Thomas John
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Tony Hawk's Pro Skater 2. The mere concept of a sequel to last year's surprise hit is enough to send chills down the spines of the game's die-hard fans. Luckily, those chills are not in vain - Tony Hawk's Pro Skater 2 is the perfect example of how to make a sequel to an already amazing game. The levels are bigger, the trick catalog is more plentiful, the number of goals per level has been doubled, and the already stunning gameplay has been honed even further.

All of the professional skaters from the first game have returned, and new skaters like Rodney Mullen, Eric Koston, and Steve Caballero have been added to the roster. Also, you can create your own skater, choosing from different skin and model types. All of the first game's modes are back. You can opt to skate a two-minute single session, freely skate around a level with no time limit, or enter the career mode. The career mode here is much more than the first game's. Completing level goals in career mode earns cash, and you spend that cash on higher attribute points, new boards, and new tricks. This makes the game pretty customizable - if you don't like your skaters tricks, a little money and some time on the trick screen and you can set any trick to almost any button combination you want.

With the exception of the three competition levels, each level in the game has ten different goals, each with a different dollar value assigned to it. Three of the goals are score-based, and you still have to spell skate and collect a hidden tape as well. Four of the goals are fairly level specific. In New York, you'll do things like collect subway tokens, 50-50 grind on a sculpture, and grind on a set of subway rails. In Philly, you'll have to drain a fountain, find four lips and do lip tricks on them, and collect small liberty bells. In Venice, you'll ollie over five "magic" bums, tailslide the Venice Ledge, collect spray paint cans, and find four specially marked transfers. Finally, the goal in each level is completed when you've completed the other nine goals and collected every piece of spinning money. In competition levels, you earn 90 percent completion by earning the gold medal, and the remaining 10 percent comes from collecting all the cash in the level. Later levels are opened up when you've collected a certain amount of cash. You don't need to get 100 percent completion in each level to beat the game's final level, but you'll be too addicted to the game to settle for anything less.

The multiplayer game is just as exciting as it was in the original. With the exception of horse, all of the other modes are played simultaneously. Trick attack is a timed score contest. Graffiti tags a surface with your skater's color when you include it in a trick - if you do a better trick on a surface owned by your opponent, it switches to your color. Tag gives each player a timer, which only counts down when you're "it." The first player to run out of time loses. The game still runs at full speed in the two-player split screen modes, though most of the levels have been altered a bit for multiplayer - for instance, the Skatestreet level loses its outdoor areas, and the Bullring no longer allows you to get up into the stands, which have been replaced by draw-in shrouding fog.

Tony Hawk 2 looks so good that you may occasionally have trouble believing it's a PlayStation game. The textures are large and colorful, and some levels include lots of nicely detailed graffiti. The levels themselves are absolutely enormous, each containing at least one hidden area. Yet even with the large levels, the game runs at a nice, solid speed at all times. The camera works extremely well in almost any situation, though it would have been nice to see a look function in the game, like the skater's eye function found in Sony's extremely Hawk-like Grind Session.

The only real problem with the original Tony Hawk's audio was that the soundtrack was a little singular - if you didn't like that style of music, you were essentially out of luck. Tony Hawk 2 breaks up the monotony nicely, a wide range of artists including Naughty By Nature, Powerman 5000, Rage Against the Machine, Dub Pistols, Papa Roach, Anthrax (featuring Public Enemy), and Bad Religion. The game's sound effects are outstanding, mixing a nice balance of ambient sound (nearby cars, trains, announcers at the skate competitions, and so on) and the sounds of skating, such as the clink of your trucks hitting a rail, the different textured sounds of varying surfaces, and, of course, the sound of your skater's body slamming to the pavement.

