American Wasteland.
Which Tony Hawk game jumped the shark?
I had to look up the series on the wiki to make this list. Its so damn hard to remember which order these games came out. Mostly because I stop caring after 4.
Oh damn, I missed an INCREDIBLE pun opportunity.
Which Tony Hawk game OLLIED the shark?
Hur hur hur.
Don't know.
But I know which one had you grind a wire to make a big stone sphere roll into a shark to save Painter Bob!
None, because Activision hasn't made a Tony Hawk surfing game with that stupid skateboard controller. It's only a matter of time, though, just you wait.
I have a question. How many people here can actually tell me what new gameplay features each TH instalment introduced just from memory?
Underground 2 is one of the games I used to play quite a lot actually even though I thought it strayed far from the original Pro Skater games, I still had a lot of fun with them. After that it felt like the series completely stalled though.
But Ride and Shred completely killed it. What little was left in P8 is lost now.
" I think it was underground where you can first get off your board and drive cars. That one. "Underground killed it for me too. I was glad to see that innovation made (getting off the board), but it didn't do the game favors.
Up until then, Tony Hawk was THE game to play. I saw him at the Mall of America before THPS2 came out on PSX and before THPS came out on N64. I was pumped from the start and it just died out after THPS4...
" I have a question. How many people here can actually tell me what new gameplay features each TH instalment introduced just from memory? "THPS2: Manual
THPS3: Revert
THPS4: Spine (drop?)
THUG: Caveman
THUG 2: I don't think it introduced anything.
THAW: No idea, didn't play.
THP8: Those slow motion tricks where you controlled the feet of your guy with the analogue sticks.
THPG: No idea, didn't play.
THR: The skateboard you stand on.
THS: Guys pop up and say rad things when you finish a stage.
American Wasteland.
It started going downhill with THUG, but at least those games were fun and somewhat funny. American Wasteland was just awful.
I loved Underground but disliked Underground 2 due to its tendency of just becoming a lame Jackass video game.
I think Ride is really where the series lost it, after all it was the first game that brought in that horrendous skateboard controller.
American Wasteland was the first truly horrible Tony Hawk game, and it just went downhill after that.
I loved, loved, loved Underground. The customization, the story line, the world. It was amazing. 2 was not nearly as good and was the one where Bam Margera and the Jackass crew came out full force because the game was partially based on Bam's television show. Bam's dad was a damn character. After that it was never the same in my opinion. Although, 8 was better.
THUG was the last decent experience I had with the series. I have such fond memories too; creating a (grungy, asshat-looking, angsty teen) version of myself, racking up huge scores, and landing crazy tricks. It was strangely therapeutic. I rarely even had to think about what I was doing. It's a shame, because I'm really clamoring for a good skateboarding game these days. I was thinking of maybe picking up proving ground because it's the latest that didnt use awful peripherals. Though now I'm having a lot of second thoughts :\ I know a lot of people would suggest the SKATE series, but every time I tried the demos, I just loathed the gameplay. I hated everything about it.
I want more good tony hawk.
Proving Ground was when it all went really downhill. Underground was great, Underground 2 was pretty lame, American Wasteland was okay, Project 8 was good, and Proving Ground was just a disaster.
" @MysteriousBob said:Didn't that introduce the sticker slap? I distinctly remember seeing it for the first time in the PSP version of THUG2 but I'm not sure if thats the game that introduced it." I have a question. How many people here can actually tell me what new gameplay features each TH instalment introduced just from memory? "THUG 2: I don't think it introduced anything. "
All these abilities just empowered your character too much. I'm all for having a wealth of abilities at hand in games, but by the later TH games you could combo literally any situation you could possibly find yourself in. Unlike Skate there was no concept of a line or even a spot. It just turned the game into a risk/reward system of absurdly long combos which didn't require any skill to perform. The environments didn't really matter by the last few TH games. Thats how Skate managed to defeat TH. By making skill and planning matter.
To echo a few people in this thread, THUG 2. For the same reasons as well, too much Jackass stuff going on.
Admittedly, I kind of like Jackass, but keep that away from skateboarding games.
Underground 2 is when shit really started to get stupid. The whole Viva La Bam-esque killed it for me.
THUG was the last good one.
" @HandsomeDead said:Yeah, you're right. That was by far the least useful and least used thing they ever introduced. With everything else, I could see how it would make a combo better or something but all I remember about the sticker slap were the missions where you had to use it which is probably why I forgot it was a standard gameplay thing." @MysteriousBob said:Didn't that introduce the sticker slap? I distinctly remember seeing it for the first time in the PSP version of THUG2 but I'm not sure if thats the game that introduced it. "" I have a question. How many people here can actually tell me what new gameplay features each TH instalment introduced just from memory? "THUG 2: I don't think it introduced anything. "
" @MysteriousBob said:You've got the opposite idea. The sticker slap was TOO useful. Normally when you're grinding at speed and are about to hit a wall, thats your combo over. A sticker slap let you reverse direction 180 and maintain your speed/combo. It could also be used to keep you in high areas since it was essentially a wall jump. Thats why I made my point about empowerment." @HandsomeDead said:Yeah, you're right. That was by far the least useful and least used thing they ever introduced. With everything else, I could see how it would make a combo better or something but all I remember about the sticker slap were the missions where you had to use it which is probably why I forgot it was a standard gameplay thing. "" @MysteriousBob said:Didn't that introduce the sticker slap? I distinctly remember seeing it for the first time in the PSP version of THUG2 but I'm not sure if thats the game that introduced it. "" I have a question. How many people here can actually tell me what new gameplay features each TH instalment introduced just from memory? "THUG 2: I don't think it introduced anything. "
" @HandsomeDead said:I think at that point in the series, I was so used to my play style that i'd already adapted to the idea of avoiding walls, especially because of the wallride being so handy." @MysteriousBob said:You've got the opposite idea. The sticker slap was TOO useful. Normally when you're grinding at speed and are about to hit a wall, thats your combo over. A sticker slap let you reverse direction 180 and maintain your speed/combo. It could also be used to keep you in high areas since it was essentially a wall jump. Thats why I made my point about empowerment. "" @HandsomeDead said:Yeah, you're right. That was by far the least useful and least used thing they ever introduced. With everything else, I could see how it would make a combo better or something but all I remember about the sticker slap were the missions where you had to use it which is probably why I forgot it was a standard gameplay thing. "" @MysteriousBob said:Didn't that introduce the sticker slap? I distinctly remember seeing it for the first time in the PSP version of THUG2 but I'm not sure if thats the game that introduced it. "" I have a question. How many people here can actually tell me what new gameplay features each TH instalment introduced just from memory? "THUG 2: I don't think it introduced anything. "
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