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Tony Hawk's

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Tony Hawk's
Genre(s)Extreme sports
Developer(s)Neversoft(1999–2007)
Vicarious Visions(2001–2007, 2020)
Robomodo(2009–2015)
Publisher(s)Activision(1999–2015, 2020)
Other
Platform(s)PlayStation
PlayStation 2
PlayStation 3
PlayStation 4
PlayStation 5
PlayStation Portable
Nintendo 64
GameCube
Wii
Nintendo Switch
Game Boy Color
Game Boy Advance
Nintendo DS
Dreamcast
Xbox
Xbox 360
Xbox One
Xbox Series X/S
Windows
Macintosh
N-Gage
Mobile
iOS
Android
First releaseTony Hawk's Pro Skater
September 29, 1999
Latest releaseTony Hawk's Pro Skater 1 + 2
September 4, 2020

Tony Hawk'sis askateboardingvideo game series published byActivisionand endorsed by the American professionalskateboarder of the same name.The series was primarily developed forhome consolesbyNeversoftwith an annual release schedule from launch to 2007, until Activision transferred the franchise toRobomodoin 2008, who developed the franchise on a non-annual release basis until 2015 when Activision and Hawk's license expired, leaving the future of the series uncertain.[1]In 2020, the series returned under Activision with aremake of the original two games in the series,with development handled byVicarious Visions.The series has spawned a total of 20 games.

Starting out with the initialTony Hawk's Pro Skaterin 1999,[2]the series proved to be one of the most popular andbest-selling video game franchisesof the early 2000s. Three morePro Skatergames were released from 2000 to 2002, after which the developers took a more story-oriented approach with the releases ofUnderground,Underground 2andAmerican Wastelandfrom 2003 to 2005.Project 8in 2006 andProving Groundin 2007 were the last games in the series developed by Neversoft. After that, developer Robomodo took the franchise in a different direction by developing theperipheralsupported spin-offsRideandShred,released in 2009 and 2010, respectively. Both were commercial and critical failures. Robomodo tried unsuccessfully to revive the series with the back to the roots-oriented releases ofPro Skater HDin 2012 andPro Skater 5in 2015. The series spawned several other spin-offs, such asDownhill Jamin 2006 andMotionin 2008, along with several ports and re-releases.

Neversoft's first fiveTony Hawk'sreceived critical acclaim for their unique gameplay, varied soundtracks, and expansion over their predecessors.Tony Hawk's Pro Skater 2andPro Skater 3are critically ranked among the best games released for thePlayStationandPlayStation 2,respectively.[3][4][5]However, later entries started getting less favorable reviews, culminating in the games developed by Robomodo being critically panned, withRideandPro Skater 5being named "Worst Games of the Year" by several outlets.[6][7][8]After this, Activision let the licensing deal expire while holding all publishing rights.[1][9]Fans continued to support the legacy of the series through anonline multiplayerfangamecalledTHUG Pro,which usesUnderground 2's engine in an all-encompassing collection of levels from the series.[10]

The first game bearing theTony Hawk'sname not to be published by Activision,Tony Hawk's Skate Jam,was released in December 2018 foriOSandAndroid.[11]A second high-definition remake of the first two games,Tony Hawk's Pro Skater 1 + 2,published by Activision and developed byVicarious Visions(who previously developed ports of severalTony Hawk'sgames), was released onXbox One,PlayStation 4,andWindowsin 2020.

Games

[edit]

Games inboldindicate main installments.

Year Title Developer
Primary Additional
Handheld Other
1999 Pro Skater Neversoft(PlayStation) Natsume Co., Ltd.(GBC)
Ideaworks3D(N-Gage, Mobile)[12]
Treyarch(Dreamcast)
Edge of Reality(N64)
2000 Pro Skater 2 Vicarious Visions(GBA)
Natsume Co., Ltd.(GBC)
LTI Gray Matter(Windows, iOS)
Aspyr(Mac/Pocket PC)
Treyarch(Dreamcast)
Edge of Reality(N64)
2001 Pro Skater 3 Neversoft(PS2, GCN, Xbox) Vicarious Visions(GBA)
HotGen(GBC)
Shaba Games(PlayStation)
Gearbox Software(Windows)
Edge of Reality(N64)
Beenox(Mac)
Pro Skater 2x Treyarch(Xbox)
2002 Pro Skater 4 Neversoft(PS2, GCN, Xbox) Vicarious Visions(GBA, Mobile[13])
Semi Logic Entertainments(Zodiac)[14]
Vicarious Visions(PlayStation)
Beenox(Windows, Mac)
2003 Underground Vicarious Visions(GBA)
Jamdat(Mobile)
Beenox(Windows)
2004 Underground 2 Vicarious Visions(GBA)
Jamdat(Mobile)
Shaba Games(Underground 2: Remix:PSP)
2005 American Wasteland Neversoft(PS2, GCN, Xbox, X360) Vicarious Visions(American Sk8land:DS, GBA)
Jamdat(Mobile)
Aspyr(Windows)
2006 Downhill Jam Toys for Bob(Wii) Vicarious Visions(DS)
Visual Impact(GBA)
Fishlabs[15](Mobile)
SuperVillain Studios(PS2)
Project 8 Neversoft(X360, PS3) Page 44 Studios(PSP)
InfoSpace(Mobile)
Shaba Games(Xbox, PS2)
2007 Proving Ground Vicarious Visions(DS)
In-Fusio(Mobile)
Page 44 Studios(Wii, PS2)
2008 Motion Creat Studios(DS)
2009 Vert Glu Mobile(Mobile)
Ride Robomodo(X360, PS3) Buzz Monkey Software(Wii)
2010 Shred Robomodo(X360, PS3, Wii) Buzz Monkey Software(Wii)
2012 Pro Skater HD Robomodo(X360, PS3, Windows) Disruptive Games(online multiplayer)
2014 Shred Session Big Bit(iOS, Android; pulled aftersoft launch)
2015 Pro Skater 5 Robomodo(XONE, PS4) Disruptive Games(online multiplayer)
Fun Labs(X360, PS3)
2018 Skate Jam[11] Maple Media(iOS, Android)
2020 Pro Skater 1 + 2[16] Vicarious Visions(Windows, PS4, PS5, XONE, XSX/S) Turn Me Up Games (Switch)[17] Beenox(additional work)[18]

