Vita game OlliOlli may be a 2D platforming skateboarder, but London-based dev Roll7 wants it to reflect the real-life difficulty of landing a skateboarding trick. The end result, Roll7 hopes, will combine the tough timing-based twitch mechanics of something like Super Meat Boy with the flair of genre mainstays like Tony Hawk and Skate. Speaking to Roll7's Tom Hegarty and John Ribbins, I got the impression the OlliOlli they'd make for themselves would be even harder than the game looks to be.
"I don't think we realized it was going to be as tricky as perhaps it has been," Hegarty joked. In the game's original version, players had to press X in a very narrow window each time they landed, and if they mistimed and slammed, that was it - level over, start again. Now players can mistime their stomps and still survive, although better landings rack up the points and maintain momentum.
In my admittedly very brief time with OlliOlli, I found just mastering the basics of flicking the left stick to jump and pressing X to nail a stomp tricky, even in one of the game's early, relatively serene levels. Roll7, and Ribbins in particular, isn't shy about the game's difficulty level. As a skateboarder himself, he sees a gap in the market when it comes to landing tricks in skateboarding games.