Tag Archives: Roll7

Team17 and Roll7 bringing OlliOlli2 and NOT A HERO to Xbox One

Later this year, Team17 will be publishing Roll7’s hit titles OlliOlli2 and NOT A HERO on Xbox one.

The 2D side-scrolling skating game OlliOlli has already hit the Xbox One and embedded itself in players hearts. OlliOlli2 will launch as OlliOlli2: XL Edition bring even more finger-flippin’ mayhem. you’ll also be able to play the all new and highly requested fan feature – FreeSkate mode. as well enjoy a whole set of new moves, levels and worlds, 50 all new Amateur and Pro Levels and an additional 250 new challenges, as well as the local multiplayer split screen mode, Combo Rush.

OlliOlli has been a staple break time game of choice in the office for a long time, so we’re very much looking forward to joining forces with the talented Roll7. 7 and 17 have always been incredibly lucky numbers for us and so this partnership will definitely be a force to be reckoned with! We can’t wait to help them release the definitive editions of their hit games on Xbox One to bring the titles to the huge Xbox One audience

said Debbie Bestwick, Team17’s CEO

If anthropomorphic purple rabbits are more to your liking then NOT A HERO: SUPER SNAZZY EDITIONwill eb right up your alley. This definitive version includes all new exclusive content titled “Me, Myself and Bunnylord” which features 3 brand new exclusive levels, each with 4 unique, surreal side missions. This new content also allows you to play as the BunnyLord himself for the first time and features a host of new baddies, settings and objectives.

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OlliOlli review

Having started out as a PS Vita exclusive, OlliOlli has now made its way over to Xbox One, and don’t let it’s minimalist, austere aesthetic fool you, this is a meticulously crafted and compelling, twitch reaction romp in the guise of a skateboarding game.

OlliOlli’s 2D, side-scrolling perspective, washed out colours and 8 bit style are a seldom seen scene for skateboarding games, but it all comes together spectacularly. It looks understated and tame but hides a devilishly difficult experience that’s hard to put down.

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It all seems so simple: You’re goal is to complete each short course, stringing together tricks and grinds to finish with the highest score you can, but achieving this is a remarkably tricky task. Tricks are pulled off with the usual quarter turns and so forth of the left analogue stick, meanwhile, the trigger buttons let you spin, however, jumping and grinding is also tied to the analogue stick, where holding a direction activates a grind and releasing the stick performs a jump. The A button is reserved to achieving a smooth landing, which is the only way to bank the points you may have accumulated through tricks and grinds. It’s an odd control system that feels supremely alien for the first 30 minutes or so. You need to relearn how to use a controller, and how to read obstacles on-screen. To begin with the strange controls dull your reaction times considerable and makes for dozens of failed attempts.

It does eventually click but it’s a humbling experience before it does. Tricks feel risky and intractable; it’s a gamble to try pulling one off in the limited time you’re airborne. And landing becomes crucial, not only because it dictates your score but also because falling off your board resets the level for you to try it all over again. You have one life, so to speak, per run, and you can feel the dread of failure and the presence of mortality far more so than in many other titles on the market. It’s a peculiar feeling but absolutely a welcoming one; OlliOlli feels unique and intense.

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Restarting the level after a fall is practically instant; additionally you can reset yourself at the press of a button. It shares similarities to the Trails titles, in that it’s built upon a high score setting mentality with fast paced skill runs. Where it greatly differs is with its visual austerity. Backgrounds are basic and washed out; meanwhile, foreground objects aren’t much more prominent. It works well at keeping you focused, providing enough visual cues for you to performs your jumps, grinds and trick but not distracting you with superfluous animations. It’s very well designed. This is also evident from the make-up of each level, whether you’re grinding through the streets of an urban environment, a port, junkyard, or neon city, the placements of obstacles, jumps and grindable surfaces are like a single, flowing track rather than a collection of separate objects.

50 levels over five locations make up the primary mode; however, reaching the end of each level in one piece isn’t your only concern. Each level also challenges you to complete specific objectives, these involve performing certain tricks, achieving a specific score, or stringing together a certain combo length, and so on. Complete them all on a level and you’ll unlock the pro run challenge, complete that and you unlock and even harder Rad run. Furthermore, Spots mode challenges you to perform the highest score you can on individual, specific sections of the levels against an online leaderboard. Finally, Daily Grind pits you once again against online adversaries through a leaderboard at achieving the highest score on a randomly chosen level. You can practice on this level as much as you like but once you commit to a ‘real’ run then that score will be uploaded, with no chances to submit another. 24 hours later and a new challenge awaits.

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OlliOlli is a difficult game that plays you against risk vs. reward expertly through its tight mechanics, controls, and level design. The Daily Grind asynchronous multiplayer is a great way to encourage replay even after you’ve mastered the 50 levels, and the chasing of higher and higher scores is a compelling experience. The achievement list is a bit on the small side and it can get frustrating during your initial time learning the controls, but when it all clicks it’s remarkably hard to put down.

Thanks to Curve Digital for supplying TiX with a download code

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OlliOlli grinding onto Xbox One mid-March

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Grease up your trucks and adjust your elbow pads, it’s time to go skate.

Back in December smash console hit, OlliOlli was announced for Xbox One. Today publisher Curve Digital have confirmed that you won’t have to wait too much longer to get your hands on it, finally, for your beloved Xbox One.

In mid-March, you will be able to grind your way to that high score, go kick-to-heel flip and boardslide down any rail you can find.

You’ll also be able to play all the wild modes from any console release, including the Daily Grind and the massively tricky RAD Mode.

Simon Bennett from developer Roll7 was understandably upbeat,

We’re really glad that Xbox owners finally have a version of OlliOlli to call their own. We’ve always seen OlliOlli as a game for everyone and with Curve’s versions, now it totally can be.

Here’s the release teaser trailer for those of us who haven’t had the pleasure yet.

OlliOlli coming to Xbox One

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Earlier today we received word that the self proclaimed, notorious street thugs Curve Digital and Roll7 have announced a new collaboration ; OlliOlli. OlliOlli is a finger-skate-em-up aiming to kick-flip itself over your couches and grind all up on your Xbox One in 2015. Seriously – I’ll be claiming for any damages!

For the seriously out-of-touch, OlliOlli is a 2D side-scrolling skateboard game crafted by Roll7 from a solid block of pure raditude. This ain’t your grandpa’s skating game – OlliOlli throws you feet first into high-risk, high-reward skate lines where ‘just one more trick’ can mean the difference between pulling off a gnarly combo and becoming just a smear on the concrete.

Players will be tearing up over 250 challenges across 100 levels, utilizing the 120+ tricks at their disposal as they compete for the highest score amongst their peers and other skater strangers.

Previously released for Sony consoles, all of the wild features return in full for the new versions, such as all four game modes, including the nails-hard RAD mode and the Daily Grind, which sees players worldwide competing on the same line for the highest score possible.

The game’s release is scheduled for early 2015, when you can finally pop shove-it into your Xbox One. As always, keep an eye on ThisisXbox for new details as we get them.