To that end, Session also stays far away from scores, mechanical progression systems, and other such “gamey” things. Once those tricks that seemed impossible become things you can just do, at will, without thinking, and start stringing them together into beautiful, exhilarating lines? When you can start to really experiment and get creative with them, and gradually add more complex tricks to your arsenal? That’s the beauty of street skating, and the learning curve is an important part of that. Those initial hours can be tricky, but seeing that effort bear fruit is immensely satisfying-not just finally nailing the trick you’ve been practicing, though that’s exciting enough in its own right, but when it becomes second nature. Session is a game if practice, mastery, discovery, and creativity. Which isn’t to say it’s just difficult for the sake of being difficult, or that it’s unfair. Session sets authentically recreate that, and succeeds. There’s a steep learning curve, especially in the beginning, but that’s intentional: it says as much when you load it up, but more to the point, skateboarding has a steep learning curve. If you’re more used to the arcade-style shenanigans of Tony Hawk’s Pro Skater, or even EA’s comparatively more realistic Skate games, it can feel like learning to walk all over again. It’s a lot to wrap your head around, even before you get to things like switch stance reversing those inputs-when what’s usually your front foot becomes the back, the inputs reverse accordingly. For a pop shuvits and varial flips you’ll need to sweep the back foot instead of simply kicking the tail down, and trickier tricks like laserflips dial up the complexity of those stick movements even further. Kick flips and heelflips are similar, though now you’re kicking the front foot up and left or right, depending. An ollie isn’t the simple press of a button its kicking down with your back foot’s stick, then flicking the front foot up to pop the board. The right stick controls the right foot, the left stick controls the left foot, and real-life skating for movements translate as closely as possible to those sticks. That’s no coincidence: authenticity is Session‘s stated focus, and that’s the driving force behind a unique dual-stick control scheme. Session: Skate Sim is the first game I’ve played that actually captures that feeling. Trying to do even something as simple as an ollie with feet in the opposite position to what you’re used to, to what feels natural, is like trying to learn to write with your non-dominant hand. In my limited experience skating in real life-many, many years ago-stance is crucial. My skater faces whichever way they’re facing as I come out of my last trick, and nothing changes. Riding switch–what’s normally your back foot in front, and vice versa-might get you a few extra points, but beyond that, in every game I’ve played, it’s superficial to the point of being unnoticeable. ![]() I’ve never paid much attention to stance in a skating game.
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