Skate Story Review
Skating as self-expression has always, always been at the fore of the activity. We say activity in this sense because skating isn’t always a competition. Like surfing or snowboarding or wakeboarding, how you approach the contraption beneath your feet is, frankly, your personal jam. Your line. Your expression.
This reviewer knows when I rolled, it certainly was mine.
How skaters use this, external to the activity, is an interesting thing. As is representation of it. From hilarious flicks like Gleaming the Cube that utilised a checkerplate fatty likely heavier than both 3rd-Phase Boss office pugs, combined, in its final act to bring down the movie’s big bad, to the dystopian (and currently on-the-nose) Prayer of the Roller Boys that attempted to amplify the menace of inline skating to cultish levels (which visually worked, to be honest), the worlds of so-called “action sports” can be misrepresented or misunderstood to dizzying degrees.
We mean, Point Break… ‘nuff said.
So when the actual owners of this expression are able to create from their own interpretation of things, it’s worth taking a look. Particularly in games. And, particularly, in skateboarding. As is the case with Skate Story -- a veritable tale and experience in three parts, wrapped in an all too familiar (if you skate) sheen. It’s off the wall and dark and intentionally in-house, in terms of its expression of self, and it never fails to deliver something fun and unique. Like walking through a living alleyway in any one graf-centric city, where art and tags and fleeting existences thrive and metamorphose from one day, or name, to the next into, well… anything, Skate Story feels like an animated love letter to expression.
Sam Eng’s ‘solo’ spin on this is a celebration of that, and then some. But it’s also a game with goals and rules and ceilings. At times it sings and flows and is as beautiful in motion as the art dictating it, while at others it’s blunted and confined, sharp and unforgiving, like the polygonal angles and vertices that allow it to go on, wire-frame-like. These moments can also feel like ‘Pig Ears’ to the overall flow of things (IYKYK), essentially halting any sense of fluidity to proceedings, which it feels like the game is striving for. These are disparate moments too, hence the “experience in three parts” shout above. But before we get ahead of ourselves, we need to do something about that moon shining ever so bright… we need some sleep over here; after a feed, natch.
Skate Story
What’s Boss?
Not Boss Enough?
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