Tony Hawk's Project 8 Hands-On

We try to grind our way into the top eight (or at least get as close as we can) in our hands-on look at the new Tony Hawk game.

Neversoft is rightfully proud of its brand-new motion-capture facility. The famed developer of the equally famous Tony Hawk series has built a state-of-the-art mo-cap studio located in a cavernous warehouse section of its new digs in Southern California. It's not surprising that a big-time developer would have this kind of technology available in-house. What is surprising is how the Tony Hawk series, which has prided itself on being a remarkably accurate representation of skateboarding tricks and culture, has gone so long without motion capture. And this is just one of the new things we learned about the upcoming Tony Hawk's Project 8 during a recent trip down to SoCal to visit the Neversoft bunch and check out the game for ourselves.

The previous Tony Hawk game, American Wasteland, was the first TH game to use motion capture of any kind; the cutscenes in the game used the technology. While THAW for the Xbox 360 was more or less a port of the Xbox and PlayStation 2 version of the game, the Xbox 360 and PlayStation 3 versions of Project 8 have been built from the ground up specifically to harness the power of the next-gen consoles. With that much processing power and memory on hand, one of the first orders of business was to make sure that practically any move or trick found in the game was first captured in real life using the mo-cap studios.

What that entailed was approximately 63 days of mo-cap, which started at the beginning of the development cycle for Project 8 in February 2006. Along with in-house staff posing as amateur skaters and pedestrians, which you often (literally) run into when roaming the open world of Project 8, every pro skater featured in the game spent some time in the studio being filmed performing not only a number of "standard" tricks and skating moves, but also signature styles that are unique to that skater. One particularly dedicated pro, Rodney Mullen, spent a total of three days in the studio fine-tuning his tricks for the (multiple) cameras that were recording his every move.

In addition to dressing the skaters in the requisite spandex and light-capturing balls getup that you might be used to seeing pro ball players don once a year for video game mo-cap sessions, the Project 8 folks even went so far as to mo-cap the skateboards themselves. Not only were the bottoms of the boards fitted with the balls, but special strips were attached to the trucks. As a result, subtle details such as board and truck flex are captured in loving detail thanks to the wonders of mo-cap magic.

All of this technology and detail is designed to make the tricks in Project 8 look more realistic than ever. Whereas before, every trick was hand-animated by the enormously talented Neversoft art team, now, each trick will be based on the real-life move that was captured in the studio. That doesn't mean the animation guys can just take the rest of the year off, however; the job of tying the trick animations together so they flow in a realistic and believable manner is a key element to ensuring that all of the captured tricks play true in the game.

The focus on the moves and physics of skaters and their boards is indicative of the development mind-set behind Project 8. Departing from the narrative-heavy approaches found in the past few Tony Hawk games, Project 8 is focused squarely on the tricks. There's still a story in Project 8--Tony Hawk's looking to assemble a team of the eight best amateur skaters in the world, and your job will be not just to make it on the team, but to rise to the number one position--but, in the end, Project 8 is all about getting on your board and showing what you can do.

To show off your skills, a slew of different challenge types will be available to you as you scoot around the Project 8 urban and suburban environments. These include spot challenges, which are set up throughout the world, and you must meet various requirements to pass them, such as grinding a rail for a certain length or acquiring a huge amount of air in big-air challenges. Unlike instanced challenges, spot challenges are available at any time--to initiate a grind challenge, for instance, you simply start the grind near the starting point. Other challenges available in the game, such as puzzle challenges, require you to get from a starting point to an end point, and will let you move around a number of objects to create a "path." One puzzle challenge required us to maneuver through a number of rails and school buses, before grinding quickly around a flag pole and eventually onto a wooden crate. Puzzle challenges will test not only your trick skills, but your ability to lay out the objects available to you in such a way as to pass the challenge. It's not exactly a park creator (which won't be featured in Project 8), but it's pretty fun nonetheless.

Finally, we have to mention the bail challenges scattered throughout the world, which were among our favorite challenges. Here, the idea is to grab some air and then launch your skater off the board. The game's Havok physics engine kicks in, and your player flops through the air, bouncing off every tree, column, staircase, and bush he or she hits on the way down. The ragdoll physics are hilariously exaggerated here, and if nothing else, this mode is good for a few laughs.

