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Lil_Maejok's avatar
Lil_Maejok
Rising Scout
5 months ago

My Unfiltered Real Feedback of Skate. (4)

I also posted this on the Steam Discussion Forums. The more visibility the better. I only see Dev's respond to positive feedback. So we'll see if this goes unnoticed or not. Makes for an interesting experiment nonetheless.

You have 3 whole Skate games to cherry pick from. People have been crying out for S.K.A.T.E., Hall of Meat, Death Races, etc. You can even add old modes like Own the Lot, Spot Battle, Domination. Hell you can even take inspiration from the Tony Hawk Games and include Graffiti, King of the Hill, Capture the Flag, Firefight, Combo Mombo, Tag, Hide-N-Seek.

And this doesn't even consider everything else that's wrong with the game. The lack of soul, the heavy focus on live service (arguably the same thing as lack of soul), the lack of skate culture, the lack of grittiness that we've come to expect from the other Skate games, the lack of any cohesive story-line, the lack of pro skaters (both old-school and new-school), the sanitized corporate feel, the generic Fortnite/Sims character art-style and the lame cheesy voice-overs, the lack of profanity (Skaters swear btw), the lack of physical damage to your player and board, the lack of blood, the cornball AI virtual world angle that nobody who actually skates cares about, the clearly AI generated reused community parks that functionally make no sense, the abomination that is Vee, the list goes on.

Going so hard on live service doomed this game. The Early Access excuse doesn't fly in 2025 anymore (especially when your publisher is a $50 billion dollar titan like EA and you're pushing micro-transactions). We've been down this road too many times with other games. Gamers aren't falling for it anymore. Nobody wanted this.

At this point anything is better than what we have now. I honestly think it's far too late and you guys dropped the ball. We've been voicing these opinions since EARLY EARLY EARLY in the Closed Play Test and you guys never listened and continued to do whatever you wanted to do despite the overwhelming vocal feedback.

You're welcome to try and correct things this far down the line, but you're most likely a day late and a dollar short. Plus, no offense, but nobody has confidence in you guys anymore. We've been screaming into the void for long enough with no results. People have been moving on, look at the SteamDB/Steam Charts, you're down 94.1% of your player base on Steam in 2 months since release. You guys had an amazing blueprint to build off of with the first 3 games (Skate 2 notably). You guys whiffed this hard, respectfully.

I know it's not what you guys want to hear, but this is probably the realest answer you're gonna get. I hope you guys figure it out, truly. 

1 Reply

  • 7JAv's avatar
    7JAv
    Seasoned Newcomer
    1 month ago

    I feel we really need these things in Skate., and I hope, I truly hope, you guys listen and put these into the game to make it feel like Skate again. I really feel the game needs this, and the players definitely want what I’m going to list. Please add them — thank you!

     

    — 1. Board Weight and Impact: The board needs to feel heavy and grounded, with landings having a solid thud. Tricks need to feel like they have real momentum, making it feel like we are controlling a physical board, not just an animation. Landings need to feel impactful.

     

    — 2. Trick Snap: The flick timing for tricks needs to feel sharp, and the pop and flip speed should feel instant and responsive, while still retaining float and control.

     

    — 3. Momentum Flow: Speed needs to carry naturally through lines. Pumping and pushing need to feel consistent and physics-driven.

     

    — 4. Ragdoll Physics: Crashes in Skate 3 were wild and unpredictable. The ragdolls in this game feel more toned down. Crashes should have fun ragdoll options for style without breaking flow.

     

    — 5. Camera and Movement Feel: The camera needs to feel fast and intense. Lines should feel fluid and gritty.

     

    — 6. Catch Window: Add a larger, earlier catch window for all flips and board tricks. Let players catch mid-air instead of forcing the board to auto-lock before landing.

     

    — 7. Airtime / Float: Slightly increase ollie pop height without making it arcade-like. Airtime should allow styling tricks mid-air.

     

    — 8. Trickline Momentum: Tricks should carry momentum naturally through combos. Avoid animations or physics that slow or kill momentum mid-line, allowing long, flowing lines like Skate 3.

     

    — 9. Dark Catch / Board Control: Allow full board state freedom in the air, including dark catches and flips held mid-air. Reduce auto-correction or snapping tricks to rails or grind edges. Let players control when and how the board lands for style.

     

    — 10. Trick Buffer / Combo Chaining: Let players buffer tricks mid-air so long combos are possible. Reduce animation lockouts that prevent chaining tricks smoothly. This is especially important for combos like kickflip → grind → manual → flip.

     

    — 11. Manuals / Reverts: Make manuals and revert transitions smoother for chaining lines. Maintain speed and stability while performing multiple manuals. Add trickliner-friendly balancing adjustments like Skate 3 had.

     

    — 12. Style Freedom: Add mid-air styling options, including flips, late grabs, and delayed rotations. Allow holding tricks longer before landing for expressive lines. Make tricklines look as fluid as Skate 3.

     

    — 13. Physics Tuning Options: Give players adjustable floatiness sliders if possible. Let trickliners tweak pop, gravity, and momentum to match the Skate 3 feel. An optional competitive trickline mode would be amazing.