As a die-hard skateboard games fan, I’m always excited when a new series comes along. When OlliOlli Launched on PlayStation Vita in 2014, I immediately found myself addicted to its arcade structure. The levels were fast-paced and skill-based, with players being forced to focus on timing and successful landing tips by pressing the X button while landing. From PlayStation 4 and Xbox One to a trio of Nintendo consoles, I’ve found myself playing OlliOlli on all available systems and was equally enthralled thereafter, OlliOlli2: Welcome to Olliwood, which completed the hint system by adding manuals.
To compare it to the most famous skating series, OlliOlli2 felt like Tony Hawk Professional Skater 3, where the combo system was also finally complete and refined to the point where additional games could add more features but they would never change the core gameplay. That’s why when OlliOlli World was announced, I was happy, but it seemed almost unnecessary. I’d be more than happy to play more levels, but how would developer Roll7 manage to significantly improve the sequel?
Well, it turns out there’s a reason I’m not a game designer as the talented team at Roll7 have come up with a number of new additions that make OlliOlli World not only feel fresh, but a proper reinvention of the franchise. While we haven’t seen all of the additions yet, there are five that already make the game more than another. OlliOlli: checkpoints, wall rides, best alternative paths, grab-based tricks and green ramps.
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OlliOlli2 aimed at hardcore players and challenged them to go through entire levels without ever leaving a combo. That thrill is always in OlliOlli World, but the series is also more accessible than ever thanks to a new control point system. It’s a dope addition that allows for even more challenging levels and sections, giving the game a bit of Testing feel accordingly. There was a difficult section with a wall ride (more on this in a moment) which I failed several times as I was losing speed trying to keep my combo alive. I finally realized I had to focus a bit more on speed than scoring to close the gap and finally closed the difficult gap.
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Wall rides are another new addition and allow for some really cool play sections. Players grind notice boards and other items that allow them to fill ridiculously long spaces. It becomes less a question of tips and more handling. This highlights another novelty for OlliOlli World: a focus on exploration. While there had been low and high grounds for past titles, there are now fully fleshed out alternate routes through the levels. This not only adds replayability when players set goals, but adds a layer of strategy as players determine which sections best suit their playstyle and preferred combos.
The trick system also saw another reinvention with the addition of grab tricks, which I admittedly didn’t do a lot because I’m so used to just flipping and grinding in the series, and real green ramps with returns. The first time the game led me to a green ramp, I was speechless as I launched into the air, circled around, and managed to land it. It’s such a start for the park-based series, but it looks amazing and helps build some incredibly cool levels around the idea (like going downhill and changing direction). These small tweaks give hardcore gamers the depth they want while the other changes make it the most welcoming. OlliOlli nowadays.
the OlliOlli World the gameplay changes help the game feel less like an identical follow-up and more like its own title that thoughtfully develops on its foundation. His art style is another manifestation of his desire for change from a beautiful pixel art to a stylized 3D world (which also allows him to have more complex levels). Third Entries rarely make a difference in such a loyal fanatic, which is why after just an hour of playing, I can’t wait to return to Radlandia once it releases later this year on consoles and PC.