![]() The team went away and started prototyping, with the idea of turning OlliOlli on its head. What if you had a game that has OlliOlli-style lines, but then you can switch lanes, and kind of come back on yourself?" It was like: it would be cool if there was a game that basically replicated the way that competition street skating actually works the tour that runs worldwide and has for years, it runs on exactly the same format. John had always had this other idea – it was this wacky idea, and I think it was maybe even going to be a mobile thing. He sets us an objective on a different level before we carry on skating, but it's an early sign that Roll7 will use these different paths to not only offer differing objects and obstacles to tackle, but ways of broadening how you interact with its world.įor such a fundamental shift in how OlliOlli has usually played, Co-CEO of Roll7 Simon Bennett explains how it initially came from an idea for a different game: "We were in very sort of early stages on the project, and prototyping a number of different parts of the game. Early on, we play a level in Sunshine Valley where skidding into a different lane gives us a chance to meet Sloshtar, the fortune telling fish. ![]() Top of the list is the ability to switch lanes, which creates denser levels with more depth – both in the literal and figurative sense. That reward comes in the form of finding that rhythm and flow through levels, one that has been sharpened thanks to the game's myriad new additions. So you're not just going to fall on your face the whole time." Maybe we'll reward you for doing the right thing. Whereas this time around, if you do something wrong, maybe we don't punish you. ![]() I think one of the key things that we wanted to change was… in the earlier games, if you did something wrong, we punished you, basically. "We did a bit of soul searching when we came back to the series. This significant change is something creative director John Ribbins highlights when I ask him about the game's more welcoming tone.
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