The first game already had extremely tight gameplay - the levels were designed with big trick combos in mind, but there was room for personal style and innovation. Tony Hawk 2 opens up the concept even further with the addition of manuals - essentially front or back wheelies - which you can use to link trick combos together when crossing flat land. The larger levels of Tony Hawk 2 are extremely manual-friendly, yet the manuals never give the game a gimmicky feel. Instead, they really give you even more control over your skater and open up the scoring for even bigger combos. Also, the first game had gaps - small bonuses that gave you points for transfers, jumps, and long rails. Tony Hawk 2 is packed with these gaps; some levels have well over 40 different gaps. A gap checklist on the options screen helps you keep track of which gaps you've yet to find.

Another amazing addition is the skate park editor. The editor gives you an empty room and lets you fill it up with rails, ramps, pools, boxes, and just about anything else. It's extremely easy to use, and you can set it up for single-player and multiplayer play. Also, in case you aren't feeling terribly creative, Neversoft has stashed a ton of levels on the disc for you to mess around with. The skate park editor is great on its own, and it justifies owning DexDrive, as well. Surely a smattering of fan sites will offer large collections of created levels for download to such a device.

Near the end of a platform's life , most of its software falls into one of two categories. The first is shovelware - cheaply produced games hoping to cash in on the platform's large installed user base. Games in this category fail to innovate and come off as games that would have been decent three or four years ago, but simply can't compete with a system's better offerings. The second category is a fairly elite club, containing games from developers that clearly know how to exploit the aging hardware for all its worth. The PlayStation's final year is coming to a close, and in Tony Hawk's Pro Skater 2, Neversoft has put together a game that clearly belongs at the top of the second category. As most major publishers' development efforts shift to any number of next-generation platforms, Tony Hawk 2 will likely stand as one of the last truly fantastic games to be released on the PlayStation.
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Making a great sequel to an already successful product is a tricky endeavor, especially when you're talking about a game series that is moving from one platform to another. It would be extremely easy for a developer to stick way too close to the previous title, using the new console's power to give the game a nice graphical overhaul and pumping up the difficulty so that hard-core fans have something new to play with. On the other hand, too many changes could potentially alienate the original game's fan base by getting away from what made the previous games in the series stick out. The Neversoft and Activision team has already proved that it can do sequels right with the September 2000 release of Tony Hawk's Pro Skater 2. Now, the team is releasing a new game in the series on a new console, the PlayStation 2. Thankfully, Tony Hawk's Pro Skater 3 strikes a perfect balance between new and old and renders the two previous entries in the series almost completely obsolete in the process.

For those of you new to the series, the Tony Hawk's Pro Skater games put you on a skateboard and in a level with goals to accomplish. As you accomplish these goals, which range from simple score targets to more difficult skateboard trickery of the "how the heck am I supposed to get all the way up there" variety, more levels are opened up. The game isn't exactly the most accurate simulation of skateboarding in the world, as it has some pretty outrageous physics and lets you get away with things that make Tony Hawk's much lauded 900-degree spin look commonplace by comparison. As the series has progressed, it has gotten more and more combo-friendly, conceivably allowing you to continually do one string of tricks around the entire level, lasting the entire length of your two-minute run.

Like the previous Tony Hawk game, THPS3 features a collection of professional skaters. The roster hasn't changed much this time around--still on board are Steve Caballero, Kareen Campbell, Rune Glifberg, Eric Koston, Bucky Lasek, Rodney Mullen, Chad Muska, Andrew Reynolds, Geoff Rowley, Elissa Steamer, Jamie Thomas, and of course, Tony Hawk. Bob Burnquist, who was in the first two games, is not in Tony Hawk 3, as he has jumped ship over to Konami's ESPN skateboarding game. Replacing Bob is Bam Margera, perhaps most famous for his dad-beating antics on MTV's "Jackass" and his self-produced CKY videos. The create-a-skater and create-a-skate park have also been expanded quite a bit this time around. In create-a-skater, you can select different faces, skin tones, hairstyles, heights, and weights. Once you've got the base down, you can decorate your skater with different shirts, pants, shorts, shoes, socks, helmets, pads, glasses, hats, tattoos, watches, bracelets, and more. The pro skaters can be edited to a certain extent, so you can add hats and remove or change shirts if you so desire. You can also create female skaters. Rounding out the skater lineup is a collection of wild and, in some cases, completely unexpected hidden skaters, each of whom has a few new special tricks. While the skaters may look different and start with different stats and tricks, you can configure their tricks (both normal and special) and stat points in any way you see fit. The level editor is more varied and lets you be far more productive--the only thing missing is the ability to use your created parks while playing online.

