Releasing a game in Early Access always comes with a risk. If the gameplay isn’t polished enough, players will be turned off by the unfinished product. skate., developed by Full Circle and published by EA, comes to Early Access on September 16th as a free-to-play skateboarding game, with the goal of attracting as many new fans as possible. I had the chance to preview the game, and what I’ve seen so far makes me feel confident that this will set a new standard for free-to-play, early access games.
skate. is set in the fictional world of San Vansterdam, a world created purely for skateboarding. Everything about the city, from its buildings to the residents within, is designed to create the best possible skateboarding experience. Immediately, it is clear that there is a lot to do in San Vansterdam. The world is incredibly dense, with numerous ramps and skating gaps to be explored.
The ability to navigate the environment by getting off your board and climbing around opens up new avenues that other skateboarding games cannot offer. That verticality is part of what makes San Vansterdam so special, with massive buildings available to scale and hidden skate spots within. It is incredibly satisfying to discover something brand new in the world and then try (and likely fail) to land some insane tricks.
skate. nails the world and the skateboarding in the early access.
skate. also lands the actual skateboarding. The Flick-It control system centers on using the left thumbstick to move and the right one to execute new tricks. Everything, from a simple ollie to more complex endeavors, is accomplished using those two sticks. It is a system that is very easy to pick up, but will take countless hours to actually master.
The onboarding process in skate. is great. There is no pressure to start landing complex tricks straight away, and the open-world setting allows players to take their time learning the lay of the land. It was great to be able to drop straight in without feeling forced to complete certain objectives, and that approach is going to make new players feel good about learning at whatever pace feels comfortable for them.
skate. is also an ambitious game, allowing up to 150 players to drop into the same session. That level of density can seem daunting at first, but my experience playing with a few dozen other players has me excited about seeing what a full lobby will look like.
Skate culture is apparent throughout the game, feeling like a good hang at the skate park with friends.
The vibes of skate culture are apparent throughout, and it’s fun to just sit back and watch more experienced players nail impressive tricks, all while trying to wrap your brain around how they did it. It nails the feeling of hanging out at your local skate park, something that will really draw players in.
The developers were on hand during a preview session to discuss the free-to-play model, and it was made clear that their sole goal is to bring a game they love to as many people as possible. There will be no in-app purchases that enhance player abilities, only cosmetics to customize your skater with.
There will also be seasons and seasonal passes, but the developers have stated that they do not want to create a ‘FOMO’ feeling. Instead, they aim to provide plenty of free content for players, ensuring they are not forced to spend money.
I am cautiously optimistic that skate. can strike a balance between creating a welcoming experience and generating enough revenue to remain sustainable. If they can maintain a community-first focus, skate. can be a truly special game that sets a new standard for how free-to-play games should be.
skate. launches into Early Access on September 16 on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam, Epic Games Store, and EA app.