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38 Comments

  • pdo4545

    Posted Jan 23, 2007 9:12 pm PT

    this is a great game....

  • Gamer_dude_666

    Posted Oct 30, 2006 1:13 pm PT

    Can't wait for it to come out
    MAN IM A TONY HAWK MANIAC YEAH !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

  • rpc2006

    Posted Oct 18, 2006 8:15 pm PT

    Hopefully there will be a multiplayer mode that lets you and some friends just skate freely around the entire environment without any time limit or who gets a certain amount of points first............oh and why no park editor.

  • madgamer2000

    Posted Oct 18, 2006 4:54 pm PT

    bail mode is straight out of the old ps1 thrasher skate boarding game. it had a mode where you could bail and physics would kick in, but in it you could make your person flail or tuck up or grab edges of stuff and it would give you points based on how much damage you did.

  • Kaintae1134

    Posted Oct 17, 2006 8:55 pm PT

    I can't friggin wait for this game. But doesn't "Walls" multiplayer sound a lot like that game from Tron?..

  • CLeRKSfan4life

    Posted Oct 15, 2006 3:32 pm PT

    This game is looking pretty good but I'm more excited about Downhill Jam for the Wii

  • mastermind89

    Posted Oct 14, 2006 4:04 pm PT

    sounds pretty good, glad to see there putting some new ideas as well as a little more realism into it this time around. and for all those people who are wishing for a new skating series thats much more realistic, theres a game called "skate" for the ps3 coming out. so arcade/tricked out fun:tony hawk realistic"er":skate

  • Piaras007

    Posted Oct 14, 2006 4:36 am PT

    Sounds like a 'been there done that' to me. Prove me wrong please.

  • gta11

    Posted Oct 13, 2006 10:46 pm PT

    Awesome.

  • faytal-ehtee

    Posted Oct 11, 2006 6:32 pm PT

    lovin the ragdoll physics bail mode. hopefully i can re live some of those moments i had in the bail mode for dave mirra freestyle bmx 2.

    loved that mode on that game. where is the old miracle boy these days anyway

  • Snowy_90

    Posted Oct 6, 2006 7:29 pm PT

    make the game like real life wood suck, it wood be no fun watsoever, thats the stupidest idea ive ever heard. this new game looks like its goin to be awesome, the last couple were short but the introduction of new tricks and all that makes it worthwhile to play. since this one can take up to 20 hours i reckon it'll be awesome. the only reason y sum ppl wood get bored after 10 mins is because they arent any good

  • creamsoda09

    Posted Sep 23, 2006 12:38 pm PT

    tony hawk games are only fun for 10 minutes then i go an shoot something

  • tecknautic

    Posted Sep 22, 2006 10:29 am PT

    Madden is old, stop the Madden games allready.. sheesh what a marooon!

  • zappa2001

    Posted Sep 21, 2006 12:14 am PT

    Tony Hawk is 38 dummy. He was born in 1968.

  • A-TEX

    Posted Sep 20, 2006 9:27 am PT

    Tony Hawk is celebrating his 50th birthday this week. Is this guy even physically capable of skateboarding anymore? Get out of here, you old geezer! Stop making these games, for the love of Pete!

  • Failed2Live

    Posted Sep 19, 2006 1:58 pm PT

    Yeah, Tony Hawk has lost it's appeal but I remember back in like the 5th or 6th grade my friend told me NeverSoft was planning on making 9 of them... Guess this would be it, right?

  • ali_g_84uk

    Posted Sep 19, 2006 11:30 am PT

    luisnunezjr
    At least for me, tony hawk has lost his appeal. Errrr no...i think for 95% of people its lost its appeal. Its so unbelievably tired that game. I think Tony Hawks 3 was the last great game, 4 was passable, then came the THUGS.... Seriously neversoft, either completely revamp the series (i.e. make it a simulator rather than the cheesy turbo, 42 trick combo approach) or just drop it completely.

  • jeffers_13

    Posted Sep 19, 2006 9:07 am PT

    "wah this game is hard and i can't play it so it sucks" hehe max payne is cool

  • jd14

    Posted Sep 19, 2006 8:46 am PT

    tony hawks game really sucks they r so complex for me

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