie hardflip over the big drop down a handrail caught my attention. It’s evident that the developers are avid skateboarders, having likely watched numerous skating videos themselves. Yet, hints of potential issues were present even in that video.

As an enthusiast, I found myself taken aback when I witnessed a colossal ramp being displayed, and some players leaping off it without even a skateboard in their hands! Later, there was a scene of a massive human pinball machine setup, with a player navigating the rafters as if they were monkey bars at our neighborhood playground. Frankly, I found this peculiar, especially considering the return of the beloved Skate franchise, a series dedicated to skateboarding.

Focusing on this minor aspect might appear insignificant at first glance, but I believe it significantly shapes the entire gaming experience. The reason it’s concerning to me is because of my personal and likely many others’ connection to the Skate series. My earliest recollections of this franchise are associated with clips aired on MTV during Rob & Big, featuring former pro skater Rob Dyrdek and the late Christopher Boykin. Before Skate, Tony Hawk’s Pro Skater dominated the skateboarding game genre. Despite being cherished by countless gamers and skaters, even influencing today’s professionals, Skate offered a unique promise – realism.

The initial clip displayed a skater casually gliding towards a rail, performing a frontside 50-50, followed by a nollie heelflip over a statue. In contrast to the high-energy, fictional lines in Tony Hawk’s Pro Skater, this sequence was more subdued and authentic, reflecting the core focus of this game: genuine skateboarding. This authenticity is what drew me to Skate. It offered a continuation of my beloved pastime after a real-life session, mirroring the skate videos I used to watch compulsively at that time (a nod to Enjoi’s Bag of Suck and Foundation’s Cataclysmic Abyss).

Over time, gamers devised innovative methods to experience Skate, leading to breathtaking videos that often required painstaking effort to perfect – sometimes spanning several hours or even days. These clips, frankly, seem unbelievable, showcasing skaters leaping from a 100-foot dam, soaring off ramps, and executing McTwists under bridges. Honestly, it’s quite impressive. It’s not my style of play, but it’s awesome to see such daring feats being pulled off in Skate.

Despite appearing outrageous, these daring maneuvers were captivating as they showcased individuals devising innovative methods to engage with a seemingly authentic skateboarding experience. When I first played the demo of Skate on Xbox 360, I never fathomed people would soar off ramps like rockets, weave through minuscule openings, and leap hundreds of feet into the air, managing to land a fraction of the map’s size. The ingenuity displayed using Skate‘s restricted controls mirrors the essence of real-life skateboarding. Even the most unbelievable trick executed by someone demonstrated their efforts to push the boundaries of creativity and conquer what seemed impossible.

As a devoted enthusiast, what initially hooked me on the Skate series was its authentic representation of skateboarding in video games, a unique selling point that stood alone in the market at the time. The game’s somewhat restrictive controls challenged players to think outside the box when designing their lines, fostering a sense of creativity that I still appreciate today.

The trailer, with its emphasis on on-foot traversal and parkour mechanics, hints at a commitment to incorporating features that could potentially go viral, much like the enduring Steezus Christ memes I’ve seen over the years.

If the new version of the game “Skate” places too much emphasis on generating viral moments, it could lead to an issue. While I appreciate the “Hall of Meat” challenges in the previous games, having excessive missions like those might become repetitive and dull. This repetition could impact the amount of skating players do, which is rather absurd considering the game’s name, Skate, implies a focus on skateboarding itself.

This modification might influence map creation as well. If the aim is to create an atmosphere similar to popular memes seen lately, this would lead to a higher number of challenges such as the Super Ultra Mega Park. While such areas are enjoyable in limited quantities, if they make up more than 40-50% of any particular area, it detracts from the authentic skateboarding experience that the series initially became famous for.

I have full confidence that Full Circle will deliver a playable gaming experience with Skate, even if it includes mundane challenges, massive skyscraper ramps, and an emphasis on parkour elements. If the mechanics are solid, I am certain that the dedicated Skate community will be drawn to it, particularly since it will be available for free.

Let me tell you about the monetization strategy for the game called “Skate”. It was revealed that those participating in the playtest can buy virtual currency. Given that it’s a free-to-play game, it’s not shocking to learn that microtransactions will be involved. This development comes as no surprise, considering the revival of this series.

My worry regarding microtransactions in the game Skate lies in their potential impact. It seems like the game finds itself in a challenging position when it comes to monetization. If they continue to restrict branded cosmetics behind a paywall, such as Nike shoes or Dickies pants, I can envision a scenario where its player base becomes disgruntled. Conversely, if Full Circle fails to stock their digital storefront with desirable content, the game’s longevity could be compromised.

It’s unclear to me how Skate could provide premium items for fans without facing some backlash. Since the gameplay is community-driven and everyone skates in a single large city, it seems unlikely that smaller maps would be an option. Even if they were, I can’t imagine fans getting excited about buying extra content, given that other contemporary live-service games often offer new modes and maps without additional charge.

It’s likely that cosmetics will be an option for real-world purchase within the game Skate, as it’s common for live-service games to offer purchasable cosmetic items. However, even if Full Circle conceals all their branded cosmetics behind a paywall, I don’t believe players will spend vast amounts of money to acquire every Girl board or every Vans shoe. In truth, beyond a pair of Half Cabs, a particular type of pants, and a board, I can’t envision myself shelling out much money for cosmetics.

If Skate primarily relies on cosmetic items for monetization, its longevity might be limited. Offering some of these cosmetics as part of a Season Pass could potentially attract players. However, if it’s only cosmetics, I struggle to understand how this would persuade me or others to invest more money beyond the few items we might initially buy.

I’m strongly rooting for the success of Skate. I’m a fan of skateboarding video games, and if this major title in that niche does well, it could lead to more similar games being developed. However, it seems challenging to foresee a situation where a live-service version of Skate fulfills expectations and enjoys longevity, given the number of other live-service games that have been shut down shortly after their release. We’ll simply have to keep an eye out when Full Circle and EA introduce the game, which is planned for early access this year.

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2025-05-01 02:44