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05.09 / 19:45
Simulation UPS Session Is Shaping Up To Be My Game Of The Year
When Session says it's a 'skate sim', it means it. The best example of this is how grinding works. In games like Tony Hawk's Pro Skater or EA's Skate, your board will 'snap' to the railing, ledge, or whatever it is you're trying to grind. What happens when you're on the rail differs between games, and the level of realism varies, but there's always that moment when the game helps you out by basically attaching you to the rail. In Session, however, there's no grinding mode: the entire game is governed by the same physics system, whether you're doing a manual, a kickflip, or a frontside grind. Like in real life, successfully grinding a rail is a combination of angle and velocity. If your trucks lock to the rail and you're going fast enough, you'll grind it. But if you're too slow, or the angle of your board isn't right, you're gonna bail. There's no hand-holding in Session: it's all on you, and I love that about it.
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