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And when you don't do it, right, it's not gonna be terrible. "Actually, one of the things we've tried to do is change the mindset of punishing you when you do something wrong to one where it's more like, when you do the right thing we're going to reward you a lot.
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"It's made of crack cocaine now," deadpans John. How exactly do you maintain the immediacy, and the ability to put players almost immediately into flow state, when moving from 2D to 3D? Remote working has been at the heart of Roll7 since well before the pandemic made it mandatory, which has held the studio in good stead. It opens up a world of possibility hinted at in the trailer - there might be people to stop and chat to, sidequests to gather or whole new paths to unlock, taking OlliOlli from a simple point to point sports game into something else entirely. We have looping paths, we can have split paths and a tonne of different routes, we can have paths that are locked unless you do whatever - it brings it from being like a platformer that goes from left to right into this wholly separate thing." And this is what makes OlliOlli World - it's not just A to B from left to right, you get to the end and that's it.

That idea of being able to go back on yourself with quarter pipes, and split routes - there was this eureka moment. "It would have almost been a mobile thing where you skate backwards and forwards on a short run. "John had this idea for Street League Skateboarding," says Simon.

The idea for a 3D OlliOlli is one that's been kicking about at the studio for a while, you gather, but the concept only really gelled thanks to another unassociated prototype. The big challenge for me was can we make this all feel really satisfying to play?" In the time since 2018's Laser League, Roll7 has grown considerably - from a team of 30 back then, they're 75 strong now. There were ramps that we wanted to put in, huge launches and angles that were impossible when we were essentially doing pixel art. "OlliOlli and OlliOlli 2 are awesome games but there's things in the physics that we always wanted to do that we were never able to make work. "The thing that was always crucial to capture with that original prototype was a more distinct feeling of flow," says Roll7 founder and director Simon Bennett. Back then it was all about the precision, and how quick it was to usher you into the zone with its score attack and the landing mechanic that was key to it all. I've yet to play OlliOlli World myself yet so can't say too much about whether it's been successful in that regard, but it's certainly succeeded in capturing my attention in the same way the original OlliOlli prototype did back in 2013. "My mum has no interest in playing video games," says John. "Can we make it as rewarding to play at a high level when it comes to chasing scores, but also can we make it something my mum could play as well? Like if I gave her the controller, could she actually get through some of the levels and enjoy it?" "The other pillar of OlliOlli World is how can we make it more welcoming," says Roll7's creative director John Ribbins. Radland - as OlliOlli World's setting is known - looks like the sort of place you'd happily poke around for hours on end, which gets to this sequel's other bit of business.
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It's certainly a bigger, bolder game than anything Roll7's attempted before, and the most obvious first point of order is how it brings the series into lavish 3D, and into a fully-realised, fuzzy-edged Adventure Time-esque world of pastel colours and wholesome character. From what we saw in today's Nintendo Direct Indie Showcase, it boasts all the spark and flair I've come to associate with the studio most recently behind 2018's Laser League.
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Developer Roll7's superlative skate series is making its return with OlliOlli World, coming to Switch, PlayStation 4 and 5, Xbox Series X/S, Xbox One and PC this winter courtesy of publisher Private Division.


OlliOlli, it's an absolute delight to say, is back.