In Tony Hawk's Pro Skater 2, you could combine grinds and other street-style tricks by manualing (in essence, popping a wheelie on your board) just as you touched ground. But there was no way to work vert ramps into the middle of a combo, only the end. As a result, the game became a little one-dimensional, as everyone simply looked for the longest grind lines and ignored ramps almost entirely. Tony Hawk 3 remedies this imbalance by adding a trick called the revert. The revert is a quick 180 spin that is done just as your skateboard touches the ramp when you're coming down from vert or lip tricks. Doing the revert lets you pop up into a manual, after which you can roll over to something else to do more tricks. Just as the manual revolutionized the Tony Hawk world back in Tony Hawk 2, the revert does the same here in Tony Hawk 3. The combo potential of other moves has also been increased. You can now move from one grind to another without actually leaving the rail. Lip tricks also work the same way. Some kick tricks can be doubled or tripled by quickly doing the trick two or three times--holding left and tapping square three times, for example, does a triple kickflip. Other less-noticeable combos are also included. Doing a kickflip and immediately doing an indy afterward gives you--in the eyes of scoring, anyway--a new trick called "kickflip to indy."

In addition to all the new trick enhancements, the game's levels have improved. Some of the levels are based on actual locations, like Skater Island, an indoor skate park in Rhode Island, which serves as the game's second competition level. Most of the levels are rather large and significantly more interactive. The most dramatic example is in the Los Angeles level, where you'll start an earthquake that rattles a freeway apart, giving you new places to skate. The game is packed with tiny cutscenes that play with the completion of some goals, showing you dumping snow onto a bully, making a car fall off a freeway onto the surface streets below, causing a cruise ship to deploy its safety nets, or activating a satellite dish by clearing away branches from its power lines. The goal structure in the game remains largely the same, with each noncompetition level containing nine goals. Three of those goals are score based, one involves finding a hidden videotape stashed somewhere on the level, and the rest involve collecting items, breaking items, and doing specific tasks. For example, in the Canada level, you have to "Get Chuck Unstuck." Poor Chuck has his tongue stuck to a frozen pole, and skating into him is the only way to rip his tongue off the pole. Some goals have two parts: In the airport, you have to deliver plane tickets from the counter to the gate. So first you have to grab the tickets; then you have to make it all the way down to the gate to deliver the tickets. Two goals change depending on your chosen skater. Each level has a trick-specific goal. So with a vert skater, you might have to do a cannonball over a half-pipe, but a street skater will have to find a specific rail and do a 50-50 grind on it. The letters that spell the word "skate" also must be collected in each level, and there are a handful of different configurations for these letters in each level, which change depending on the skater you're currently using. In addition to the standard goal-based levels, Tony Hawk 3 has three competition levels that score you based on how well you can do on a one-minute run. Doing well here gives you a gold medal and opens up the next level. Every level has a few optional items in it as well. Five stat points and a new deck are in every level, and their placement changes from skater to skater. Earning stat points is crucial, because certain level goals later in the game will be significantly more difficult if you haven't become powerful enough. Stat points can be placed in any category and can be rearranged at any time. Stat categories include rail, lip, and manual balance, as well as ratings for your ollie, air, hang time, spin, switch-skating ability, and speed.

Each time you complete the game, you're given some new things to play with. Earning three gold medals gives you a new video to watch. Most of the videos are standard biographical stuff for the pro skaters, combined with footage of them skating. Like in the previous games, the hidden and created skaters unlock other videos, such as footage of the pros bailing and lots and lots of footage of the Neversoft team goofing around. Needless to say, the increased storage capacity of th
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