Gameplay

[edit]

TheTony Hawk'sseries was originally developed as a classicarcade game.The goal of most modes of the game is to achieve a high score.[19]To do this, the player has to successfully perform and combineaerials,flips,grinds,lips,andmanuals,with successful executions adding to the player's score. The point value of the trick is based on time maintained, degrees rotated, number of tricks performed in sequence, performing tricks on specific landmarks on the map, and the number of times the tricks have been used.[20]Successful tricks also add to the player's special meter, which, once full, allows for the execution of special tricks which are worth a great deal more than normal tricks. Bails (falling off the skateboard due to poor landing) cause no points to be awarded for the attempted trick and reset the special bar to empty. The controls of the game developed further the more the series progressed. While the originalTony Hawk's Pro Skaterfeatured a fairly limited set of moves, later entries allowed the player to switch between moves during the same grind or manual sequence, perform transfers, hold on to and drive various vehicles, walk on foot and scale walls,slowing time,or performing more advanced tricks by pressing buttons repeatedly, for example a double or triplekickflipinstead of a normal one.[21]Later entries, such asAmerican Wasteland,allowed the player to also use aBMX,whereasMotionandShredfeaturedsnowboarding.

The first threePro Skatergames centered around an arcade mode, in which the player is tasked with achieving a high score, perform certain tasks and collect a number ofobjectsin a limited amount of time. If the player completes enough of theseobjectivesin onelevel,they unlock other levels and acquires currency, with which they can improve their character. Also, there are competition levels, in which the player does not have to collect any objects, but perform an excellent score with minimal bails in order to progress.[22]Starting withPro Skater 2,it was also possible to create a custom character and design individualskateparks.Furthermore, all games untilPro Skater 5featuredlocal multiplayer,while it was possible to compete inonline multiplayersinceTony Hawk's Pro Skater 3.From the firstPro Skateronward, it was possible to access all levels without having to perform tasks and without a time limit. This concept was later used in career mode fromPro Skater 4onwards.[23]Non-player charactersgive tasks to the player, who could otherwise freely explore the levels without time constraints. Starting withUnderground,the series replaced the career mode with a proper story mode. InUnderground,Project 8,andProving Ground,the story centered around theplayer characterturning into aprofessional skateboarder.[24]InUnderground 2,the only directsequelin the series, on the other hand, the player embarks on a destruction tour around the world, orchestrated byTony HawkandBam Margera.[25]InAmerican Wasteland,which was the first entry to feature one consecutiveopen worldinstead of separate levels, the player character intends to rebuild an old skatepark inLos Angeles.[26]

AfterActivisionmoved the series fromNeversofttoRobomodo,the developer significantly changed the general outlet and gameplay of the franchise.Tony Hawk: Rideand its successor,Tony Hawk: Shredintroduced aperipheralskateboardwhich replaced thecontroller.Aiming to provide a realistic skateboarding experience, turning, leaning, hopping, and other actions on the peripheral device were directly translated into the movements of the in-game character viainfrared sensors.This resulted in the abandonment of open levels, which were replaced by linear levels that had the character skate on pre-set paths. A similar attempt was made with theNintendo DSgameTony Hawk's Motion,which used a peripheral device that recognized the leaning of the DS system and had the skater move accordingly.

Skaters

[edit]

The below table includes all playable professional skateboarders from the main series of games. It does not include playable characters such as Officer Dick,Darth MaulandGene Simmonswho are either fictional characters or based on real people who are not professional skateboarders.[27]

Pro skater THPS THPS2 THPS3 THPS4 THUG THUG2 THAW THP8 THPG THPS5
Bob Burnquist Yes Yes No Yes Yes Yes Yes Yes Yes No
Kareem Campbell Yes Yes Yes Yes Yes No No No No No
Rune Glifberg Yes Yes Yes Yes Yes No No No No No
Tony Hawk Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes
Bucky Lasek Yes Yes Yes Yes Yes No No No No No
Chad Muska Yes Yes Yes Yes Yes Yes No No No No
Andrew Reynolds Yes Yes Yes Yes Yes No Yes No Yes Yes
Geoff Rowley Yes Yes Yes Yes Yes No No No No No
Elissa Steamer Yes Yes Yes Yes Yes No No No No No
Jamie Thomas Yes Yes Yes Yes Yes No No No No No
Steve Caballero No Yes Yes Yes Yes No No No No No
Rodney Mullen No Yes Yes Yes Yes Yes Yes Yes Yes No
Eric Koston No Yes Yes Yes Yes Yes No No No No
Bam Margera No No Yes Yes Yes Yes Yes Yes Yes No
Mike Vallely No No No Yes Yes Yes Yes Yes No
Paul Rodriguez No No No No Yes No Yes Yes No No
Arto Saari No No No No Yes No No No Yes No
Natas Kaupas No No No No No No No No No
Ryan Sheckler No No No No No Yes Yes Yes No
Wee Man No No No No No No No No No
Tony Alva No No No No No No Yes No No No
Jason Ellis No No No No No No No No No
Daewon Song No No No No No No Yes Yes Yes No
Tony Trujillo No No No No No No Yes No No No
Stevie Williams No No No No No No Yes Yes Yes No
Lyn-z Adams Hawkins No No No No No No No Yes No No
Dustin Dollin No No No No No No No Yes Yes No
Christian Hosoi No No No No No No No No No
Nyjah Huston No No No No No No No Yes Yes Yes
Jason Lee No No No No No No No No No
Kevin Staab No No No No No No No No No
Bryce Kanights No No No No No No No No Yes No
Jeff King No No No No No No No No Yes No
Lance Mountain No No No No No No No No Yes No
Jereme Rogers No No No No No No No No Yes No
Vanessa Torres No No No No No No No No Yes No
Lizzie Armanto No No No No No No No No No
Letícia Bufoni No No No No No No No No No
Chris Cole No No No No No No No No No Yes
David González No No No No No No No No No Yes
Riley Hawk No No No No No No No No No Yes
Jaws Homoki No No No No No No No No No
Ishod Wair No No No No No No No No No
Total 10 13 13 15
(1 unlockable)
17 10
(3 unlockable)
13
(1 unlockable)
10
(3 unlockable)
17 10

