![]() Flipping in and out of manuals becomes the ultimate challenge. This creates that balancing act of maintaining the manual or nose manual. Manuals (wheelies) are initiated by moving the front foot stick forward or backward, but not all the way. ![]() Turning is on the trigger buttons and pushing is on the face buttons. Using these inputs when landing on an object also initiates a grind or slide depending on your positioning. Setting up the timing with the stick inputs can create a litany of moves and combos. This is similar when performing flip tricks. To perform an Ollie (jump), you need to pull the left stick back, then when letting go, push the right stick forward creating a jumping motion. Within Session and similarly, the skate sim genre as a whole, the controls are based on each stick representing a leg of your character. Now we have a first entry with Session:Skate Sim, but how does it bode for this genre coming to handheld? The answer is a resounding bad. Direct competition in this small market has led to a real divide amongst the fans, and a gold rush towards the Nintendo Switch. Since the release of Skate and its subsequent sequels back in 2007, three competing games (Skater XL, Session Skate Sim, and TRUE SKATE) have dominated that specific type of realistic skateboarding game.
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