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Gamexplore > PC Game > Skate's Flick-It system is so complex that it invented new tricks
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Skate's Flick-It system is so complex that it invented new tricks

August 31, 2025 11 Min Read
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11 Min Read
Skate's Flick-It system is so complex that it invented new tricks
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When Skate drops into early entry on Sept. 16, it received’t fairly seem like earlier video games in EA’s cult skateboarding sequence. It’s returning as a free-to-play dwell service recreation set in a squeaky-clean open world. It could look completely totally different at a look, however you’ll doubtless 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 guts of the sequence: Flick-It.

Somewhat than copying Tony Hawk’s notes, the distinctive management scheme had gamers performing tips by wiggling their proper joystick in several instructions. It was as in the event you had been drawing tips. That created a extra fluid skating system that set Skate other than its friends. When creating a brand new recreation within the sequence, senior artistic director Deran Chung knew Flick-It needed to return. There was only one downside: That might be an enormous ache within the ass to tug off.

“The outdated skate engine was insane. It was Frankensteined of all this loopy stuff. There was no method of resurrecting it,” Chung advised gamexplore in a video interview forward of Skate’s launch.

The primary time a few of these tips had been ever achieved was at our mocap phases.

It’s a bit stunning to listen to, as a result of the system itself feels so intuitive from the participant’s aspect. The enchantment of the Skate sequence is that you just don’t actually have to consider it. There aren’t any lengthy button combo strings to be taught. 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 idea. However on the time, the group was simply going with the movement.

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“We weren’t that educational!” Chung mentioned. “It was extra alongside the traces 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 idea 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 presently exists.”

As pure because the mechanic felt to the group, it introduced design challenges that went in opposition to all wise skating instincts. In keeping with Chung, the system roughly invented new tips that had the professional skaters introduced in to assist carry out motion-capture dumbfounded.

“The primary time a few of these tips had been ever achieved was at our mocap phases,” Chung mentioned. “Nobody had ever achieved an ollie 360 inward heel or an ollie 360 arduous flip. Why would anyone do this? Does not make any sense, proper? However as we had 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 can we 360 arduous 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 arduous flip on both aspect of the quadrant.”

“We went to mocap and we’re like, ‘So who can we probably ask to attempt these items?’ And so we picked the very best dudes on the earth, a few of our professionals from the earlier video games, and mentioned, ‘Have you ever ever thought of making an attempt a nollie 360 inward heel flip?’ And so they’re like, ‘Dude, what the fuck are you speaking about?’”

A skater grinds on a rail in Skate. Picture: EA

It’s by that anecdote that you would be able to start to see how difficult Flick-It could be to easily port over to a completely new engine – and that’s what the group 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: Unhealthy 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 had been moved to different groups inside EA after Skate 3’s launch. Whereas neither of them had any instant plans to return to the sequence, determining how they might revive Flick-It turned a little bit of a side-challenge. Since Lawler was now working in Frostbite often, he began making an attempt 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 absolutely assist Flick-It.

That second ultimately got here simply as different essential waves had been hitting the shore. Followers started turning requests for Skate 4 right into a meme and skateboarding was solely gaining popularity due to social media and its inclusion within the 2020 Summer time Olympics. Simply as the concept of a brand new Skate recreation was changing into good enterprise for EA, it had change into a viable technical actuality for Chung and Lawler.

A skater performs a backlipslide in Skate. Picture: EA

However merely making a 1:1 recreation of a 15-year-old system wasn’t sufficient. The group needed to construct on high of what got here earlier than to convey out the improvisational nature of the mechanic much more. To perform that, the group regularly began bolting new concepts across the outdated code base. That unlocked the potential for methods like variable pace flips that Chung says the group by no means may have achieved beforehand.

“We had late flips, late kickflips, and late heel flips earlier than. Now we’ve late principally every little thing,” Chung mentioned. “So, you might ollie within the air and do a late 360 flip. You could possibly do a late inward heel flip or no matter, however you too can do a gradual model of every of these issues. You could possibly do a gradual held model of every of these issues. You could possibly do a gradual held model of a kickflip or a 360 flip after which do a late one after that. And nollie variations of all of these items.”

It isn’t simply Flick-It that is been buffed up. Chung notes that the modifications go hand in hand with a brand new method to animation. Earlier video games used to mix animations collectively, leading to trick sequences that had 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 tips.

A skater performs a handstand on a ramp in Skate. Picture: EA

Physics performs a significant position in all of this too, as that system has seen its personal revamp. Since most of the individuals who labored on the unique video games’ physics had been nonetheless floating round EA, Chung and Lawler had been in a position to reconnect with them and construct up their work to assist much more trick potential.

“We have method higher methods of predicting what’s in entrance of the skater now than we ever had,” Chung mentioned. “So with a system like wallies, which is principally an ollie the place you bash into an object in entrance of you: We will predict that there is an object there. So as a substitute 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 in a position to wallie off of the factor.”

That stage of depth explains how the Full Circle group is ready to add extra tips 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 completely new tips.

In fact, most informal gamers most likely received’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 primarily based on our initital impressions.) It could sound easy, however nailing that’s one hell of a battle.

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