Review noplotr 4/5 · Nov 28, 2024
A Game That is Both Very Hard and Almost Mockingly Cheery About It
I rolled credits on this a few weeks ago after picking it back up after not playing it for like a year or more, and I thought I would play a bit of the post-game/try to pick some achievements before I wrote my review and then I just didn't, so I should probably write this now before I forget.
OlliOlli …
I rolled credits on this a few weeks ago after picking it back up after not playing it for like a year or more, and I thought I would play a bit of the post-game/try to pick some achievements before I wrote my review and then I just didn't, so I should probably write this now before I forget.
OlliOlli World looks like a game for children, which does make it hurt a little more when you start to realize it's actually quite difficult. As with Rollerdrome (whose main character's outfit is an unlockable pretty early on in OOW, which was fun), OlliOlli World is definitely Doing A Thing and doing it well, and your enjoyment of that thing will really depend on where you hit the wall. For me, the challenge of doing the whole level in one combo was interesting enough but also achievable enough to keep me going even as I increasingly ignored the other increasingly impossible challenges requiring increasing mastery of the increasingly complex mechanics (IIRC there's a tutorial level in the final region of the map, like 3 levels before the end). And the level design is deceptively complex, with multiple, often intersecting, routes and various destructible elements that change how a section plays when you loop back through it. All with a fun, vaguely "family board game"-inspired art style.
Aside from the hand pain (which honestly should be more of a dealbreaker for me then it is, under the circumstances, which maybe speaks to how fun the game is) my main complaint was that wall-riding is difficult to execute with any kind of consistency, particularly in the jump-off at the end, which frequently saw me failing to get enough air to clear a gap. For whatever reason "letting go of the stick" is less precise than "letting go of a button", at least for me. Then again, I feel like I've had similar problems with wall-riding in THPS/THUG, so maybe it's just me.
Anyway, fun game, neat ideas, dead studio, fuck Take-Two.