Development

[edit]

Background

[edit]
Tony Hawk, the series' namesake, in 2006

To capitalize on the growing popularity of skateboarding as a sport,Activisionapproached small developerNeversoftto develop a skateboarding game. According to an interview with one of the developers in 2018, Activision originally wanted a skateboardracing gamesimilar toSega'sarcade gameTop Skater,but after Neversoft showed them what their engine was capable of, the racing idea was abandoned in favor of a more free-flowing approach.[28]Activision signed professional skateboarderTony Hawkas the face of the skateboarding gameTony Hawk's Pro Skater.The game had been in development long before Hawk was signed as the face of the brand; as such, his name and likeness were included late in development.[29]Originally, Hawk signed alicensing contractvalid until 2002, which was then renewed until 2015, following the success of thePro Skaterseries.[30]Mitch Lasky,at that time the senior vice president of Activision, stated in an interview withGameSpotthat the game as well as the character were meant "to reflect Tony's signature style – an intense mix of acrobatics and hard-core technical skating". Hawk himself was involved in the development of the game and his in-game persona, remarking that "[he had] always wanted to help create a video game that represented the reality and excitement of professional skateboarding".[31]Hawk, along with other skaters featured in the game, was animated for the game usingmotion capture[2]and voiced his character.[32]

Neversoft era (1999–2007)

[edit]

In early 1998,Activisionapproached by developerNeversoftto develop a skateboardingracing game,in order to capitalize on the growing popularity of the sport. The idea of a racing game was abandoned in development after Neversoft showed the adaptability of the control engine to various maneuvers.[28]Members of the team were fans of Sega'sTop Skater,which they played at a local arcade, and that served as a basic influence on the game's original concept, butTop Skaterhad a racing element, which the team moved away from as they began studying real-life skaters.[33]To make the gameplay seem as real as possible, company founder Joel Jewett had ahalfpipebuilt in his backyard and started skateboarding with his coworkers.[34]Also,motion capturewas used to make the skateboarding moves seem as realistic as possible.[2]To distance the franchise from other games, the developers opted for licensing modern rock songs, in contrast to the classic music usual for video games at that time.[34]The first game was developed within a year by a 12-person team,[34]and Tony Hawk was added as the face of the franchise late in development.[29]A month before the release ofTony Hawk's Pro SkaterforPlayStationin 1999, Hawk successfully performed a900at that year'sX Games,which resulted in huge press coverage of the sport and helped boost sales.[34]Also, the inclusion of the game on theJampackdemofor the PlayStation generated further hype, as players were overwhelmed by the unique gameplay.[28]The huge success of the game prompted Neversoft to vastly expand its production staff in order to be able to releaseTony Hawk'sgames on a yearly basis.[34]Neversoft held true to that ambition and releasedPro Skater 2andPro Skater 3in 2000 and 2001, respectively. Both games retained mostly the same gameplay as their predecessor, along with some improvements. The two games were the most critically acclaimed games for their respective consoles and still rank among the highest rated games of all time.[3][4][5]Furthermore,Pro Skater 3was the firstPlayStation 2game to feature online gameplay. Also,Tony Hawk's Pro Skater 2x,a compilation of the first two games, was released as a launch title for theXboxin 2001. 2002 saw the release ofPro Skater 4;by this time, the franchise was among the best-selling video game franchises in the world.[35]This was reflected in the manpower Activision and Neversoft invested in the franchise, as the employees working on the game had grown from 12 for the first entry to 150[34]and there were significantly more skaters featured, all of which received considerable royalties.[36]

With the 2003 release of the fifth entry in the series,Underground,the developers used storytelling and exploration to distance their product from the plotless, task-based format of the previousTony Hawk'sgames, which led Neversoft president Joel Jewett to describeUndergroundas an adventure game.[37]It follows the player character and their treacherous friend, Eric Sparrow, on their quest to become professional skateboarders. The game was created with a theme of individuality: it stars an amateur skater in a true story mode, whereas each previousTony Hawk'sgame had starred professional skaters and had lacked a plot.[37]One reason for only allowing the player to use a custom character was that certain criminal acts completed in the plot would not reflect well on real-world skaters.[38]Previous games in the series had included character-creation features as well, but Neversoft heavily expanded customization inUndergroundby implementing face-scanning for the PlayStation 2 version.[37][39]Regarding the customization options, especially the park editor, producer Stacey Drellishak stated that Neversoft was "trying to create the most customizable game ever".[38]Levels in the console versions ofUndergroundwere significantly larger than those of earlierTony Hawk'sgames. Neversoft expanded each level until it ceased to run correctly, then shrunk it slightly.[39]Most of the levels were modeled closely after real-world locations; the designers traveled to locales representative of each city in the game and took photographs and videos as reference.[40]Neversoft wanted the player to become familiar with the basic game mechanics quickly and to noticeUnderground's differences from previousTony Hawk'sgames, who all stuck to roughly the same pattern, immediately. To accomplish this, they introduced the player to foot travel and the ability to climb along ledges in the first few missions of the game.[41]While Neversoft wanted to keepUndergroundrealistic and relatable for the most part, they added driving missions as an enjoyable diversion and to push the boundaries of freedom in skateboarding games,[40]but these missions were intended not to take away from the main experience of skateboarding.[41]BecausePro Skater 4had received criticism for its difficulty, Neversoft added four difficulty settings toUnderground's story mode.[42]

