After a long stint in Early Access, Session is finally hitting 1.0 on September 22. This '90s-flavoured skateboarding game is a simulation in the truest sense, where everything you do—whether it's a flip, a grind, or a primo—is governed by a realistic physics system. While the likes of Tony Hawk's Pro Skater and EA's Skate series take artistic liberties with the sport (or artform, depending on who you ask) to make it accessible, Session takes a more authentic approach. Like real skating, the difficulty curve is steep and you will spend a lot of time falling on your ass as you get to grips with your board. But mastering the game's idiosyncrasies and finally landing the trick you wanted to is infinitely more rewarding as a result.
Related: Session Is Shaping Up To Be My Game Of The Year
With the 1.0 launch fast approaching, I quizzed Crea-Ture Studios producer Jeffrey Spicer about the journey Session has been on, its design philosophy, and what we can expect when the game hits PC, PlayStation, and Xbox next week. Session built up a passionate, dedicated following (myself included) while it was in Early Access, and I kick the interview off by asking Spicer how this process has benefited the game. "There's definitely so much you can gain from Early Access, especially when you're trying something unique like we are," he says. "We were trying to change the whole paradigm of how you interact with a skateboarding game."
"It was definitely critical for certain parts of the production, but to be perfectly honest with you, in the back-end it almost becomes a conflict. You're trying to manage a game that you're making, blocking out noise and focusing on what's important. But you've also engaged a community that you're trying to
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