Skater XL

Skater XL

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talk about instant regret
Never a game made me regret buying it so damn quickly.

I mean, the last time I played this it was some previous version about a year ago, and it was bad. But I thought that maybe a year would give time for the developers to give the game some polishing... but boy, was I wrong.

The tutorial gets stuck on the screen after you click out of it. Seriously, you skate with half the screen white and the tutorial displayed to the left making you force quit the game to make it disappear...

Maybe I'll make an animated gif of the bug later.

And is it possible to get a refund? I literally just got this.
Originally posted by pogwyn:
You can request a refund from here if you have less than 2 hours of play time https://help.steampowered.com/en/ (and it's been less than 2 days since you bought it I think?)
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Showing 1-15 of 40 comments
Mighty_Opf May 16, 2020 @ 6:48am 
Originally posted by rothchildthe3rd:
Never a game made me regret buying it so damn quickly.

I mean, the last time I played this it was some previous version about a year ago, and it was bad. But I thought that maybe a year would give time for the developers to give the game some polishing... but boy, was I wrong.

The tutorial gets stuck on the screen after you click out of it. Seriously, you skate with half the screen white and the tutorial displayed to the left making you force quit the game to make it disappear...

Maybe I'll make an animated gif of the bug later.

And is it possible to get a refund? I literally just got this.
Please the tutorial to be early access and this is not a priority is a mere nonsense when you have a thousand tutorials on youtube and the tutorial is your imagination.

But for this ♥♥♥♥ you can not say that it is frustrating since it does not break the gameplay

just patience and if you want to see the tutorial first you see it and then you put it into practice, if for example you want to see how to do an ollie nord (one foot) you press to see how you do backwards and you practice it but I already tell you that the tutorial it is very very basic it does not explain you almost nothing, on youtube you have thousands of tutorials friend do not fall behind ;)
Last edited by Mighty_Opf; May 16, 2020 @ 6:52am
rothchildthe3rd May 16, 2020 @ 9:07am 
With all due respect mate, but as I said, I got this game more than a year ago (from outside of steam... got a demo to test before deciding to buy, and I decided not to), and the only thing they added was a replay feature and 1 more default stage. I was expecting a lot more after a year of development. I wanted to experiment with Skater XL, 'cause I saw it got a lot of scenarios/stages (through modding, of course), but I was extremely disappointed. Modding should be a complement to a good game. It shouldn't be solely responsible for a game to become playable. That's the devs work.

Also, it has nothing to do with the gameplay. (I've been playing Session for more than 6 months. And with similar controls, it just breezes with fluidity when compared to this game... And the devs actually care about it, and they seem to listen to the customers).

Again, it has to do with me accessing the tutorial (just to take a peek on the grind/slide commands), and then NOT being able to exit the tutorial (it got stuck on the screen as I exited, with the game still functioning/rolling... If I paused again, the pause screen was "plastered" over the bugged tuto screen that's frozen to the right), and then I have to force quit the game, because it surprisingly lacks a quit option on the pause menu. Which IMO is just bizarre... And I remember these bugs present in a previous version that I played more than a year ago! I think those 2 alone were enough for steam to grant me a refund in 5 minutes.

How can I believe that the devs will be able to iron out these bugs until July, when they weren't able to iron it out in almost a year? Sorry, I can't believe in that...
Last edited by rothchildthe3rd; May 16, 2020 @ 9:35am
Mighty_Opf May 16, 2020 @ 10:36am 
Originally posted by rothchildthe3rd:
With all due respect mate, but as I said, I got this game more than a year ago (from outside of steam... got a demo to test before deciding to buy, and I decided not to), and the only thing they added was a replay feature and 1 more default stage. I was expecting a lot more after a year of development. I wanted to experiment with Skater XL, 'cause I saw it got a lot of scenarios/stages (through modding, of course), but I was extremely disappointed. Modding should be a complement to a good game. It shouldn't be solely responsible for a game to become playable. That's the devs work.