Tony Hawk's Underground 2,released a year after its predecessor, was the only direct sequel in the series. While it still featured a story mode, it took a stark departure fromUndergroundand focused on a "World Destruction Tour" orchestrated by Tony Hawk andBam Margera.As such, the game tried to capitalize on the immense popularity ofJackassand its related media by also focusing on destruction and self-deprecating pranks.[43]One later review referred to the game being "more of aJackassgame than theJackassgame".[44]This was reflected by theJackassstarsJason "Wee-Man" Acuña,Stephen "Steve-O" Glover,Margera and his fatherPhilfeaturing heavily in the game. Due to some fans being displeased with the absence of the goal-oriented approach of thePro Skaterera, a "Classic Mode" showcasing the old gameplay was included from this entry onwards.[43]ThePlayStation PortableexclusiveTony Hawk's Underground 2: Remixcontained different levels and a slightly different story and was released in the spring of 2005. Former developer Chris Rausch recalled that at the time ofUndergroundandUnderground 2,the control sheme of the series had reached its limit and Activision instructed Neversoft to develop each new entry around one single new gimmick, such as a story mode or vehicle controls in theUndergroundsubseries, or theopen worldofAmerican Wasteland.[28]

In 2005,American Wastelandwas released on the PlayStation 2, Xbox, GameCube, Xbox 360 (as an launch title) and later on PC. The game's story mode is set in the city ofLos Angeles,where the player character is trying to renovate a run-downskatepark.While the game was advertised with featuring one huge comprehensive open world in story mode, the game's world was actually composed of several levels, resembling differentareas of Los Angeles,which were connected throughloading tunnelsto make them appear consecutive.[45]Similar toUnderground 2,the game includes a classic mode separate from the story mode, which mostly recycles levels of the PSP-exclusiveUnderground 2: Remix,released earlier that year. Furthermore, the game implementedBMXcontrols similar to theMat Hoffman's Pro BMXgames, which were also released by Activision. Also similar to its predecessor, the game was accompanied byAmerican Sk8land,ahandheldgame forNintendo DSandGame Boy Advanceconsoles with slightly different story and levels.

The promise of an open world skateboarding game was fulfilled with the next entry in the series,Project 8,released in late 2006. While the PS2 and Xbox versions did not feature said open world, theseventh generation of video game consoles,such as thePlayStation 3andXbox 360could support larger content. Once again, the game's story centered on the player character aspiring to become a professional skateboarder, this time by advancing through a rank system to become a part of Tony Hawk's new fictional skateboarding team, the namegiving "Project 8". Unlike in previous entries, the classic mode was embedded in the different areas of the open world. The game did not appear on Nintendo's then-newWiiconsole, which instead saw the release of the then-exclusivespin-offgameDownhill Jam,adownhill racinggame featuring a mostly fictitious cast. The game was also released on PS2 half a year later.

The next game in the main series, 2007'sProving Groundfeatured a largely similar concept toProject 8,with an open world and the player able to choose three career paths as a skater.Baltimore,Philadelphia,andWashington, D.C.,were established as the three open world areas, with each containing three skateable areas, which also featured an integrated classic mode. The game was the first and only entry of the series to compete with rival skateboarding seriesSkate,which also featured an open world but with more advanced controls and a less arcade-style approach.SkateoutsoldProving Groundon a 2:1 ratio, resembling its lackluster reception.[46]With the franchise suffering from product fatigue and appearing to be past its prime, Activision decided to dedicate most of Neversoft's laborforce to theGuitar HeroandCall of Dutyfranchises.[47][48]This development would more and more marginalize Neversoft, which was defunct and completely merged withInfinity Wardby 2014.[48][49]The control of theTony Hawk'sfranchise had passed on toChicagostudioRobomodoby 2008.

Robomodo era (2008–15)

[edit]

To combat product fatigue and be able to compete with rivalEA'sSkateseries, Activision decided to reboot the series with the new developer Robomodo.[50][51]Due to this, no new entry in the main series was released in 2008, but theNintendo DSexclusive spin-offMotionalready hinted at the new franchise's new direction, as it featured tilt and motion controls.[52]Furthermore, the game featured the option tosnowboardfor the first time in the series' history.

