It's only been a few days since we had our first Skate experience. But we're still thinking about it, still hearing the clack-clack-clack of wheels on concrete, even as we sit here attempting to forge words into meaningful sentences. Activision's venerable Tony Hawk's Pro Skater series certainly pushed its own boundaries with the enjoyable Project 8, but Skate is something altogether different.
In fact, Tony's button mashing franchise isn't even on the same map as Electronic Art's fresh new rider, as it streaks in from leftfield to reinvent the genre and show us just how monotonous Tony Hawk has become. So, while we struggle through a serious case of craving for another hands-on session, we'll explain to you how Skate is destined to become the new king of videogame skateboarding.
There's no grind button
That's right - no button that automatically drags you into contact with a rail, curb edge or other suitably grindable object. What this means is a greater need for accuracy and preparation, for thinking two board lengths ahead and picking your take-off spot.
And, while we're at it, don't forget that there's no trick button either. Skate isn't about remembering combos, it's about seeing your own lines and nailing your own carefully performed runs.
Because there's no trick/grind buttons, performing any trick is an achievement. Also, unlike Tony's setup, your skater's abilities never improve throughout the game - if there's any improvement in technique, it's all down to your own dexterity with the stick-flinging trick system.
So, even as a fresh newbie, you can still nail a 360 flip into manual - if you can figure out how to do it, that is. The harder the trick, the harder it is to perform, and the greater the satisfaction.