PT Consolas

Um blog dedicado a todos que gostam de passar uma tarde com os amigos na sala a jogar Playstation, Nintendo, Xbox... Ou para vicados que passam tardes sozinhos no computador. Segue o lema do PT Consolas: "Anda Actualizado"

O seguimento de Skater já está em desenvolvimento! O precesso anda está em segredo mas foi possível descobrir algumas melhorias em relação ao jogo on-line, gravação vídeo, e até mesmo a nível da progreção da história.


Entrevista a Scott Blackwood, o produtor da série

IGN: So what has happened to San Vanelona since the first game?
Scott Blackwood: Skate 2 picks up five years after Skate It. As you all know some gnarly events happened to San Vanelona in Skate It, leaving the city desolated and in ruins (fortunately no one was hurt). Since then a mega corporation called Mongo Corp. rebuilt it, and gave the city a complete overhaul creating "New San Vanelona." There are plenty of new places to skate including more skateparks, raw street spots, crazy hill bombs, and sick pools.


IGN: Do cops play an active role in the game?
Scott Blackwood: Security will be back and definitely playing an important role, but don't worry, even though they'll be smarter we'll be giving you ways to deal with them time around. Stay tuned for more details on that later.


IGN: Has the control setup been modified at all?
Scott Blackwood: We're staying true to the authentic feel of the Flickit analog controls. I guess you could say we've added more layers to the original control scheme, so you'll be able to do a lot more, but it will really feel like a natural extension of Flickit. As you recall, we gave the player control over both hands and feet to push and grab in the first game. By completing that circle we've opened up a lot more tricks -- in fact, double the number you could do in the first game. In Skate 2 players will be able to use their hands and feet in different ways to do bonelesses, no complies, finger-flips, inverts, hippie-jumps and on and on... The two other additions to the controls in Skate 2 are the "Grab the World" and "Dismount" buttons, both of which offer a ton more gameplay possibilities.


IGN: While the street tricks were relatively easy to pull off, hitting a ramp took a lot of practice. Have the ramp mechanics changed at all?
Scott Blackwood: We've taken a look at the transition mechanics and tuned them to make them even better. Ramp skaters will be super stoked when they see all new tricks we're throwing at them. Inverts, one foot airs, grab grinds...get ready for some fun vert ripping.


IGN: How is the progression set up this time around? Is the game still entirely open from the start? Are you part of a more linear storyline, or is it still up to you to decide how and when you want to approach challenges?
Scott Blackwood: All I can say at the moment is it's a bit from column A, B and C... we'll be getting into more of those details later on.


IGN: What major competitions will you be able to partake in this time around?
Scott Blackwood: ...Um...yes... you will be taking part in major competitions ;)


IGN: Let's talk sponsorships and partners. Anything major you want to announce on that end?
Scott Blackwood: You'll see the return of many brands from original Skate as well as some new brands that wanted to be a part of Skate 2. We're stoked at the number of companies that approached us about being in Skate 2. I guess we must be doing something right.


IGN: What new skaters have you signed on for the sequel?
Scott Blackwood: We're stoked and honored to be working with another amazing line-up of skaters. These are people that have relevance in the skateboarding culture and will continue to add to the authentic feel of our game. There will be familiar faces from the original Skate, like Danny Way and Rob Dyrdek, but you'll also some fresh faces and a couple new legends as well.


IGN: Thanks for your time!

1 comments

  1. Anónimo  

    optimo blog e excelente ideia

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