

Then we had to start running around trying to find a partner for it, because we really, really wanted to make it. And it started to grow from there, delving more into the illustrative art style, trying to make the game more welcoming – how we could have this idea of multiple paths in a 2D world, all of those sides coming together, and we got really excited about it. Over 2018 especially, I think we all coalesced around this idea that we could make a really good third OlliOlli.
OLLIOLLI2 SPRITE CRACK
We thought even though it reviewed well, and people really enjoyed it, if we had another crack at it we could do a much better job making a much more accessible game.

Over that period of time we learned a lot more, we got a lot better at making video games, and we were able to be a bit more critical of the games we made. And there were a lot of tweets – the tweets going ‘When’s OlliOlli 3 happening?’ never went away. I think we realised, being honest, OlliOlli is probably the best game we’ve ever made and actually, it’s very dear to us. We had a bit of a break, prototypes, lots of ideas – I think we learned an awful lot in the years following OlliOlli2. JR: After OlliOlli2, we were like, ‘No more skateboarding games ever, thank you’, and then obviously we did Laser League. Where did the idea for OlliOlli World come from? With a desire to find out more, we had a chat with Roll7’s co-CEO, Tom Hegarty, and creative director, John Ribbins. High-level players should still be catered for, too, so this genuinely doesn’t feel like anything other than a win-win.

It manages to bring along that sense of skill and mastery from the series’ history, while blending in a more welcoming approach – you’re slowed down rather than outright failed if you don’t quite nail things, for example. Players work through a storyline with a fully customisable character, meeting and engaging with plenty of other colourful characters along the way, including new favourite BB Hopper, a business frog.Īnd, frankly, the game plays really well too. The clue’s in the title, as you’d expect, with a whole world of colour and exploration to be uncovered in the game’s location, Radlandia – a far cry from the functional-but-lacking-pizazz approach of the first two games. OlliOlli World brings more carrot than stick this time around, opting to encourage and reward rather than penalise and deride, all while being just as technical and skilful as before.īut OlliOlli World isn’t just about bringing more players on board – it’s bringing in more character, too. So it’s understandable that the UK-based studio wants its third skateboarding game to bring more players into the fold and help us all engage with that ‘flow state’ we hear so much about. Both were excellent games, capable of instilling a sense of Zen-like calm as you ran through another flawless combo… but both were also difficult games, where hitting that flawless combo just wasn’t something everyone could do, and making a small mistake resulted in the sort of penalising that puts people off continuing to play. The previous two titles in the series, OlliOlli and OlliOlli2: Welcome to OlliWood, were exceptionally well-crafted slices of hardcore finger dexterity, requiring timing and reactions to be tip-top in order to skate your way through their lo-fi worlds. OlliOlli World’s developer Roll7 wants its game to be accessible.