Also, it has nothing to do with the gameplay. (I've been playing Session for more than 6 months. And with similar controls, it just breezes with fluidity when compared to this game... And the devs actually care about it, and they seem to listen to the customers).

Again, it has to do with me accessing the tutorial (just to take a peek on the grind/slide commands), and then NOT being able to exit the tutorial (it got stuck on the screen as I exited, with the game still functioning/rolling... If I paused again, the pause screen was "plastered" over the bugged tuto screen that's frozen to the right), and then I have to force quit the game, because it surprisingly lacks a quit option on the pause menu. Which IMO is just bizarre... And I remember these bugs present in a previous version that I played more than a year ago! I think those 2 alone were enough for steam to grant me a refund in 5 minutes.

How can I believe that the devs will be able to iron out these bugs until July, when they weren't able to iron it out in almost a year? Sorry, I can't believe in that...
Hi everything works fine for me except that the character moves when he selects an option that obviously will fix it, but if he lets you see how everything is done and go back and put it into practice.

take a moment to see how I do it without getting frustrated:FailEMO::SpecialEMO::skateboard:
https://streamable.com/dje5wu

If you have other types of errors (since this is an internal bug that they have to solve) I recommend that you install the beta and then check the cache of the game and beyond the aforementioned bug it should work well and you can view the tutorial as I did in the video. Luck!!
rothchildthe3rd May 16, 2020 @ 11:01am 
Mate, I'm not sure what you're trying to show with this video. As I said, it has nothing to do with gameplay. Anyone who plays Session (my case) on a regular basis can get with the controls in this game within' a few minutes.
I already asked for a refund, and steam granted me one, most probably because:

- The game has a bug in which the tutorial doesn't disappear after you exit it (and again, it's a recurring bug that's been present in all the previous versions, from what I can tell). If you tell me there are tutorials on youtube, well, then the devs should remove the ingame tutorial, since it's bugged.
- The game lacks a quit to desktop button. So am I supposed to alt-tab and force quit the game every time I wanna exit it? Is this serious?

Also, am I supposed to mod the entire game for it to become at least functional? If it's to add more stages, fine... But everything else, it's the devs work, not mine. This is why we pay for the game. And from what I've read in the comments, it hasn't been touched by the devs in months.
So the release date is in July, and you're telling me to get the Beta? I'm sorry about asking this, but are you trolling? I mean, I got the Beta... a whole year ago!

What disappoints me most is that this game had a lot of potential back then. And the stages look really awesome. But it lacks the minimum of fluidity. You advocate for "physics". Take a look at a replay of a Tre Flip. The skate is already spinning before the skater even kicks it. This is the opposite: it's bad implemented physics on an engine (Unity) that is far from being ideal for this type of game.

Good luck to you too.
The author of this thread has indicated that this post answers the original topic.
pogwyn May 17, 2020 @ 4:04am 
You can request a refund from here if you have less than 2 hours of play time https://help.steampowered.com/en/ (and it's been less than 2 days since you bought it I think?)
rothchildthe3rd May 17, 2020 @ 8:31am 
I already got a refund. Thanks.
kokmaister May 22, 2020 @ 5:24am 
Originally posted by rothchildthe3rd:

Also, it has nothing to do with the gameplay. (I've been playing Session for more than 6 months. And with similar controls, it just breezes with fluidity when compared to this game... And the devs actually care about it, and they seem to listen to the customers).

...

How can I believe that the devs will be able to iron out these bugs until July, when they weren't able to iron it out in almost a year? Sorry, I can't believe in that...

Man, I hear you. Session is nowhere near ready, but neither is this game. But Session feels miles away from XL in terms of gameplay. Session's gameplay feel CONSISTENT. This on the other hand feels so random. When all clicks, there are nice moments here, but... it just rarely clicks, unfortunately. Everything feels a bit off and wonky.

