

#OLLIOLLI2 PERFORMANCE ISSUES MANUALS#
They're small additions on the surface, but manuals and reverts add a lot of depth to the experience, allowing you to transform a run from a bunch of little combos to one long, fluid performance. This places a bigger emphasis on completing stages in one uninterrupted combo in OlliOlli2 than in the previous game, which is rarely easy but immensely satisfying when you finally pull it off. Pulling these moves off requires even more concentration when it comes to landing, but doing so allows you to keep a combo going even when there are no grind-able surfaces in reach. The biggest additions to the skateboarding action in OlliOlli2 are manuals, reverts, and revert manuals. Imagine a cross between the Tony Hawk games' tricks and the sidescrolling action of Canabalt, and you'll have some idea of what OlliOlli is like in motion. Grinding requires similar timing, and the highest scores will go to those who can chain together jumps and grinds before pulling it all together with a perfect landing. To land, you have to hit the X button right before you hit the ground, otherwise you'll get a "sloppy" landing at best, greatly reducing any points you may have been trying to earn. Pulling off even complex tricks in OlliOlli isn't usually too difficult it's landing that's the problem. Grinding works the same way, with you moving the stick in any direction to perform different grinds on applicable surfaces. Let go of the stick, and you'll leap into the air and perform said trick. When on the ground, tilting or rotating the stick in any direction essentially "readies" a trick. The majority of your actions are performed with the left analog stick. As soon as you crash, your run is over, meaning that you're always weighing the risk of longer combos with the reward of a higher score. You automatically skate to the right of the screen and are unable to stop or go backward.

Imagine a cross between the Tony Hawk games' tricks and the sidescrolling action of Canabalt, and you'll have some idea of what OlliOlli2 is like in motion.

Like the first game, OlliOlli2 is a 2D skateboarding game that sports simple controls but demands quick reflexes for success. These moments can be frustrating, but with the tap of a button you're back to try again, which helps make OlliOlli2 just as absorbing as (if not much different from) its predecessor. You hit the analog stick as if you were trying to grind instead of land, which sends you flying off your board and down several flights of stairs. You grind on a handrail, jump again, try to land, and.whoops. You jump, pulling off a great move in the air, maybe even working in a spin. I guess the tl dr of the question is, just how welcoming or punishing is this for someone with no real experience? How much of a "git gud" expectation is placed on the player?You push off to get some extra speed. I've seen reviews mention that this is the most accessible OlliOlli has been, but since that's just speaking in relative terms I'm wondering, just how daunting is the technical execution aspect of this once the game starts to get into the later stages? I'm not looking to crush leaderboards or anything, but I haven't really delved into any trick-scoring games since the days of SSX Tricky/3 and some time with the GBA version of THPS2 way back in the day and I'm not in much of a mood to feel like a failure if the game's expecting a constant pretzel sea of precise inputs. Stylistically this game looks pretty neat and I'm interested in it, but I've never played an OlliOlli before and some of what I've seen about ramping up trick complexities and what you're doing between manipulating both sticks for tricks while also hitting landings and such has me a bit concerned that the game might end up asking too much of my old man brain and old man hands for me to get more fun than frustration out of it.
