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Tony Hawk's Pro Skater 3

Hey Birdman, where's Falcon 7?

Developer: Neversoft Entertainment

Publisher: Activision

Available on: Gamecube, Playstation 2, Playstation, Xbox (eventually)

Reviewed on: Gamecube

Release Date (US): Nov 18, 2001

Retail Price: $49.99

In direct opposition to the dynamics of the movie business, sequels are generally welcome entities in the world of videogaming. Personally, I was far more enthusiastic when I heard that the good folks at Neversoft Entertainment were creating a third installment of Tony Hawk's Pro Skater than when I heard that Police Academy 9: Extreme Policitude was coming to theaters. Videogame sequels are, more often than not, much tighter and more refined than their predecessors. They give developers a chance to return to their original concept and implement things they may not have had enough time to before.
I was worried about this one, though. Tony Hawk's Pro Skater 2 was simply amazing. It was a game that managed to add an entirely new facet to the mechanics of the phenomenal first game and emerge as an altogether new and different beast. I became addicted to that game. Chronically addicted. That game actually brought me to tears one night last year. I had an early class and I couldn't bring myself to shut if off at 4:00 in the morning.

I could not imagine how anyone could add anything substantial to the gameplay and not destroy the whole concept.

Apparently, Neversoft has a better imagination than I.

GAMEPLAY

The new addition to the combo system is a handy trick called the revert, which is essentially a switch pulled off during a vert landing. If you do a manual directly after reverting, your combo continues. The revert is accomplished similarly to the switch stance; you merely tap the R or the L button as you land. This may initially seem like a minuscule addition, but with practice, it becomes a vital part of the combo system. No longer are vert tricks and lip tricks condemned to be combo enders, as you can link them up to any manual. Combos now exceed 100,000 points regularly.

Aside from the addition of the revert, the rest of the familiar moves have been upgraded and tightened up. Now both the grinds and the manuals trigger balance meters to pop up, giving you the ability to tweak your grinds in ways you never could in previous games. Keeping your balance is now an integral part of the gameplay, forcing you to keep an eye on your balance meter at all times. While this makes the game more difficult, it also opens up the possibility of doing insanely long grinds, and it becomes second nature after a few hours of play.

Veterans will quickly notice that the super meter builds during combos now, so it is possible to do super moves on your first combo. This is definitely a welcome change.

Overall, the gameplay seems much faster and weightier. The skaters have lost their floaty tendencies and actually seem to fall to the ground somewhat realistically. If you are familiar with the previous games, the feel of this one will initially feel quite alien.

The game has been programmed with next-generation systems in mind, so the levels are far more expansive and complicated than those in earlier games. Canada, in particular, is enormous. My favorite is the final cruise ship level, which offers the possibility of 1,000,000+ point tricks. The levels themselves are immaculate, yet I couldn't help but feel that there were too few of them. Sure, you can open several classic levels later on, but I would have liked to see more new levels.

VISUALS

Graphically, the game is very pretty. The level geometry is fairly complex and the textures are decidedly high-res. On the Gamecube, the framerate maintained a steady 60 fps, though it did drop inexplicably on a few occasions. Keep in mind that the game was under a tight time schedule to make it to a pre-Christmas release. The graphics are better than average, but they're not amazing.

SOUND and MUSIC

The sound in the game is very, very nice. All of the characteristic clangs and rumbles are there, and the NPCs scattered throughout the levels come to life with humorous dialogue. The soundtrack is top-notch once again, with offerings from a diverse and eclectic mix of artists. Any game that has both The Ramones' Blitzkrieg Bob and Redman's Let's Get Dirty on the same tracklist is okay by me. There is a surprising amount of music, too, as the game has more individual tracks than any previous THPS.

PRESENTATION

The presentation is serviceable, but I found the pre-game menus to be rather annoying. I'm not a fan of the new skateshop setup. It's muddled and confusing. The in-game menus, on the other hand, are wonderful. They're speedy and functional, allowing you to alter even super move keys on the fly.

REPLAY VALUE and ADDITIONAL FEATURES

The game features hundreds of secret features that get unlocked after extended play. There are upwards of 40 secret characters, and countless cheat modes. The first two characters you unlock are Darth Maul and Wolverine. Yes, the game is THAT cool. As you clear the game with different characters, the level objectives get mixed up a little bit, adding a nice bit of variety. Unfortunately, it does tend to get repetitive, as you are playing the same 10 levels over and over. A few more levels would have helped the game tremendously.

The game features a nifty park editor mode, which is functional and fun. The create-a-skater mode is also back, featuring more adjustable traits than ever before. The Gamecube version lacks the netplay mode that is present in the PS2 version, which is unfortunate, but not a huge loss. If I want to play games over the internet, I'll use my computer. I have yet to see the value in online console gaming.

TO SUM IT UP...

No doubt about it, this game rocks. The controls are tighter, the levels are better, and there are more secret characters than ever. It's definitely worth the price of admission. My only gripe is a lack of new levels, but other than that, the game is excellent. A worthy heir to the Tony Hawk franchise.

FINAL VERDICT:

9 out of 10