As a person who has worked over 10 years in game industry, I really, really can't see this game being in a state on July where it would be HONESTLY READY for v.1.0. Yeah, they can say, that "this is 1.0 now!", but it really isn't even near. At least in Session the core gameplay feels good and fun. So they mostly need to "just" iron out bugs and glitches and create content. But the XL... let me just say the companies I've worked at would NOT put this out on July (because it would flat out tarnish their reputation as devs).
s.aitken88 May 22, 2020 @ 7:19am 
Originally posted by kokmaister:

Man, I hear you. Session is nowhere near ready, but neither is this game. But Session feels miles away from XL in terms of gameplay. Session's gameplay feel CONSISTENT. This on the other hand feels so random. When all clicks, there are nice moments here, but... it just rarely clicks, unfortunately. Everything feels a bit off and wonky.

As a person who has worked over 10 years in game industry, I really, really can't see this game being in a state on July where it would be HONESTLY READY for v.1.0. Yeah, they can say, that "this is 1.0 now!", but it really isn't even near. At least in Session the core gameplay feels good and fun. So they mostly need to "just" iron out bugs and glitches and create content. But the XL... let me just say the companies I've worked at would NOT put this out on July (because it would flat out tarnish their reputation as devs).

Yeah I agree, I work in software development and would definitely not be happy to have the skater XL devs working at my place. I understand what they're trying to do with the game, and I bet it did take a lot of hard work and skill to reach the point it's at, but in terms of professionalism it's just terrible. They seriously released a game without a quit button, it's madness.
Goof May 22, 2020 @ 5:29pm 
esc quits the game. you can also alt f4
Mighty_Opf May 23, 2020 @ 9:48am 
Early Access Game
Get immediate access and get involved with this game as it unfolds.
Notice: This early access game is not finished and may or may not change later. If you're not excited about playing it in its current state, then you should wait to see if the game progresses further in its development. More information

WHAT THE DEVELOPERS SAY:
Why early access?

“It's been 8 years since the last significant contribution to the skateboarding genre by a big publisher. As an indie, we chose to spend the last four perfecting the thing that really matters for a new big step in the genre - the gameplay and controls.

Now we're confident we have something of value at the core of the product, we'd like to start the discussion with the community, to include them as we roll out our road map and plans to build more content and features over the next 24 months and beyond. ”
How long will this game be in early access approximately?

"It's hard to make predictions in development, but until us and the community are happy with delivered core features."
How will the full version be different from the early access version?

“The full game will eventually include more skateable content all based on / inspired by parks and spots from the West Coast, video editing and export, character customization, more skaters and gear. Note these are NOT features available in early access but are planned for full launch at a later date. ”
What is the current status of the early access version?

“One complete area based on the historic" West LA Courthouse "skate spot, one character, core gameplay & game mechanics and tutorial menu. Note that this initial spot is complete but also compact, and was chosen to allow us to focus on gameplay depth for Early Access rather than building level content. ”
Will the price of the game be different during and after early access?

"We plan to increase the price of the game as more features are introduced."
How do you plan to involve the community in your development process?

With careful consideration, we have been testing and incorporating feedback into the design process since the start of development. We will be considering and involving the community in every step from here forward and communicating when and why we make each key design decision.
Last edited by Mighty_Opf; May 23, 2020 @ 9:48am
Uollie May 27, 2020 @ 1:08am 
Originally posted by kokmaister:
Originally posted by rothchildthe3rd:

Also, it has nothing to do with the gameplay. (I've been playing Session for more than 6 months. And with similar controls, it just breezes with fluidity when compared to this game... And the devs actually care about it, and they seem to listen to the customers).

...

How can I believe that the devs will be able to iron out these bugs until July, when they weren't able to iron it out in almost a year? Sorry, I can't believe in that...

Man, I hear you. Session is nowhere near ready, but neither is this game. But Session feels miles away from XL in terms of gameplay. Session's gameplay feel CONSISTENT. This on the other hand feels so random. When all clicks, there are nice moments here, but... it just rarely clicks, unfortunately. Everything feels a bit off and wonky.