In 2009, Robomodo released their first entry in the series,Tony Hawk: Ride,which relied on aperipheral-supported controllershaped like a skateboard. The game did not rely on a plot or an open world any longer and featured a completely different control system, with the playerrailingdown a predetermined route, trying to use the skateboard controller to perform tricks on predetermined obstacles. Activision promoted the game as the next step in the evolution of skateboarding video games, but the game sold poorly and critical reception was negative, with most critics calling the game's $120 price outrageous and the controls non-functioning.[50][51]GameTrailersnamed it "Most Disappointing Game of 2009",[7]whileGamesRadarnamed it "Worst Game of the Year".[53]Despite the game's poor reception, a sequel calledShredwas released a year later. The game used the same mechanics and concept as its predecessor and reintroduced snowboarding, while aiming at a younger audience.[54]Just like its predecessor, the game was a critical and commercial failure, selling merely 3000 copies in its first week of release in the US.[55][56]A former developer of Neversoft stated that the idea of a peripheral-supported game came from Activision itself, who were eager to develop peripheral devices for every one of their franchises following the success ofGuitar Hero.[28]In a 2012 interview, Hawk defended the idea of peripheral-supported games, stating that the original series had become "diluted" and unable to compete withSkate,which made developing games with the then-popular peripheral devices necessary. Furthermore, he blamed biased critics and rushed development for the commercial failure of the games.[57]

Because all games in the series released sinceAmerican Wastelandfailed to achieve commercial success, Activision decided to put the franchise on hold. When Robomodo was tasked with developing a new game, it was decided to return to the franchise's roots and develop a port of the originalPro Skaterseries.Tony Hawk's Pro Skater HDwas released in the summer of 2012 viadownloadonly and featured a collection of popular levels fromPro Skater 1-3.Critical reception towards the game was mixed, as while critics felt that it captured the appeal of the original games, the content was described as sparse, while the game was said to not deliver updated gameplay mechanics and feel dated.[58][59]In 2014, the endless runnerShred Sessionsoft launchedformobile devicesin a handful of territories but was later pulled from the market, postponed indefinitely and later shelved.[60]

After having only produced spin-offs and ports since inheriting the franchise in 2008, Activision announced in mid-2015 a traditional entry in the series developed by Robomodo for PlayStation 3, Xbox 360,PlayStation 4,andXbox One.To point out its return to the series' roots and heyday, it was namedTony Hawk's Pro Skater 5.According to Hawk,Robomodoconsulted with some formerNeversoftemployees to ensure that the gameplay felt like the originalPro Skatergames.[61]Because thelicensing dealbetween Activision and Tony Hawk was set to expire by the end of 2015, the game was hastily developed within a few months and released unfinished with little promotion.[62][63]After initial footage received negative feedback by fans and commentators alike for its completely outdated graphics, Robomodo made a complete departure from the attempted realistic look to acel-shadedstyle two months prior to the game's release. Even though Activision marketed this as a conscious stylistic decision unrelated to the feedback and solely owing to allow a consistentframe rate,[64][65]the end results did not save the game from beingpanned by criticsupon release in September 2015. Most critics noted that the graphics were inferior even to the games released on thePlayStation 2,while the gameplay barely resembled previous releases and the fact that the game was rendered almost unplayable by numerousbugs.Furthermore, the simplistic, bland environments and missions, as well as the complete absence ofNPCswere noted, while some critics pointed out that better levels could have been designed with the Create-a-Park feature of previous games, whereas most levels were simply inferior copies of levels from the original games.[66][67][68]The game was so rushed to release that it was unplayable without an 8GBday one patch,with only thetutorialand park creator being accessible.[66][69]Pro Skater 5has the fourth-lowest average score of any PlayStation 4 game[70]and the fifth-lowest average score of any Xbox One game[71]and was named the "Worst Video Game of 2015" byEntertainment Weekly.[8]Edgedescribed it as "an insult to its history, to its licensed skaters and sponsors, to modern hardware, and to anyone who plays it".[72]By the end of the year, the license had run out and was not renewed. Robomodo went out of business soon thereafter for unknown reasons.

Hiatus and return (2016–2020)

[edit]

The initial licensing deal between Hawk and Activision expired in December 2015.[1]In January 2017, Hawk said in an interview that he was in early talks to continue the franchise without Activision[73][74]and that he was interested in usingvirtual realityfor his next game.[1]That November, Hawk stated that while he would agree to support the future installments under thePro Skatermoniker, Activision owned all rights to the license and thus controlled whether future games would be made.[9]Meanwhile, fans of Neversoft's original series continued to preserve its levels throughTHUG Pro,anonline multiplayerfangamemade usingUnderground 2's engine.[10]

The first game bearing his name and not to be published by Activision,Tony Hawk's Skate Jam,was released foriOSandAndroidin December 2018.[11]

In 2020,Vicarious Visionsremastered the first twoPro Skatergames for Microsoft Windows,Nintendo Switch,PlayStation 4,PlayStation 5,Xbox Series X/Sand Xbox One asTony Hawk's Pro Skater 1 + 2.It was released on September 4, once again published by Activision. All levels and skaters from the original games returned in the remaster, and improvements to the skater and park creation tools were added to allow these to be shared online in multiplayer modes. In addition to new songs, the majority of the music from the original games returned as well, with a few exceptions due to licensing issues.[16][75]Hawk claimed that remasters ofPro Skater 3and4were planned for development following the release of1 + 2,but these were cancelled due to Vicarious Visions being merged with Blizzard.[76]

