Aggressive Inline (video game)
An aggressive inline skating game with open-ended levels and no fixed time limit.
Aggressive Inline is a 2002 sports video game developed by Z-Axis and published by AKA Acclaim that simulates aggressive inline skating. It was released for the PlayStation 2, GameCube, Xbox, and Game Boy Advance. The game is notable for introducing open-ended level design, an organic skill progression system, and the removal of fixed time limits, innovations that later influenced the Tony Hawk's Pro Skater series.
Quick Facts
- Developer
- Z-Axis, Full Fat (GBA)
- Publisher
- AKA Acclaim
- Director
- Randy Condon
- Designer
- Vince Castillo
- Artist
- William A. Spence IV
- Genre
- Sports
- Modes
- Single-player, multiplayer
- Platforms
- PlayStation 2
- GameCube
- Xbox
- Game Boy Advance
Facts from the source article.
Gameplay
Aggressive Inline is an extreme sports game in which the player controls an inline skater navigating levels to perform tricks, score points, and complete objectives. The D-pad moves the skater, while buttons handle jumps and tricks such as grabs, flips, grinds, wallrides, and manuals. Players can interact with environmental elements like vaulting from rails, grabbing and spinning around poles, skitching on moving vehicles, and bailing out of tricks. In Career mode, the player progresses through seven levels by completing challenges issued by characters, which involve performing tricks in specific areas or accumulating points within a time limit. Completing challenges awards points; reaching a threshold unlocks the next level. Hidden collectibles unlock areas, increase attributes, or grant special tricks. A Juice Meter replaces a fixed time limit; it depletes automatically, ending the game when empty, but can be replenished by performing tricks or collecting juice boxes. An attribute system lets players improve speed, jumps, spins, grinds, manuals, fakies, and wallrides using experience from challenges and actions. Secondary modes include Tutorial (20 lessons), Freeskate (no Juice Meter, no challenges or upgrades), Timed Run (points within a time limit), and multiplayer head-to-head challenges for points, best trick, or hidden items. A park editor is also included.
Development
Aggressive Inline was developed by Z-Axis, a California studio founded by Dave Luntz that had previously created the Dave Mirra Freestyle BMX series and Thrasher Presents Skate and Destroy. A team of 25 staff worked on the game, with publisher Acclaim Entertainment briefing the studio to produce an action sports game based on aggressive inline skating by May 2002. Announced in November 2001 under the Acclaim Max Sports division, it was later renamed to AKA Acclaim before release. During development, the company agreed to acquisition by Activision, publisher of the Tony Hawk's Pro Skater series. Project manager Randy Condon noted that the tight schedule made the ambitious design difficult to complete. The team expedited development by using the engine, tools, and animation system from Dave Mirra Freestyle BMX 2. Features such as competition stages and bonus points for clearing gaps were cut due to time constraints. Condon stated the team underestimated the work required for level geometry and challenge design, leading to simplification or elimination of many challenges. He credited the game's design success to brainstorming and prototyping with project leads artist Bill Spence, programmer Vince D'Amelio, and designer Vince Castillo.
Reception
Aggressive Inline received generally favorable reviews on all platforms according to Metacritic. Critics praised it as a strong competitor to the Tony Hawk's Pro Skater series, noting its innovative features as influential for future extreme sports titles. GameSpot observed that the game's innovations in timed-run and in-level goal designs would likely become trends. GameSpy described the novel gameplay innovations as raising the bar for the genre and called the title the next evolutionary step. Reviewers commended the expansive level design and challenges. GameSpot noted the absence of a rigid goal structure allowed players to skate at their own pace. IGN praised the huge and varied levels with distinct feels, calling them amazing to explore. GamePro highlighted the extremely large but dense levels and their sense of scope and realism. Eurogamer described the levels as larger, more dynamic, and designed with wit and intelligence, noting unlockable areas increased replay value. Visual presentation was largely praised. GameZone found the graphics gorgeous and overflowing with eye-catching details. GameSpy called the look stunning, with fluid player movements and sharp character models. IGN highlighted excellent, fluid animations and high framerate but critiqued character models as a noticeable shortcoming with low-polygon, less realistic design. Eurogamer noted inconsistent attention to character model detail, praising motion capture and garment behavior but faulting facial features and angular limbs.
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