As a person who has worked over 10 years in game industry, I really, really can't see this game being in a state on July where it would be HONESTLY READY for v.1.0. Yeah, they can say, that "this is 1.0 now!", but it really isn't even near. At least in Session the core gameplay feels good and fun. So they mostly need to "just" iron out bugs and glitches and create content. But the XL... let me just say the companies I've worked at would NOT put this out on July (because it would flat out tarnish their reputation as devs).


Sorry but what is everyone smoking to think Session is somehow more consistent and fluid than XL? In Session I can't do 5 tricks in a row without some physics bug hucking my character at the speed of sound in some random direction, or animation bug out(with board and character) making the already stiff and wonky animations look even more alpha.What exactly feels random to you? What feels off? I really wanna know becuase I just don't get it lol. In my experience, XL has been so smooth with very minimal bugs. The worst bugs I've seen is the wheels clipping through the ground on hard impacts and the grinds abruptly stopping at the end of ledges which are both new this update and not game breaking. They're simple (but time consuming) fixes so it's hardly an alarm for uncaring devs.

Session's controls to me are glorified Tony Hawk Pro Skater controls masked with dual analog sticks which leads them to be the messiest controls I could think of. The fact that you can do an input for a 360 flip, but fail to scoop the stick enough and the game registers a kickflip, is so clunky feeling. It's supposed to be a skate sim, why can't I under rotate my tre flip? It's like there's no animation for it or physics. They only spin slower (and completely), but never under/over rotate via spin or flip. Tricks are essentially translated from stick movements to "Left D-pad + Square" etc and assigned a speed. Even the spin controls are screwed up... you basically have an auto spin...seriously try to land 90 degrees to your momentum. It's super weird...the game auto spins you most of the time to perfectly land a 180. XL at least gives me the freedom to screw up my tricks in realistic ways and learn to compensate for such things like under/over rotations.

While we're on controls, XL made such impressive use of a controller to make skateboarding feel as authentic as possible. We use both analog sticks and the respective trigger to initiate a revert...while Session is stuck in the PS1 era still double tapping buttons to revert for you. Session just trivialized switch stance by only mirroring the stick input. If they're going for accessible, then fine that's all okay. But XL thought a lot about switch controls and pieced together that a nollie kickflip is actually the same footwork as a switch kickflip. Without mirroring the sticks, they essentially make you think of switch controls as if the controller were physically turned around 180 degrees. It's a really clever way of incorporating the real-life awkwardness of learning how to skate switch for the first time.

I can go on and on about the issues Session has given me. I could nit pick probably forever about all the little things Session does that drives me crazy from bugs to poor thought out decisions that hurt their claim as a sim. I've been skating for 20 years, and I can't begin to express how much better XL depicts skateboarding (mechanically). I do play with stats mod to make physics less floaty but you can bet XL 1.0 will include their own physics settings.

The final verdict IMO is that Session has been focusing on entirely all the wrong things first while XL devoted a ton of thought and work into making the "game" part of the game work and look fantastic. Yes there's no QoL things like menus, settings, customizations, or content but it's obviously coming soon. Can anyone say when Session will be polished and smooth to play? I can't see myself enjoying pretty New York street spots, walking off my board, and settings menus by themselves.
mr munkee May 27, 2020 @ 3:10pm 
Originally posted by Uollie:
Session just trivialized switch stance by only mirroring the stick input. If they're going for accessible, then fine that's all okay. But XL thought a lot about switch controls and pieced together that a nollie kickflip is actually the same footwork as a switch kickflip. Without mirroring the sticks, they essentially make you think of switch controls as if the controller were physically turned around 180 degrees. It's a really clever way of incorporating the real-life awkwardness of learning how to skate switch for the first time.

