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Skate’s Flick-It system is so complex that it invented new tricks

August 30, 2025
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When Skate drops into early entry on Sept. 16, it gained’t fairly appear to be earlier video games in EA’s cult skateboarding collection. It’s returning as a free-to-play stay service recreation set in a squeaky-clean open world. It could look totally totally different at a look, however you’ll probably really feel such as you’re again within the late 2000s when you choose up the controller. That’s as a result of Skate resurrects the center of the collection: Flick-It.

Reasonably than copying Tony Hawk’s notes, the distinctive management scheme had gamers performing methods by wiggling their proper joystick in several instructions. It was as in the event you have been drawing methods. That created a extra fluid skating system that set Skate aside from its friends. When creating a brand new recreation within the collection, senior inventive director Deran Chung knew Flick-It needed to return. There was only one downside: That may be an enormous ache within the ass to drag off. “The outdated skate engine was insane. It was Frankensteined of all this loopy stuff. There was no approach of resurrecting it,” Chung instructed Polygon in a video interview forward of Skate’s launch.

The primary time a few of these methods have been ever completed was at our mocap phases.

It’s a bit shocking to listen to, as a result of the system itself feels so intuitive from the participant’s facet. The attraction of the Skate collection is that you simply don’t actually have to consider it. There are not any lengthy button combo strings to study. You merely have to flick the stick and a few magic will occur. When Chung talks concerning the system now, he dissects it from an mental standpoint, telling me the way it scratches the itch of self-determination principle. However on the time, the staff was simply going with the circulation. “We weren’t that educational!” Chung stated. “It was extra alongside the strains of like, we’re skate boarders and that is what feels proper to us. I do not suppose individuals had made the analog to skateboarding and self-determination principle at the moment. If they’d, it was not identified to me or to us. It was simply that is what feels proper as a skateboarder, as a distinct taste for a skateboard recreation than what at the moment exists.” As pure because the mechanic felt to the staff, it offered design challenges that went towards all smart skating instincts. In response to Chung, the system roughly invented new methods that had the professional skaters introduced in to assist carry out motion-capture dumbfounded. “The primary time a few of these methods have been ever completed was at our mocap phases,” Chung stated. “Nobody had ever completed an ollie 360 inward heel or an ollie 360 exhausting flip. Why would anyone do this? Does not make any sense, proper? However as we have been determining: it is a circle and we have got a kick flip and we have got a heel flip and we have got a 360 flip and we have got a tough flip. However then will we 360 exhausting flip? To finish the circle of gestures, you sort of want all of them. So we recognized there’s an ollie 360 inward heel and there is an ollie 360 exhausting flip on both facet of the quadrant.” “We went to mocap and we’re like, ‘So who can we presumably ask to strive this stuff?’ And so we picked the most effective dudes on this planet, a few of our professionals from the earlier video games, and stated, ‘Have you ever ever thought of attempting a nollie 360 inward heel flip?’ They usually’re like, ‘Dude, what the fuck are you speaking about?’”

Picture: EA

It’s via that anecdote which you could start to see how sophisticated Flick-It will be to easily port over to a wholly new engine – and that’s what the staff must do if it was going to make a brand-new installment. The unique Skate trilogy wasn’t constructed on EA’s signature Frostbite engine, which was first used to energy Battlefield: Dangerous Firm in 2008. A brand new recreation must leap that hole a technique or one other, requiring a ground-up rebuild. That was high of thoughts for each Chung and tech lead Jon Lawler, each of whom have been moved to different groups inside EA after Skate 3’s launch. Whereas neither of them had any quick plans to return to the collection, determining how they may revive Flick-It grew to become a little bit of a side-challenge. Since Lawler was now working in Frostbite frequently, he began attempting to recompile Flick-It and the outdated code base. Chung and Lawler would each maintain their eyes on the progress through the years, ready for the second the place it felt like Frostbite may totally help Flick-It. That second finally got here simply as different essential waves have been hitting the shore. Followers started turning requests for Skate 4 right into a meme and skateboarding was solely gaining popularity because of social media and its inclusion within the 2020 Summer season Olympics. Simply as the concept of a brand new Skate recreation was turning into sensible enterprise for EA, it had develop into a viable technical actuality for Chung and Lawler.

Picture: EA

However merely making a 1:1 recreation of a 15-year-old system wasn’t sufficient. The staff needed to construct on high of what got here earlier than to carry out the improvisational nature of the mechanic much more. To perform that, the staff steadily began bolting new concepts across the outdated code base. That unlocked the potential for methods like variable velocity flips that Chung says the staff by no means may have completed beforehand. “We had late flips, late kickflips, and late heel flips earlier than. Now we’ve late mainly every part,” Chung stated. “So, you can ollie within the air and do a late 360 flip. You may do a late inward heel flip or no matter, however it’s also possible to do a sluggish model of every of these issues. You may do a sluggish held model of every of these issues. You may do a sluggish held model of a kickflip or a 360 flip after which do a late one after that. And nollie variations of all of this stuff.” It isn’t simply Flick-It that is been buffed up. Chung notes that the adjustments go hand in hand with a brand new method to animation. Earlier video games used to mix animations collectively, leading to trick sequences that have been cobbled collectively from totally different motion-capture sequences. The brand new recreation makes use of minimal mixing, utilizing uninterrupted takes to seize extra idiosyncratic nuances in methods.

Picture: EA

Physics performs a serious function in all of this too, as that system has seen its personal revamp. Since lots of the individuals who labored on the unique video games’ physics have been nonetheless floating round EA, Chung and Lawler have been capable of reconnect with them and construct up their work to help much more trick potential. “We have approach higher methods of predicting what’s in entrance of the skater now than we ever had,” Chung stated. “So with a system like wallies, which is mainly an ollie the place you bash into an object in entrance of you: We are able to predict that there is an object there. So as an alternative of forcing the character to ollie up and over the factor unnaturally or forcing a slam the place you ollie too late, you are now capable of wallie off of the factor.” That degree of depth explains how the Full Circle staff is ready to add extra methods to the sport post-launch. Darkslides and impossibles will each come to Skate in later seasons, one thing that has Chung excited concerning the new recreation’s live-service pivot. Some video games simply add new cosmetics and occasions throughout seasonal updates; Flick-It’s theoretically highly effective sufficient so as to add totally new methods. In fact, most informal gamers most likely gained’t choose up on these technical nuances. That’s the reward and curse of Flick-It: It’s pure to the purpose the place you don’t actually give it some thought. All that may in the end matter to longtime followers is that if it feels proper. (And it does based mostly on our initital impressions.) It could sound easy, however nailing that’s one hell of a battle.



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