Let me show you how I push my wood.

User Rating: 8.5 | Skate X360
Over the past few years, EA has continually impressed gamers and critics alike by implementing dual-analog controls in the most unlikely places. They brought us razor-sharp pugilistic action in Fight Night Round 3, reshaping what many expect from boxing games. Then, quite recently, the Madden series was given the dual-analog treatment, allowing for more precise tackling options. Love 'em or hate 'em, EA has been innovating within established genres, and for the most part, folks have been eating it up. That trend continues with Skate, a game set to undermine Activision's longstanding monopoly on the skateboard game sub-genre.

The game kicks off with a clever intro in which your character gets mowed down by a bus while skating. This live-action video is basically just an excuse to introduce the pros repping the game, but it's creative and funny. It also provides a humorous explanation as to why you're create-a-skater-ing in the first place. The list of customization options on offer is regrettably slim and illogical. Oddly, you can tweak the minutest details of the face (for attaining that perfect gap between eyebrows), even though you spend most of the time looking at your skater's back. Then, when selecting the things that have a relevant impact on your skater's appearance, like hair and clothing, you're given almost nothing to work with. Many of the shirts, for example, are placed in the inventory multiple times, albeit in different sizes. Pants and shorts are also sparsely varied, with the biggest decision coming down to what shade of blue you want your jeans to be. Once you settle on a look you dig, you get set up to learn how to play.

In the simplest terms, the "flick-it" dual-analog control system has you moving your character around with the left stick, and doing tricks with the right one. So, to crack an ollie, you move the right analog stick down, then flick it straight up. To get a kickflip or heelflip, flick it up and to the right or left, depending on your stance. Simple, and sophisticated. The system's possibilities are initially intimidating, but once you learn about five "flick-it" variations,you've got the foundation for the entire trick list. There's enough variety in what's there to get creative and not have to repeat tricks too often, but there are also plenty of other tricks that very easily could have been implemented, but weren't.

Pushing either the X or A button makes your skater push forward with his left or right foot, respectively, and gets you moving. A light tap sets you on a gentle stroll, while a harder press gets you coasting faster. You can grab the board in the air or on the ground with a press of either shoulder button, then adjust and tweak your grabs based on what you do with the analog sticks. Finally, to get grinds into your game, all you have to do is build up some speed and hop onto whatever it is that needs grinding. The right analog stick comes into play here as well, allowing you to manipulate the board in the air to land specific grinds. Besides the approach and ollie, grinding is on autopilot, meaning you don't have to have the foggiest idea what grind will come out when you land in order to be successful. Same goes with the flip tricks. It's possible to memorize the movements and nail specific tricks on demand, but it's also rarely necessary. "Messing up" in Skate doesn't always win you a face full of 'crete, it usually just means cleanly performing the wrong trick, which is a forgiving penalty. This gives you the freedom to learn and experiment while you're off completing challenges, earning coverage in skate magazines, and earning sponsors.

So far, Skate has a reputation as a straight-up skateboarding sim, and while that's not completely accurate, it's not an unfair assessment either due to the convincing physics. For example, there is a palpable difference in how fast and long a grind can last, depending on what's being grinded, and its angle. You'll quickly gain speed while grinding a steel rail on a slight downward grade, where on a similarly angled cement ledge, you'll slow down. In a vert ramp, it's not easy to get even a couple feet of air until you get good at pumping through the transitions (the part where the horizontal part of the ramp becomes vertical) and timing your ollies off the lip. This means that the challenges, such as grinding specific obstacles or racing down some of San Van's many hilly streets, rarely (if ever) so much as toe the line of realism. That said, things aren't perfect, and stunts occasionally get a little out-of-sorts. It doesn't matter what the physics engine says - wallrides don't last forever, and nobody can front flip off of an overpass in real life.