Sorry, but switch ISN'T nollie. There's this whole DIRECTION and ORIENTATION thing involved. Having the switch controls the same as nollie is stupid. The way session does it is better and doesn't "trivialize" it. It flips the controls so it's still unnatural to you and you are using swapped thumbs but the direction you press still correlates correctly to the direction on screen. Having to press UP and LEFT to make my foot go DOWN and flip RIGHT is just not correct. Maybe if you feel like you are rolling "backwards" in real life while switch then it makes sense to you, but you're not rolling backwards, and so these controls in SXL don't make sense.
Uollie May 27, 2020 @ 3:59pm 
Direction and orientation does not change the fact that the foot movements are literally the same. In real life I learned nollie kickflips very fast because I knew switch flips already. It's the exact same principle as people learning tricks in fakie before learning the same trick in their regular stance or vice versa.

Yes session controls do trivialize switch and nollie stances.There's nothing unnatural about it and there's no difficulty about swapping sticks. It's very logical to make the stick controls relative to the players perspective, but it doesn't create extra difficulty. Your thumbs don't need special balance to make inputs on a controller.

I didn't like XL's take on controls at first either and was saying the same exact things as you. As I played more XL I grew to appreciate the thought they put into them and now they just make way more sense as a skateboarding game than sessions.

XL's controls are just relative to the skater's perspective, not the players. It makes perfect sense.

s.aitken88 May 28, 2020 @ 9:19am 
Originally posted by mr munkee:
Originally posted by Uollie:
Session just trivialized switch stance by only mirroring the stick input. If they're going for accessible, then fine that's all okay. But XL thought a lot about switch controls and pieced together that a nollie kickflip is actually the same footwork as a switch kickflip. Without mirroring the sticks, they essentially make you think of switch controls as if the controller were physically turned around 180 degrees. It's a really clever way of incorporating the real-life awkwardness of learning how to skate switch for the first time.

Sorry, but switch ISN'T nollie. There's this whole DIRECTION and ORIENTATION thing involved. Having the switch controls the same as nollie is stupid. The way session does it is better and doesn't "trivialize" it. It flips the controls so it's still unnatural to you and you are using swapped thumbs but the direction you press still correlates correctly to the direction on screen. Having to press UP and LEFT to make my foot go DOWN and flip RIGHT is just not correct. Maybe if you feel like you are rolling "backwards" in real life while switch then it makes sense to you, but you're not rolling backwards, and so these controls in SXL don't make sense.

Yeah the switch controls in skaterXL are counter intuitive. No amount of 'logical' explanation will get around this. Yeah, it's a skateboard sim, but it's still actually a computer game played with a handheld controller. And the switch controls just feel mirrored and confusing.
Uollie May 28, 2020 @ 9:39am 
Originally posted by s.aitken88:
Originally posted by mr munkee:

Sorry, but switch ISN'T nollie. There's this whole DIRECTION and ORIENTATION thing involved. Having the switch controls the same as nollie is stupid. The way session does it is better and doesn't "trivialize" it. It flips the controls so it's still unnatural to you and you are using swapped thumbs but the direction you press still correlates correctly to the direction on screen. Having to press UP and LEFT to make my foot go DOWN and flip RIGHT is just not correct. Maybe if you feel like you are rolling "backwards" in real life while switch then it makes sense to you, but you're not rolling backwards, and so these controls in SXL don't make sense.

Yeah the switch controls in skaterXL are counter intuitive. No amount of 'logical' explanation will get around this. Yeah, it's a skateboard sim, but it's still actually a computer game played with a handheld controller. And the switch controls just feel mirrored and confusing.


Counter intuitive is sort of the point, only it really is very intuitive once you understand the logic. Logic absolutely gets around it lol. Do you really think the devs just randomly chose arbitrary directions for switch inputs? It's not confusing at all once you get past the barrier of it being different from Session.

Turn the controller upside down when riding in switch and like magic.... they're the same exact stick movements as regular stance. You're too used to thinking that the game must have controls relative to the camera perspective, this is not the case in XL and it makes the game better for it BECAUSE it's a little bit awkward. XL feet don't magically swap sticks...your back foot (for regular stance) is always the right stick, and front foot is always the left stick.
Last edited by Uollie; May 28, 2020 @ 9:43am
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Date Posted: May 16, 2020 @ 2:07am
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