Reception

[edit]
Aggregate review scores
As of December 15, 2021.
Game GameRankings Metacritic
Tony Hawk's Pro Skater (DC) 94%[77]
(PS1) 94%[78]
(N64) 92%[79]
(NGE) 77%[80]
(GBC) 63%[81]
(PS1) 92[82]
Tony Hawk's Pro Skater 2 (DC) 95%[83]
(PS1) 95%[84]
(iOS) 90%[85]
(GBA) 90%[86]
(N64) 87%[87]
(PC) 86%[88]
(GBC) 71%[89]
(PS1) 98[3]
(DC) 97[90]
(GBA) 95[91]
(PC) 91[92]
(N64) 84[93]
(iOS) 84[94]
Tony Hawk's Pro Skater 3 (PS2) 93%[95]
(GC) 91%[96]
(Xbox) 91%[97]
(PC) 90%[98]
(GBA) 88%[99]
(PS1) 81%[100]
(N64) 81%[101]
(GBC) 63%[102]
(PS2) 97[5]
(Xbox) 93[103]
(GC) 91[104]
(PC) 90[105]
(GBA) 90[106]
(PS1) 87[107]
Tony Hawk's Pro Skater 2x (Xbox) 83%[108] (Xbox) 78[109]
Tony Hawk's Pro Skater 4 (PS2) 93%[110]
(GC) 89%[111]
(Xbox) 89%[112]
(PC) 88%[113]
(GBA) 89%[114]
(PS1) 83%[115]
(PS2) 94[116]
(GC) 91[117]
(Xbox) 90[118]
(PC) 88[119]
(GBA) 85[120]
Tony Hawk's Underground (PS2) 91%[121]
(GBA) 88%[122]
(GC) 86%[123]
(Xbox) 85%[124]
(PS2) 90[125]
(GC) 89[126]
(GBA) 86[127]
(Xbox) 85[128]
Tony Hawk's Underground 2 (PC) 86%[129]
(PS2) 84%[130]
(GC) 84%[131]
(PSP) 83%[132]
(Xbox) 83%[133]
(GBA) 70%[134]
(PC) 85[135]
(PS2) 83[136]
(PSP) 83[137]
(Xbox) 83[138]
(GC) 82[139]
(GBA) 70[140]
Tony Hawk's American Wasteland (NDS) 84%[141]
(Xbox) 79%[142]
(PS2) 78%[143]
(GC) 77%[144]
(X360) 75%[145]
(PC) 71%[146]
(GBA) 69%[147]
(NDS) 84[148]
(Xbox) 77[149]
(PS2) 77[150]
(GC) 76[151]
(X360) 75[152]
(PC) 69[153]
(GBA) 64[154]
Tony Hawk's Downhill Jam (NDS) 77%[155]
(Wii) 69%[156]
(GBA) 64%[157]
(PS2) 60%[158]
(NDS) 76[159]
(Wii) 69[160]
(PS2) 59[161]
Tony Hawk's Project 8 (X360) 81%[162]
(PS3) 77%[163]
(PS2) 70%[164]
(PSP) 69%[165]
(Xbox) 66%[166]
(X360) 81[167]
(PS3) 76[168]
(PS2) 69[169]
(PSP) 68[170]
(Xbox) 67[171]
Tony Hawk's Proving Ground (NDS) 78%[172]
(PS3) 72%[173]
(X360) 72%[174]
(PS2) 66%[175]
(Wii) 58%[176]
(NDS) 79[177]
(PS3) 73[178]
(X360) 72[179]
(PS2) 65[180]
(Wii) 57[181]
Tony Hawk's Motion (NDS) 41%[182] (NDS) 39[183]
Tony Hawk: Ride (X360) 52%[184]
(Wii) 51%[185]
(PS3) 49%[186]
(Wii) 47[187]
(X360) 46[188]
(PS3) 44[189]
Tony Hawk: Shred (Wii) 68%[190]
(PS3) 67%[191]
(X360) 61%[192]
(PS3) 56[193]
(X360) 53[194]
Tony Hawk's Pro Skater HD (X360) 69%[195]
(PS3) 67%[196]
(PC) 50%[197]
(PS3) 67[198]
(X360) 66[199]
Tony Hawk's Pro Skater 5 (XONE) 39%[200]
(PS4) 33%[201]
(XONE) 39[202]
(PS4) 32[203]
Tony Hawk's Pro Skater 1 + 2 (PS5) 90[204]
(XBSX) 89[205]
(PS4) 89[206]
(XONE) 88[207]
(PC) 88[208]
(NS) 85[209]

Critical reception

[edit]

Tony Hawk's Pro Skaterwas critically acclaimed.IGNgave the N64 version of the game a 9.1 out of 10 praising the gameplay for "genius control, combo system and design" despite little criticism with sound stating "the punk tracks are dumbed down and looped".[210]It also gave the PlayStation version an outstanding rating (9.4 out of 10) again praising the gameplay and the graphics stating it is "simple but amazing in terms of animations, physics, and size of levels".[211]Pro Skater 2was met with critical acclaim and commercial success, greatly surpassing itspredecessor.According toMetacritic,it holds a score of 98/100, making it one of the highest rated video games of all time across all consoles and platforms.Pro Skater 2along withSoulcalibur,andGrand Theft Auto IVare ranked second behindThe Legend of Zelda: Ocarina of Time.[3][212]Jeff GerstmannofGameSpotpraised the PlayStation version, awarding it 9.9/10, saying "as most major publishers' development efforts shift to any number of next-generation platforms,Tony Hawk 2will likely stand as one of the last truly fantastic games to be released on the PlayStation ".[213]The PlayStation version of the game received a score of 10 out of 10 from the magazineGame Informer,while the rest of the other versions for other consoles received lower scores. In Japan,Famitsumagazine scored the Game Boy Advance version of the game a 33 out of 40[214]and the PlayStation version of the game a 28 out of 40.[215]In the final issue of theOfficial UK PlayStation Magazine,the game was chosen as the 7th best game of all time.[216]Game Informernamed it the fourth best game ever made in 2001. The staff praised the game for its growth over its predecessor and its impact on its genre.[217]Similarly, the PS2 version ofPro Skater 3earned a rare perfect 10 score fromGameSpot,one of only eleven games to ever receive said score.[218][219]It was also awarded the best sports game award atE32001.IGNrated the game 9.7/10, stating that the game "should go down in history as one of the best twitch-fests on PS2".[220]The game is currently the top rated PS2 game on the review aggregate websiteMetacritic,with an average score of 97/100, tying withGrand Theft Auto III.[5]Famitsu gave the game a 30/40.[221]As forPro Skater 4,IGN gave the Xbox version a 9/10, stating that "Tony Hawk 4is by far the best skateboarding title around and head and shoulders above its 'me-too' competition ".[222]The PlayStation 2 version received the highest score from IGN, with a 9.3/10, commenting that though the graphics haven't changed from its predecessor, the maps are much larger than inPro Skater 3,along with praising the increased difficulty.[223]

