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Skate Review: Momentum Never Stops, and Neither Should You

A game of pure momentum, wherein boards slide, catch edges, and punish hesitation, rewarding those who dare keep rolling.

By mitch·5 min read
A skater moves through the air above a busy city street, his board sliding and catching the edge of a ledge.

Skate is a skateboarding game built around the idea that moving forward is the point. There is no pause menu, no slow-motion trick button, and no grind that stops the momentum dead. The game asks players to push, carve, and keep rolling, and it rewards anyone who can hold a line through a full run without stopping.

Trailer, via Electronic Arts.

The Board Is the Star

The physics model is the core of Skate. Boards slide, catch edges, and respond to weight shifts in a way that feels close to real motion. Players steer by leaning, pushing off ramps, and timing turns against walls and stairs. The game tracks every small motion, and it shows it on screen as a line of motion that follows the board through the air.

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The controls are simple once learned. Players press a button to push off, lean to change direction, and release to land. That simplicity hides a lot of depth. Tricks chain together naturally, and the game encourages players to build runs that flow from one trick into the next without pause.

“The physics model is the core of Skate.”

Free Ride Mode

The main mode is Free Ride, where players build runs across the city map. Runs are scored based on style, height, and trick variety, but the goal is always to keep moving. The game punishes hesitation and rewards flow. A run that stops mid-trick loses points fast, and the best scores come from runs that never break rhythm.

The city map is dense with obstacles, stairs, and ledges. Players can carve down hills, grind along railings, or jump over gaps, and the game lets them mix tricks freely within each run. There is no set path, no mission marker, and no timer forcing a pace. Players move at their own speed, and the game watches only how well they perform.

Career Mode

Career mode adds a story wrapper around the same mechanics. Players work through ranks by completing goals for sponsors, and each rank opens new boards, parks, and challenges. The goals ask for specific trick chains, high scores, and creative lines, and they force players to think about how they arrange their runs.

The mode is thin on story, and its characters are drawn in broad strokes. But the goals themselves are fair and varied enough that the mode holds attention across its length. Players who want a clear path through the game’s ideas will find it here, even if the presentation is plain.

Multiplayer and Online Play

Multiplayer modes let players ride against each other in races, freestyle battles, and park challenges. The online play allows players to share runs and compete for scores on shared leaderboards. The community support means there is always content being added and ranked by other players.

The multiplayer modes are not deep, but they offer a reason to return after finishing the main game. Racing rewards speed and control, while freestyle battles reward creativity and variety in trick chains. Both modes draw directly on the skills learned in Free Ride, so players who master the main mode will feel comfortable in either setting.

Sound and Look

The soundtrack mixes hip-hop, rock, and electronic tracks, and it plays over the action without drowning it out. The sound effects for grinding, popping, and landing are loud and clear, and they add energy to every run. The music can be turned off entirely for players who want silence, and the game respects that choice without forcing a mood.

The look is clean and readable. The city is bright and full of detail, with buildings, cars, and pedestrians filling the streets. The camera stays close to the action and rarely loses sight of the player, which matters in a game where balance and timing are constant concerns. The lighting is strong, and the game uses it to make surfaces stand out clearly during tricks.

What Holds It Back

There are moments where the physics model becomes a burden instead of a help. Some obstacles are placed too close together, and the game’s reaction times can feel inconsistent when a player is near a wall or a railing. These issues are rare, but they show up often enough to be noticed.

The game also lacks a strong reason to return once the main modes are finished. There is no campaign, no branching paths, and no steady stream of new content. Players who finish the career mode and the online leaderboards may find themselves looking for reasons to keep playing beyond that.

By the Numbers

  • Platform: PS3, X360
  • Developer: EA Vancouver
  • Publisher: EA Sports
  • Release Year: 2007
  • Score: 8.7/10

The Verdict

Skate is a game about momentum, and it delivers on that promise almost perfectly. The physics model is the best part of the package, and it carries the whole experience. Free Ride mode gives players a wide-open playground, and Career mode gives them a clear path through it. Multiplayer and online play extend the life of the game without feeling like filler.

The flaws are real but minor. The camera sometimes struggles, the obstacle placement can frustrate, and the game offers little reason to return once the main modes are finished. None of these issues sink the game, but none of them elevate it either.

Skate remains a strong example of what a skateboarding game can do when it puts movement first and everything else second. The score of 8.7 out of 10 reflects that judgment, and it stands as a mark of a game that delivered on its central idea with few distractions.

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