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I consistently delighted in how it rolled out wave after wave of increasingly difficult enemies while I also tried to complete a list of Tony Hawk’s Pro Skater-like optional tasks. Rollerdrome isn’t aiming to be the most complex skate simulator or shooter around, but there’s still plenty of challenge. That doesn’t mean you can’t be precise with your shots, and even hit enemies from further away without the auto lock-on, but some smart concessions ensure both skating and shooting are fun and approachable while still leaving room to be mastered over time. Conversely, aiming your weapons is relatively forgiving, too: as long as you’re within range and your crosshairs are pretty close to your mark, an auto-lock will appear. While skating, you don’t have to worry too much about your speed unless you stop yourself, or an enemy does. Because the skating and the gunplay are happening simultaneously, the developers found clever and, frankly, necessary places to trim back on complexity in to order make sure those two halves mesh well. Roll7 has a knack for crafting finely tuned mechanics tied to extreme sports (look to OlliOlli World as further proof from this year alone). However, if you are here just for the action, Rollerdrome absolutely delivers. Rollerdrome doesn’t force you to sift through documents or overhear conversations - you can run straight through the door and get into battle - but I’m glad I chose to, because I found an unexpectedly sharp commentary on some pretty relevant topics like the surprising control over all aspects of life a few companies can wield.
While they offer the stylish bonus of transitioning directly from first-person to third-person as you enter a match, these sections are also a chance to better understand the part you play in your corporate employer’s machinations. First-person sections peppered throughout the campaign let you explore locker rooms, office spaces, and a couple other locations before heading into the arena.