My goodness, what a pleasant surprise this game was! One of the best elevator pitches for a video game I’ve heard in years: “Imagine Tony Hawk’s Pro Skater, only with guns and fast-paced frenetic combat as well.” Somehow it really delivers on that concept too, the roller skating mechanics are so fluid and fun to mess around with. The trick system, maybe could use a little refinement in my opinion. I found myself wishing for the ability to control movement and set tricks with the Directional pad as opposed to analog joysticks, but that’s a minor personal gripe, and I understand why with the weapons system they used the D-pad for inventory purposes. The decision to link ammo replenishment with the trick system is brilliant and what marries what could be two disparate systems.
Having to use both aspects of the game in tandem forces you to play much more creatively, and actually integrate both aspects in order to succeed. And trust me, if you don’t integrate all the aspects of this games system, you will get caught out by a quickly escalating difficulty curve. Some of the levels towards the end and the final boss battle in particular had me pulling out my hair. Still it only came close to feeling unfair a couple times, but really all it took was reassessing strategic priorities and a little bit of better understanding to eventually progress. Seriously, if you have Playstation Plus and like any THPS game or anything with fast, twitchy, chaotic, flowing gameplay do yourself a favor and try this one out. Its pretty remarkable and absurd that such a concept for a game even exists let along the fact that they pulled it off very well and made such a fun game.
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Rollerdrome is a wonderful indie title that takes a great on-paper idea and executes that idea nearly flawlessly. What starts off as a simple mix between Tony Hawk's Pro Skater and an arena shooter quickly turns into a high-octane battle for survival as you dodge, grind, and trick your way through an onslaught of enemy attacks. The game really starts to shine when all of the weapons are unlocked. You may sail off of a half-pipe, enter slow motion, shoot a grenade at one group of enemies, then finish another off with a shotgun blast before you even touch the ground. The soundtrack is appropriately energetic, and the art style makes the myriad enemy attacks easy to read and react to. Rollerdrome could possibly do with a bit more variety in the level department, especially since the challenge system will have you replaying them multiple times.
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Rollerdrome is one of those ideas so good that it’s a wonder it hasn’t been done to death by now – a novel merger of a third-person arena shooter with Tony Hawk style rollerskating. Roll7 do a fantastic job of having these two disparate gameplay types synergistic feed into each other by tying the executions of tricks and combos to refilling your gun’s ammo. It makes for an addictive flow state where you’re pulling off flips and grinds between sniping enemies, timing grenades, and always utilizing your momentum to reach the next enemy. Stylish, frantic, fluid, fun and hard as balls. If what I’m saying here sounds like what I said about Olliolli World then it’s for good reason, because the same indie developer made both games, and completely knocked it out of the park this year.
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I had no idea Tony Hawk meets modern Doom was something I needed in my life but here we are. Really hope the buzz this game has generated leads to a more fleshed out sequel.
i personally dont think this wouldve been a good idea and even the THPS games understand this well. that being said some of the challenges (particularly the trick ones) shouldve been better integrated so that they felt more challenging rather than just something youd do on the side in a single run before resetting.