There are also three score targets to beat, set by the Local Heroes - these start out so small that I questioned why they were even a thing, but fast-forward to the end of the game and these AI legends suddenly go from posting five-figure scores you can beat before the first checkpoint to dropping runs in excess of five million points that will take some serious skill and stage mastery to trump.Īll of that is on the more traditional side for a score attack game like OlliOlli, so Mike's Challenges serve to mix things up a little. based on previous games in the series, expect things to get extremely heated on the friends board. Then there's your overall score for the level, tracked across local, global, and friends leaderboards. At a basic level, there are goals for simply beating the stage and for doing so without a single bail, the latter of which promotes easing up on the constant tricking to play a little safer, but it can be challenging to get out of that score-chasing mindset. Mike's trio of stage-specific tasks are far from the only things to concern yourself with when taking on a new spot, either. Many of these optional areas are known as Gnarly Routes, typically meaning they're risky but also often rich in scoring potential, and these harder paths will generally be where you'll find many of the special items or characters required by Mike's Challenges, too. Simpler yet, World also introduces basic junctions in some stages, where all you need to do is tap the X button where prompted and you'll swerve off onto the alternate path. Quarter-pipes may transition you into either background or foreground, as well as reversing your direction breakable objects might be hiding a lucrative new path if you can find a safe way to smash them unassuming tiny rail segments could blast you skyward on an aerial adventure if hit with enough pace. World takes this to a whole new level, with a host of ways to switch things up and break free of the game's typical linear flow. The previous game introduced the idea of branching routes, but usually in a more high road/low road manner akin to classic Sonic stage design. It's worth expanding on that 'layers' part there too, as that's something else that's new to OlliOlli World. there's an element of trial and error as you feel out these crazier stages, but they're generally short enough that it doesn't feel like too much of an issue. Only on the most complex endgame courses does this really happen, when you're dealing with multiple layers of ramps, rails, pipes, and other gimmicks. High-contrast colours map out what is skateable and what is only there for show (or to hurtle into at speed when you mess up), and it's incredibly rare that visual clutter makes it difficult to see what is going on. OlliOlli World is a major step up in terms of visuals, and despite the new Adventure Time-esque bold and colourful look, it still manages to retain the same crisp and clean feel that was so important in its predecessors. The old games had a certain charm to their simple look, and it really did speak volumes of the game's substance-over-style approach - sure, they looked like basic Flash games to the untrained eye, but the simple presentation belied a pair of extreme sports games comfortably as complex as any other. The most immediate change from the previous games in the series is OlliOlli World's colourful new art style.
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