Tried to keep experimenting more with reverts in combos, and more tech spots. Also tried to keep more speed in some of these clips and do some gaps in lines. #skate #easkate #skate4 #skategame
it seems youre on pre pre alpha i can get you on the new one with the online servers and shit if you dont have that one people build some crazy mega ramps and stuff and you can skate with your homies online and shit its dope
Long time skate 3 hardcore difficulty player here(since middle school{23 now}) I love your style bro hahah very realistic it keeps you wanting to play more and more, skateboarding is beautiful when it looks so simple. I really like your style of gameplay simply because I can relate :)
This gives me hope for the game. I hope we can set lobbies to “realistic” where everyone is playing on the same difficulty. Imagine an open world full of skaters and randomly challenging to a game of skate. It’d be fun even with out the game mode itself. Just voip and it’ll be immersive like a irl game of skate. High thought. Goodbye
Still looks quite a bit floaty to me. Wishful thinking but itd be great if they add adjustable stats for flip/scoop speed, rotation, and physics or gravity like Session. Would be great to tweak for a more personalized realistic style or have stupid fun with arcade-like gameplay. Edit - Yes I understand this is preprepre alpha, however early developmental feedback is crucial for them and us. Theres a reason theyre letting us play in this stage. Plus it seems like theyre actually listening to our inputs across the platfroms, including these commen sections.
@@andizee I agree, they should have adjustable physics bc as someone who didn’t skate in real life I enjoyed doing all the ridiculous jumps and flips and all that good stuff
I know it’s a game and it’s meant to have fun, but they shouldn’t have like lock-on transfers, if you go to fast or to slow you overshoot or undershoot and crash or something. This is nowhere near realistic but better than skate 3
I think it should be an option, like that mode in the old THPS games where it added like, more gravity or something, hard mode maybe, where you ollie half the height etc so it was more realistic to land 1 kickflip down a 2 stair than a triple flip. Not saying it couldn't be done irl but it added a more realistic flow to lines
I would love to see an option to make a ledge/rail slide or not slide. There were spots in Skate 3 where they didn’t make something slide or grind, so you actually had to figure out how to do it outside of the game parameters. Just like you would in real skating.
@@erictorres2368 yea that would be sick. it would take actual skill to do stuff which i think is awesome it would make me want to play more and learn rather than going and doing some flip tricks for 30 minutes and getting bored
Didn’t notice how much more smooth and crispy the animations are in skate. compared to skate 3 till I saw this video. I hope the transition between animations for manuals and grinding is smoothed out in the final version because this already looks like it’s gonna be sick for realism clips
SkaterXL should have sold their physics engine to the team for Skate 4, I haven't ever played a game that felt as smoother or realistic as Skater XL did, especially when I got it on my laptop and was able to adjust the physics, speed the board flipped, all that good stuff. It just made the game feel so much more stylish, not to mention the two joystick system for your feet is just awesome.
The manual cam. Remember skate 1. It was like fisheye view. That spot. it was like a circle with ledges and manny pads around a walkway. Super tall fences. You could never find it down that double set it was like the game ended. Once you were there you never left
If there’s anything I wish you could change in skate it’s being able to magically do a full pop out of slides and getting momentum out of grinds where you should be losing it all
I really really hope they include controls to set my feet to thumbsticks. Left foot is always left joystick, right foot is always right joystick. Session has the best feeling controls of any skateboarding game I think. Sessions controls with Skate 4’s ease would make for a true next gen skateboarding game experience.
loving the updates but what's the plan with the stances, bro does a switch heel at 0.16 but it has Nollie notification, 1.34 is a fakie flip with a regular kick flip notification. I like how we can seamlessly flow between the four stances when making street lines though, looks amazing. Different brownie points for all the individual stances is in the essence of skateboarding tho
Good job on the video. Looks good as always! I can't wait for the full release of the game. Hopefully the game is as fun as the previous Skate games and Competitive is good. Keep up the good work!
I really hope the game looks visually good too because from all the other recent skateboarding games it seems they aren’t focusing on graphics specifically
I feel like they should implement a little more movement when holding down for a Ollie or other tricks..etc. Adding some sort of shuffling of the feet to get into the right spot would be small but a realistic element to the game.
the animations for flip tricks look sick so far. love the catches for the inward heels and hardflips. I just hope they have different styles you can select for your skater. for example a more laid back stiff style that has more steezy effortless animations. like less erratic arm movement and shit. hope they implement a skater xl style control with both analog sticks used for tricks.
I’m super stoked about how rather than the board being magnetized and returning to the players feet after a flip trick, it hovers and lingers instead for the player to return to it. Small detail, HUGE difference.
I've been playing Skate 3 again and can't help but notice on hard-core even if I line myself perfectly to a rail or ledge, some kind of gravitational force pushes me off, other times he magnetizes to the rail.
1:49 nollie inward heel over the hip was easily the best looking trick of the video. Sucks they still haven't fixed pinching grinds. Crooks are probably the best looking grinds, but they're still disgusting in Skate
These tricks are sick 😎. I wonder if they're going to add Casper slides, stalls and more Rodney-Mullen-Esk tricks. For me that would make up for the fact that it's a ftp game.
i’m loving the direction this game is going. however there is one thing that breaks the immersion the most for me in all skateboarding games, and it’s not the biggest change idea either. The way speed is maintained is always unrealistic. Even if you land something perfectly clean IRL you will still lose speed from the impact of landing. When speed is unrealistic it makes the models look like they are simply floating instead of carrying the weight with every trick.
I think this could potentially ruin the flow of the game if implemented, like if your in an area where obstacles are close together you don’t want to have to keep pushing inbetween, especially with the way skate usually works where the longer you hold the stick down before popping the higher you go. Think like a ledge trick, ledge trick and then a gap close by it could be difficult if you lost a lot of speed after each grind and landing
it wont be realistic enough until EA works on organic gameplay/mechanics... everything is looking so magnetic and stiff still. Like, if you miss the ledge it's your problem, the game doesn't have to correct it for you... they gotta make the board and character two separate things. It also doesn't feel smooth. Skateboards have proper turning mechanics and body bending makes it all fluid, but the game doesn't give that feeling. It seems like coming from SkaterXL, this game will feel like I'm skating a 2x4 made out of magneto
@@PeuFrias I agree with your comment so much. Its funny seeing all the comments on these skate 4 gameplay demo videos and the lack of people saying how floaty and magnetic the physics are. We all know what scum EA is so the only hope would be a cracked version with mods..at the best case scenario
@@PeuFrias I understand and agree as well. I wasn’t even talking about the mechanics/physics of the game, I was just talking about the trick selection and style the content creator chose to utilize. The game is pre alpha right now and is definitely off by a bit, but I’m hoping by the time it releases they have the separate game modes like they did in Skate 3 to incorporate the antimagnetic board/skater/obstacle difficulty like you said.
Man I cant wait for this to release. skater xl and session both have shitty bank/ramp physics. This just hits the spot for crusing around and caving bowls