Following the success of Tony Hawk’s Pro Skater 3 in 2001, the inevitable Tony Hawk’s Pro Skater 4 was released in 2002. This particular entry, however, experimented with a number of brand-new mechanics that would reshape the direction of the franchise for some time. While the effort was admirable, the first outing in this new direction was a bit rough and it shows.
As with previous entries, Pro Skater 4 introduces some gameplay
changes that help spice things up and vary the types of combos you can perform.
Chief among these are skitching, where you can grab onto the backs of moving vehicles;
and spine transfers, allowing you to jump between half- and quarter-pipes to
make levels easier to traverse. The lineup of playable pro skaters is similar
to Pro Skater 3, except Bob Burnquist has been added back in.
In contrast to previous entries, however, the format of the gameplay has
received a major overhaul. Rather than a series of standalone levels with a
list of goals to accomplish, each level is larger with a more open-world feel
and no time limit, and you have to approach NPCs throughout each stage to
receive challenges to perform that have their own time limits, some more
cryptic in their directions than others. Completing challenges does, however,
grant you Pro Points that are needed to unlock the next level, as well as cash
and other random benefits such as trick slots and stat points.
Additionally, not all challenges are available at once, with some unlocked by completing other challenges first, though you can
retry any unlocked challenge by selecting it from the pause menu rather than
having to seek out the NPC every time. Stand-alone Competition levels have also
been removed, instead being worked into the challenges you can seek out in a
level. One challenge that I thought was actually funny was a skitching
challenge in Alcatraz where Ranger Rob gives you a tour of the prison while
going off about how much he hates Ranger Bob, only for it to turn out Ranger
Bob was actually evil the entire time.
Some challenges can also have a permanent effect on the environment
once they are initiated, whether you complete them or not, such as a destroyed
dock in San Francisco or an increasing number of ramps in Alcatraz. While these
can open up the environment even more, some can also create a minor
interference with gameplay, such as a giant loop ramp in the Alcatraz stage. One
other quirk about challenges is that they end as soon as you complete them,
regardless of how much time you have left. While this can be viewed as a good
thing for most challenges, it can be a bit jarring when it comes to score-based
goals, especially once you get into a bit of a groove. I will also note here that, while not too overt otherwise, one challenge in San Francisco specifically involved visiting a Nokia store to obtain a camera, which came off as rather on-the-nose product placement.
The cash system from Pro Skater 2 also makes a return, except
rather than unlocking the next level, here it’s used to purchase an array of
bonus content. Said content includes customization options for your chosen
skater as well as other extras such as cheats, decks, bonus skaters and secret
levels. One of these secret levels is the Chicago level lifted from Matt Hoffman’s
Pro BMX 2, serving as a crossover or cross-promotion with that game.
Given that I was playing the PS2 version of Pro Skater 4, the visual
quality is roughly similar to Pro Skater 3, though some environmental details
looked a bit rough compared to others. That said, I did appreciate set dressing
in places where the player would not go very often, such as set of tables and
chairs in a higher alcove of the College level, giving levels some much-needed
flavor. Having visited Alcatraz before, I can also confirm that the level is an
accurate, if highly-condensed, recreation of the actual prison.
The more open levels can be overwhelming at first until you take the time to properly explore them first. (I've been using GameCube screenshots because PS2 screenshots are difficult to find.) |
While the games had previously featured some amount of voice acting on
the part of the pro skaters, this game introduces full voice acting to the
series with some NPCs, with mixed results aside from the pro skaters themselves.
While the game has a generally solid soundtrack much like its predecessors, “Dig
That Groove Baby” by Toy Dolls stood out to me for similar reasons to “Jerry
Was A Race Car Driver” by Primus in Pro Skater 1, in that it sounded jarring
compared to everything else and was a song I didn’t exactly look forward to listening
to. Then again, as the soundtrack has been expanded to include 37 songs, they can’t
all be winners to everyone. That said, some songs that did stand out to me for
the the right reasons include “Spokesman” by Goldfinger, “Skate and Destroy” by
The Faction, “Blackball” by The Offspring, “All My Best Friends Are Metalheads”
by Less Than Jake, “Manthem” by Bouncing Souls, “Shimmy” by System of a Down, “Anarchy
in the UK” by Sex Pistols, “Bloodstains (Darkness Version)” by Agent Orange and
“The Number of the Beast” by Iron Maiden.
Tony Hawk’s Pro Skater 4 is a bit rough compared to previous entries,
though on its own it’s an okay experience. It’s evident that the game was
trying something ambitious with the series, though the concepts it introduces
would not be perfected until later down the line. I wouldn’t recommend this
game more immediately than Pro Skater 3, however it is worth playing in
order to see the transition into what would become the future of the brand.
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