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Of course, the growing success of
the Tony Hawk series did not go unnoticed by the competition, though few
competitive releases were able to gain anywhere near the same type of critical
acclaim or traction in the marketplace.
A game released just before Tony Hawk's Pro Skater even serves as a
good example: Street Sk8er
(Electronic Arts, 1999; Sony PlayStation), which was based on a Japanese title
from a year earlier, had few distinguishing characteristics and quickly became
an afterthought.
Another very similar title, Thrasher: Skate and Destroy (Rockstar
Games, 1999; Sony PlayStation), was released shortly after Tony Hawk's Pro Skater and banked on being the superior
skateboarding simulation, which it was.
Unfortunately for Rockstar, players
preferred the more user friendly approach found in Tony Hawk's Pro Skater to the hardcore simulation of Thrasher. Other titles like Acclaim's Dave Mirra Freestyle BMX (2000; PC, Sony
PlayStation, and others), changed the mode of transportation, but still relied
on the same style of play to thrill gamers, making some players wonder why they
just shouldn't be playing Tony Hawk's Pro
Skater instead.[9]
Others
still, like Sega's cel-shaded Jet Grind
Radio (2000; Sega Dreamcast), mixed stylized aesthetics with unusual
gameplay mechanics -- in this case riding around on inline skates and spraying
graffiti while avoiding the authorities -- receiving critical, if not
commercial, success and a sequel on the Microsoft Xbox in 2002, Jet Set Radio Future.[10]
The fifth game in the Tony Hawk series started the
Underground series, which consists of two games: Tony Hawk's Underground
(2003; Microsoft Xbox, Nintendo GameCube, Sony PlayStation 2, and others) and Tony
Hawk's Underground 2 (2004; same platforms plus Sony PlayStation Portable).
These games are sometimes referred to by their acronyms, THUG and THUG
2, which fit perfectly with the games' premises.
These games represented a
radical departure from the other games in the Tony Hawk series, as they
focus more on a storyline than on strict gameplay. Players can create a skater,
using face mapping with a camera if desired, and take the character from
amateur to pro status.
For the first time, players have the ability to step off
their board and walk, run, climb, and even drive vehicles, which is actually
required to reach certain locations. Although the game is littered with
colorful characters and interactive experiences, some criticized it for not
having enough skating quests.
THUG 2 is a direct sequel to THUG and continues the
story, though this storyline was criticized by many fans of the series because
it seemed to promote the punk skating culture rather than the extreme sports
aspects.
The basic premise is that the player accompanies Tony Hawk on a World
Destruction Tour, the purpose of which is to raise havoc in various locales
around the world in order to beat the competition, Team Bam].
The idea is that the losing team has to pay for everything at the end of the
tour. One feature THUG 2 brought back that was praised was the
two-minute time limit in Classic Mode.
Fans of the Hawk series also largely
applauded the expanded versions of locales that were ported in from previous
Hawk games. Overall, both of these games were well-received, for instance with IGN
rating THUG and THUG 2 as 9.5]
and 8.6]
out of 10, respectively.
One key reason why THUG 2 received a lower rating was best
summed up by Douglas Perry in his review of the game on IGN: "It's hard not to see Tony
Hawk's Underground 2 as Neversoft's
hurl-everything-you-can-in-a-last-ditch-effort in the hope to create something
new. The effort, while recognized, is an example of a series that in many ways
has perhaps run out of steam and good ideas, and fans of the series are likely
to respond with a mixed reaction of disappointment, while grumpily trudging to
the store to buy it anyway."]
This statement could in fact be applied
to all the other Hawk games that followed, which suffered from what some refer
to as "Tony Hawk Syndrome," which is similar to the "Madden
Model" (see book Chapter 10, "John Madden Football (1988): Modern Sports video games Kickoff") of releasing the same game year
after year with only incremental improvements or differences.
Box back from the Microsoft Xbox version of Outlaw
Golf (2002). Golf is a surprisingly common target for "extreme"
and comic video game interpretations, probably because it contrasts so sharply
with what most think of as the sport's stuffy reality.
Screenshot from Kelly Slater's
Pro Surfer (Activision, 2002; Nintendo GameCube, Microsoft Xbox, PC, and
others), which mimicked Tony Hawk's
trick system and use of real athletes, but had nowhere near the same commercial
or cultural impact. Despite repeated attempts at unique alternatives, the most
consistent performers have been games based on skateboarding and snowboarding,
such as Electronic Arts' SSX series
(starting 2000, various platforms).
[9] An
infamous sequel, Dave Mirra BMX XXX,
was in development until Mirra refused to endorse the troubled production. The
game was eventually released by Acclaim Mirra free as BMX XXX in 2002 for the Microsoft Xbox, Nintendo GameCube and Sony
PlayStation 2, with the notable addition of crude humor and nudity, the latter censored for the PS2 version. Naturally,
these questionable additions did not make up for the poor gameplay or mediocre
visuals and the game was poorly received by critics and gamers alike.
[10] Jet Set Radio was released on the
Nintendo Game Boy Advance in 2003, and, despite the lack of 3D graphics,
retained much of the gameplay of the original.
[11] Led by
Brandon Cole "Bam" Margera, a skateboarder and media personality
associated with the "Jackass"
TV and movie series.
[12]
http://ps2.ign.com/objects/545/545800.html.
[13]
http://ps2.ign.com/objects/640/640600.html.
[14]
http://ps2.ign.com/articles/554/554325p1.html.
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"It wasn't until later in the development process that Tony Hawk was signed on and the game took on the name we all know."
I read an interview with Tony Hawk by a skateboarding magazine some 5 years ago where he said that the idea for doing a skateboarding game was his, and that he went around to the various video game companies pitching the idea and they laughed him off. He remembers one big brand-name company (was it Atari?) whose president laughed him out of the meeting and said, quote, "There is no market for a skateboarding video game." That's a famous quote and I'm disappointed to not see it and that piece of history here, in what is a history of the series. It's possible they had started THPS1 before he got on board, but it's important to note that he wasn't simply tacking his name onto an existing game, he had the idea and was trying to pitch the game on his own. This is also the reason why he's had such creative control and input over the series. I'd love if you could find the reference and update/post it here.
Joshua is correct that despite a mo-cap session attended by the videogame press (and it being a bullet point on the back of the box), all of the animations actually used in THPS1 were done by hand.
Motion capture used as a reference? Maybe... I think by the time we had that motion-capture session, the work on animations were well under way. But really, my memory is too fuzzy and I'm probably the wrong person to ask about how much influence the mo-cap ultimately had on the finished work.
The problems with actually using the mo-cap was that it was going to take way too much work to turn the raw data into something useful and, more importantly, it just plain didn't look as good as the hand made stuff (not as dramatic, etc...).
Work began in full in October 1998, by which time Tony Hawk was pretty much the name of the game. Tony's initial involvement was not major though. The mo-cap was done in April 1999, but there was never any expectation that the data would be very useful. Good publicity though. The actual animation was done by hand by Noel using video reference of various skaters - mostly from commercial skate videos. The game was finished in August 1999.