OlliOlli World Hands-on Preview: Stressful skating that's better than ever


Considering how brilliant OlliOlli 2's gameplay is, it was difficult to imagine where Roll7 could go with OlliOlli World.

Since the series has been based on players needing quick enough fingers to pull of precisely timed jumps and complex combos, adding too much more could be over complicating things.

We've gone hands on with the first three of OlliOlli World's five areas to see what's new.

Changing Landscapes

The biggest change isn't even to do with OlliOlli's gameplay. Rather, Roll7 has opted for a brand new art style. Moving away from pixel art, OlliOlli World's setting of Radlandia (the cringe puns continue throughout) is showcased in a beautiful hand-drawn style.

It's vibrant and varied, albeit tough to appreciate when you're hurtling down rails and slopes at breakneck speed, attempting to pull of the toughest trick possible.

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The visuals are a real departure from the first two games, but it works perfectly with the mystical, otherworldly tone and matches the wackiness of the characters who lead you through the many levels.

I didn't quite vibe with the awkward 'humour' and banter between the team of skaters who are essentially friends along for the ride. The conversations swing from skater bro digs at each other to comments about myth and magical worlds, and I haven't connected with any of them by the end of the third area. To me, they're nothing more than narrators there to give me tutorial instructions. So far at least.

Hand Rails & Hand Holding

That's leads me to my other issue with OlliOlli World - the tutorials. By the end of the third area, which is presumably more than half way through the game, I'm still being taught new tricks and moves.

It means that the real challenge of OlliOlli's gameplay, which was the highlight of the first two games, doesn't become prominent for quite a while. If you're intent on completing all of the side challenges and objectives, the tough levels in which the gameplay shines will take a while to get to.

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I think it would have been better if OlliOlli World could get to the high points sooner, teaching you all of the mechanics early on. Wall rinding, changing lanes, grabs, spins, and tricks could all have been introduced sooner without causing confusion.

The set of challenges given to you in each level go some way to providing that 'just one more try' experience, but the majority of them are based on gimmicks and hidden things in levels rather than actual challenges. Going back to them once you've learnt more skills makes them more enjoyable though, especially as those early levels become easier for you.

I also say that because I want as much complex OlliOlli as I can get. Simply grinding through levels isn't nearly as fun as the fast moving, stressful ones that require you to switch between skills in a fraction of a second. One small mistake and it all falls apart, but all you want to do is jump straight back in.

The Magic of OlliOlli World

That's the magic of OlliOlli, and without a doubt, it remains in OlliOlli World. It's still all based on quick uses of the left thumbstick and tweaks with the right stick/shoulder buttons, but the slight changes to the formula may also have made it better.

The new branching paths feature hides trickier sections in the background of the level. Do you want to risk failure for a high score? Do you play it safe to simply finish the level? Or do you give it a go and revert to safety next time if you fail at the first attempt?

They add a real risk vs. reward aspect to most levels and mastering them is key to hitting the high scores. It also gives you an option to just stick to the basic track to complete the level if the 'Gnarly Route' is too tough.

I Want to Be Frustrated

It also provides an added dimension to anyone who loves the 'bang your head against a wall' side of OlliOlli World. I've lost count of the number of times I've been frustrated at myself for missing a jump or not taking advantage of a grind rail, it's just not yet been to the degree of previous games.

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Not once have I felt like the level was unfair. It's always been my own mistakes and poor timing that have seen me fail a level, and that's a testament to the brilliant level design.

I haven't reached the level of stress and thumb ache I did in the first two games, but I'm hoping that arrives in the latter areas because that's when OlliOlli is at its best.

The gameplay in OlliOlli World is brilliant so far, but it needs to start presenting the real challenge soon. I want to be frustrated that I can't do it, so let me be frustrated soon, OlliOlli World!

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