Undergroundwas released to critical acclaim: with scores for the PlayStation 2 at 90/100 onMetacritic.[125]GameZone's Michael Knutson stated thatUndergroundis "one of the best skating games around" and that players of every skill level would enjoy it.[224]Eurogamer's Tom Bramwell concurred that "as a 'pick-up-and-play' sort of game,THUGis endlessly rewarding "and called it the best entry in series.[225]The story was especially well received. Joe Rybicki ofOfficial U.S. PlayStation Magazinesaid that the title, as an extreme-sports game, has a real story with "honest-to-goodness characters".[226]IGN's Douglas Perry called it "a kick, albeit relatively lightweight in nature". He especially praised the pervasive sense of humor in the narrative and in the portrayal of real-world skaters.[227]Knutson called the story "unique" and said that it blends well with the gameplay.[224]The alternate gameplay modes were received very well. Knutson lauded the game's high degree of customization; he summarized that "everything is expounded a hundred fold: from create-a-skater to create-a-park mode, it is simply amazing". He singled out the level editor as one of the deepest he had ever seen.[224]GameSpy's Bryn Williams identified the level editor as an "extremely well-designed" feature that contributed to the overall "brilliance" of the full product.[228]Leeper said that each customization mode is "intuitive and user-friendly", and both he and Rybicki especially enjoyed the trick-creation feature.[229][226]Reviewers forFamitsumagazine praised the story mode, whoseopen worldformat they compared to theGrand Theft Autoseries.[230]Knutson and Perry enjoyed the multiplayer, particularly the online Firefight mode.[224]Williams thought similarly and stated that "the most notable disappointment" of the game was the lack of online play for non-PlayStation 2 owners.[228]Harris found the board customization of the Game Boy Advance version to be poorly implemented, though in-depth.[231]Despite his praise for the customization modes, Leeper admitted that his greatest enjoyment still came from "seeking out great lines and beating my scores".[229]While it still got fairly high reviews, critics criticized the story ofUnderground 2and some critics noted that the gameplay had not been significantly upgraded fromUnderground.Silverman and Perry were unimpressed with the short selection of moves introduced inUnderground 2.[232]GameSpot agreed, but concluded that "while not all of these changes are all that great, the core gameplay inTHUG2is still very strong ".[233]In contrast, Bramwell felt that the Sticker Slap and additional flip and grab tricks were meaningful, enjoyable additions.[234]The addition of Classic mode, was praised by1UP.com,who considered it superior to the Story mode in terms of levels, while adding that "gamers weaned on PS1 Hawks will shed a tear, while newer fans will get a lesson on how things started".[235]American Wasteland'sreception was largely similar to that ofUnderground 2,with the exception that most critics were fond of the game's story. Chris Roper ofIGNpraised Neversoft's decision to "go back to its roots and make a game about skating" as opposed to "the chaos and destruction of theUndergroundgames ". Jeff Gerstmann ofGameSpotstated that the saving grace of the game is a story mode that follows a 'ragtag group of misfits' who struggle to save the place they call home from evil real estate moguls' plot, and that "along the way, the characters become a little endearing". Reviews for Neversoft's entries started to dip with the release ofProject 8.In theGameSpotreview of the PlayStation 3 version,Project 8was criticized for its lack of online play on Sony systems and unstableframe rate,with critics noting that the series was becoming more and more stale.[236]Proving Groundwas met with mixed to positive reviews upon release. OnMetacritic,both thePlayStation 3andXbox 360versions had an average score of 73/100 and 72/100,[178][179]thePlayStation 2version had an average score of 65/100,[180]and theWiiversion had an average score of 57/100.[181]All of these scores are considered "mixed or average" by the site. The PlayStation 2 and Nintendo Wii versions were criticized for not having the same mechanics that are in the PlayStation 3 and Xbox 360 versions. TheNintendo DSversion received generally favorable reviews from critics. OnMetacriticit received an average score of 79/100 based on 21 reviews.[177]

As Robomodo began producingTony Hawk'sgames, the reviews immediately dropped deep into negative.Tony Hawk: Ridereceived negative reviews from critics. The Metacritic average score of 47/100,[187]46/100,[188]and 44/100[189]for the PlayStation 3, Wii, and Xbox 360 versions respectively indicates "generally unfavorable reviews".GameTrailersgaveTony Hawk: Ridea score 4.6[237]and named it Most Disappointing Game of 2009,[7]whileIGNgave the game a 5.0.[238]Both G4TV[239]and Giant Bomb[240]rated it 1/5. GameSpot gave it a 3.5/10,[241]with the only positive emblem the game received being that the peripheral was "sturdy".GamesRadargave the game 4/10.[242]They also named it the worst game of the year, using its skateboard peripheral as the trophy for the "Anti-Awards" feature.[6]Game Informergave it a 5.75, remarking that "as a skateboarder and as a gamer,Tony Hawk: Rideis a curious idea but a letdown in practice. The huge level of frustration is not worth the time it takes to master the awkward gameplay idiosyncrasies ".[243]Unlike its predecessors,Pro Skater HDwas able to at least attain mixed reviews.IGN's Nic Vargas gave the game a score of 8/10, praising its purist gameplay whilst lamenting the lack of certain modes such as park creator and split screen multiplayer.[244]The reviewer fromGameTrailersgave the game a score of 7.4 and wrote thatPro Skater HD"isn't flawless, but... it at least gets off on the right foot".[245]Lucas Sullivan ofGamesRadarfelt that old-school fans of the franchise will be disappointed by what the game lacks, and gamers who never player the original games on PS1 will find the mechanics and level design sparse.[246]Destructoidgave the game 4.5/10, stating that the execution isn't handled as well as the original games, as well as some of the design choices the developer made.[58]G4TVgave the game a 4.5/5 and praised the console versions' online multiplayer and soundtrack.[247]Official Xbox MagazinegavePro Skater HDan 8/10. They praised the game's new big head mode.[248]Pro Skater 5reverted to catastrophic reviews again and wasbashed by criticsupon release in September 2015. Most critics noted that the graphics were inferior even to the games released on thePlayStation 2,while the gameplay barely resembled previous releases and was rendered almost unplayable by numerousbugs.Furthermore, the simplistic, bland environments and missions and complete absence ofNPCswere noted, and some critics pointed out that better levels could have been designed with the Create-a-Park feature of previous games, while most levels were simply inferior copies of levels from the original games.[66][67][68]The game was so rushed to release that it was unplayable without an 8GBday one patch,with only thetutorialand park creator being accessible.[66][69]Pro Skater 5has the fourth-lowest average score of any PlayStation 4 game[70]and the fifth-lowest average score of any Xbox One game[71]and was named the "Worst Video Game of 2015" byEntertainment Weekly.[8]Edgeeven went so far to callPro Skater 5"an insult to its history, to its licensed skaters and sponsors, to modern hardware, and to anyone who plays it".[72]

