It’s no secret that I was a huge fan of OlliOlli back when it was originally released on the Vita last year. It had a few problems, which by their own admission, took developers Roll7 far too long to address (a crashing glitch being the worst culprit and a lack of leaderboards was a killer for some, although I felt sharing screengrabs on Twitter or forums felt like a return to the “olden days”), but overall, the gameplay was sharp and highly addictive. My one major gripe with it was that I could never ever figure out how some people were getting the scores they were getting, but thats high scores in general as far as my ability is concerned.
Just over a year later and Roll7 have already released OlliOlli2: Welcome to Olliwood, which aims to add a whole slew of new bits and bobs whilst having things like online leaderboards available from day one. I was never really against having Leaderboards in OlliOlli but found their eventual addition took away a kind of communal discussion on the game, with players prefering just to check out the scores that way rather than resort to other means and actually engross in an element of rivalry and, for want of a better word, banter. Their immeidate inclusion here does make sense, its a bit of a no-no not to include them in modern day high score game, but its still a pity that that communal discussion will not take place quite so much for OlliOlli 2.
The other additions to OlliOlli2 come in the forms of methods of navigating each level, previously the only way to link tricks was to hit a grind, but now you have the option of landing in a manual so that even being on the land allows you to keep a combo going. You can also perform reverts, grind switches and initiate stance changes before you begin your combo, allowing you to find and customise your combinations when taking on others via the leaderboards or entering the now traditional Daily Grinds (which are still an absolute bastard!). Thankfully, none of this requires mastering any of the other buttons on your Vita as everything is still done via the use of the left stick + X and shoulder buttons, but as with before, different results are achieved by differing your input combinations and perfecting the timing.
Theres very little to accuse OlliOlli 2 of in regards to faults, its still as punishing as ever and whilst its perfect for short bursts of play via the Vita I’m not wholy convinced that the systems small analogue sticks are perfect for it, unfortunately I don’t have the hardware required to try it on something with a bigger analogue stick. This often makes performing a variety of tricks, or indeed the tricks sometimes set out in a levels completion goals, rather inaccurate, which does take away from some of the enjoyment of OlliOlli2 but overall, its still an excellent title that, I feel at least, is as essential for Vita owners as the first one was!