Grind switching, which allows the player to switch grind mid-rail, is a smaller addition, but a great one nonetheless because it widens the set of available skills and is another way to increase the multiplier. Worlds no longer have to have endless grind rails because these new moves give more ways to link combos together that don’t require a grindable surface. Manuals and reverts (which can be linked) yield ways to add to the multiplier on the ground, which gives more choice and opens up the level design. OlliOlli 2 adds some new basic tricks, but manuals, reverts, and grind switching all open up combo-extending possibilities and subsequently provides a wealth of new strategies. I hear the ancient Mayans would also nosegrind back in the day. Once you stuck the landing, your combo ended, which limited how you could rack up millions of points. In the first OlliOlli, this was only possible through chaining grinds in between tricks. Achieving lengthy combos is possible through linking tricks together and finding ways to add to the almighty point multiplier. Points are important though, because they make up the whole crux of the game. In a world where experience bars dominate each release, it’s refreshing to see an experience bar that is a bit more intrinsic. Timing, patience, and skill are encouraged with progression, and so is that rewarding fuzzy feeling of mastering something that once stood as a challenge. The more you play, the better you will eventually get at extending combos and destroying your old high scores. The pure art of OlliOlli 2 is how it forces the player to step their game up. Piling on bullet-point worthy features may sound like a boastful press release, but they each improve a game with an already incredible foundation. OlliOlli 2: Welcome to Olliwood is the follow-up coming only a year and change later, sporting a slick new look and promising a multitude of added features. A long list of increasingly difficult challenges and huge array of tricks allowed this game to have replay value, but in small chunks to fit the platform it was made for, being the Playstation Vita. Nailing kickflips and crooked grinds was a sublime way to pass the time before bed or while pooping. The first OlliOlli was the perfect arcadey skating game.
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