Commercial reception

[edit]

The PlayStation version ofTony Hawk's Pro Skaterreceived a "Platinum" sales award from theEntertainment and Leisure Software Publishers Association(ELSPA),[249]indicating sales of at least 300,000 copies in the United Kingdom.[250]In the United States,Tony Hawk's Pro Skater 2's computer version sold 320,000 copies and earned $8.0 million by August 2006, after its release in October 2000. It was the country's 58th best-selling computer game between January 2000 and August 2006. Combined sales of allPro Skatercomputer games released between January 2000 and August 2006 had reached 440,000 units in the United States by the latter date.[251]Also in the United States, the game'sGame Boy Advanceversion sold 680,000 copies and earned $24 million by August 2006. During the period between January 2000 and August 2006, it was the 38th highest-selling game launched for theGame Boy Advance,Nintendo DSorPlayStation Portablein that country.[252]The game's PlayStation version received a "Platinum" sales award from the ELSPA.[250]By July 2006, the PlayStation 2 version ofTony Hawk's Pro Skater 3had sold 2.1 million copies and earned $77 million in the United States.Next Generationranked it as the 14th highest-selling game launched for thePlayStation 2,XboxorGameCubebetween January 2000 and July 2006 in that country. Combined sales ofTony Hawkconsole games released in the 2000s reached 10.7 million units in the United States by July 2006.[253]Its PlayStation 2 version also received a "Platinum" sales award from the ELSPA[250]By July 2006, the PlayStation 2 version ofTony Hawk's Pro Skater 3had sold 2.1 million copies and earned $77 million in the United States.Next Generationranked it as the 14th highest-selling game launched for thePlayStation 2,XboxorGameCubebetween January 2000 and July 2006 in that country. Combined sales ofTony Hawkconsole games released in the 2000s reached 10.7 million units in the United States by July 2006.[253]Its PlayStation 2 version also received a "Platinum" sales award from the ELSPA.[250]

In Europe, the PlayStation 2, Xbox, and GameCube versions ofUndergroundwere respectively the fifth, sixth, and eighth-best selling games for those consoles the week after the game's release.[254][255][256]It would remain uninterrupted in the top twenty of every week until January 24, 2004, for the Xbox and GameCube[257][258]and February 21 for the PlayStation 2, inclusive.[259]As of December 2007, the PlayStation 2 edition of the game had sold 2.11 million copies in the United States.[260]The GameCube version made Nintendo'sPlayer's Choicelist by selling 250,000 copies in the United States.[261]Its PlayStation 2 version also received a "Platinum" sales award from the ELSPA.[250]SkateoutsoldProving Groundon a 2:1 ratio, resembling its lackluster reception.[46]

In the first month of its U.S. release,Tony Hawk: Ridesold 114,000 copies.[262]During its first week on sale in the United States,Tony Hawk: Shredsold 3,000 copies.[263][264]Due to this, former developer Chris Rausch describedShredas the game that had killed the series and he expected no new game for release in the foreseeable future.[28]

Tony Hawk's Pro Skater 1 + 2became the fastest selling game in the franchise according toActivision,selling 1 million copies within the first two weeks.[265]In the United Kingdom the game was the biggest launch in the franchise sinceUnderground.[266]

The brand brought in about $715 million in revenue by 2004.[267]

Legacy and fandom

[edit]

During a period of series inactivity caused by the lapse of Activision's contract with Hawk, theTony Hawk'sfanbase largely sustained itself throughTHUG Pro,a fan-madetotal conversion modofTony Hawk's Underground 2forMicrosoft WindowsandmacOSthat features levels of every game in the series for use in online multiplayer.[268]

A documentary about thePro Skaterseries was developed by formerNeversoftemployee and producer of the series, Ralph D'Amato. The documentary,Pretending I'm a Superman: The Tony Hawk Video Game Story,features interviews from former Neversoft employees as well as skaters featured throughout the series, including Hawk himself and is directed by Ludvig Gür.[269]The documentary came about after D'Amato had taken Gür, who was visiting him in California in 2016, to meet Hawk briefly but which turned out to be several hours discussing the possibility of documentary, which was further developed after more online calls and emails. The documentary's name is based on the song "Superman" by the bandGoldfingerwhich was featured on the first game's soundtrack.[270]The film was released on August 18, 2020.[271]

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Further reading

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[edit]