Tony Hawk’s Proving Ground Review
9 out of 15
Yep. It's another Tony Hawk game.
Date: Tuesday, November 27, 2007
Author: Jeff Pinard

Tony Hawk’s Proving Ground is the latest in a long line of games from the legendary skateboarder. It’s hard to believe Neversoft has been releasing Tony Hawk games for eight years dating back to the PS1. In fact, if you go back to the very first game and look at the PS1 screenshots, they bear a remarkable similarity to the game being reviewed today. Looks aren’t everything especially considering the game has physically shrunk to the size of a postage stamp.

A variety of play modes are available to suit any play style, but the game really encourages story mode. Story mode takes you through several skate villages (the term city as the game implies is a bit generous) such as Philly, Baltimore, or Washington DC. Each area has an individual goals set for it and missions which can be picked up like mission tasks in an RPG. Each challenge can be completed to a varying level of proficiency. This is supposed to mean a player like myself who normally finds combo-button games difficult can still pass, but a player with spectacular abilities will be rewarded for their additional aptitude. Therefore no “difficulty levels” are required for the same progression through the game. As you advance through the game you have the option of buying upgrades for your own custom skate-park and cash can be won (or found) to acquire loads of additional loot. This includes logos, hairstyles, clothes, extra skaters, cheats, movies, and plenty more.

For those used to 3d games on PC or next-gen console, Proving Ground looks a bit uneven. Some city areas look fantastic (considering the hardware), while other areas look poor. It has a blended style of gritty environments, and a wide-open cityscape, that contrasts poorly with the alien freak show that is your actual character. At first it appeared this was to punish you for being a lowly level 1 skateboarder, but sadly as the money rolls in the options never improve. This leads to a lack of cohesion in the game. Though it’s understandable the Nintendo DS has major performance limitations, it still doesn’t grant amnesty for the fact it appears 6-year old designed the heads, bodies, and clothes of the skaters. Once you move past the graphics and start to skate, the game shines.

There’s a boatload of games available that play as if the control scheme was designed with hyperactive kids as the target. You may learn the first four main buttons, and then everything after that is a frustrating mix of combinations, sequences and button mashing. The button assignments are certainly not instantly memorable, nor are the sequences to pull off the vast array of tricks easy. It’s the fact you hit your trick button and the character performs them perfectly – no delay, no out of sequence animation, and the combos and sequences make sense.

Though there’s a lot to figure out in the long run, the training sessions do a quick job of teaching you what you need in a short span of time. The lessons cannot be completed with just a working knowledge of the lesson. Repeating the old adage - practice makes perfect and for a new player a lot of practice will be rewarding.

Often DS games fall into two distinct camps. Either the extra features work and enhance the game, or break the game’s continuity. The bottom screen offers a hand-drawn “scribble map” of the village. Besides just a moving map display, there are several mini-games that integrate the second screen and the stylus. The first of the special functions is when the trick meter gets full the option to perform a special trick presents itself. A little skull thing bobs around the city map and when touched allows three additional (air, ground, grind) tricks to be performed. Since your fingers are already fully used, the stylus isn’t a good option and the right thumb becomes the effective trigger. Though the mini-screen will become full of fingerprints, the mini-feature still fits nicely. That can’t be said for the second stylus integration - the camera slow-mo mode. “Drawing” moves no matter how clever, just feels misplaced.

For a handheld game the multiplayer options are stellar. Most of the in-game challenges are available on-line, even red-light green-light. Those on your “friend’s code list” can utilize voice chat, and nearly all the customizable skateboards, shirts, logos, etc. can be shared and easily integrated from the site.

Overall, Tony Hawk’s Proving Ground on the DS is a decent game. Once you get past the character models, some mediocre sound, and some difficult challenges early on, the remaining game is fairly enjoyable but it’s only recommended for the Tony Hawk completist.

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