San Vanelona is a really sweet-looking pretend city thanks to a combination of realistic graphics and fantastic art direction. The small ramp in the rec center would be just as functional if left unadorned, but it's dolled it up with cool graffiti work just to make you smile. The graphics team didn't have to etch treads into the bottoms of your skater's shoes, then add colorful designs that differentiate the kicks, but they did. If your wheels stopped turning during an ollie, you might have never noticed, but as a special treat, EA made sure they keep rolling. Suffice to say, besides the unimpressive character faces and the occasional texture that's not quite right, the graphics are detailed and impressive through and through.

Further enhancing the immersion is the impressively accurate array of sound effects. Ollies make their distinctive "pop" off the pavement, and sound just like they do on a real street. You hear that familiar clip-clopping as your wheels pass over the cracks in sidewalks, but over the rough texture of the street pavement, they make a rumbling, crunching whir. Land a trick a little roughly, and your wheels scrape the pavement in a grating, but totally authentic way. You get different sounds when grinding over a stone ledge versus a marble one, or versus a steel rail. It's all so natural that you might not even notice. Then, once you do, it's stunning. All things considered, aside from traces of spotty voice work and the rather eclectic soundtrack - which includes everything from raging metal and punk rock songs, an obscure (but pretty cool) Reggae hit, and even a Rick James dance joint - the audio is on point.

As great as Skate is, it has some nasty little snags that can, and often will, make it needlessly frustrating. The prime culprit is the camera. In a move to give the game a styIish look, the camera is set down low at your skater's feet, replicating the angle often seen in real skateboarding videos. It's a pure winner in that respect, as it delivers an intimate, close-up view of the skater's shoes on the board, which allows the many impressive visual flourishes to draw you in. But it's just not practical. You don't need to admire the detail work in your shoe strings during a run; you need to line up grinds, dodge traffic, and 360 hardflip over the old lady who's fallen and can't get up. You don't need to see the underside of your board when you drop off that giant wall, you need to see - wait for it - the ground beneath you. Not only is it occasionally disorienting, the camera adds cheapness to an already demanding game, and there are no options to change it.

The next most oppressive offender is San Vanelona's innumerable zombies (most people would call them "pedestrians," but I'm not convinced). Admittedly, without them, the city would be a lonesome place, so as long as you don't put them under any level of scrutiny, they're rather pleasant. Give it some time, though, and you can't ignore how cuttingly stupid they are. They wander about aimlessly in unwelcome numbers (upwards of one), convening in hapless areas that couldn't possibly have anything to offer, save the opportunity to hinder something important from happening (like you completing one of the many difficult video challenges). Come barreling down a sidewalk like a madman, and they never even hint at trying to get out of harm's way, even if you're approaching head-on. Inch past them at a snail's pace, on the other hand, and they dive away like you're wielding a sword. Whenever you're just skating around with no immediate goals, it's easy to remain emotionally neutral where they're concerned. But once you dive into the challenges, hating them to some degree is inevitable. Try and resist the urge to slam kickflips onto them when they're down. You'll succumb.

When it's all said and done, though, Skate's high moments more than make up for its low ones. The innovative "flick-it" control scheme puts an organic spin on things, and it feels so good that once you're accustomed to it, there's a realistic likelihood you won't see yourself going back to the control conventions set in place by the Pro Skater juggernaut. You can also take your skills online to compete in races or trick battles, or to just lollygag about with your buddies. One of the game's cooler features lets you record and edit your own skate videos then share them online on EA's servers, assuming you've got the patience to put up with the site's inconsistent, user-unfriendly interface. In short, Skate's got a lot to offer both online and off, and it's a long stretch more than a mere step in the right direction. It's a well-polished, innovative, and refreshing design approach in an area where real competition is long overdue. Players looking for a more than instant gratification and zany stunts take heed. The make-believe skateboarding utopia that is San Vanelona - complete with all the big gaps, sweet handrails, backyard pools, and grumpy security guards - she is your oyster, and you're going to love it.