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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On September 22, after 5 years in development, Session is finally leaving Early Access—and I can't wait. I've been playing it since the earliest pre-alpha builds, and developer Crea-Ture Studios has never once taken its foot off the gas. Back then it was a pretty barebones tech demo, but now when the game hits 1.0 it'll feature a mission system, a refined tutorial, playable pro skaters, an abundance of licensed clothes, trucks, wheels, and boards, and three huge, realistically modelled cities to shred: New York, Philadelphia, and San Francisco. San Fran was revealed at Gamescom and will feature locations from classic skate videos that have since been demolished or redeveloped. This is Crea-Ture's way of paying tribute to
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