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Tony Hawk's Series Decline and Revival

Jul 18, 2025

Overview

This discussion reviews the history and decline of the Tony Hawk's Pro Skater franchise, focusing especially on the critical failures of Tony Hawk's Pro Skater 5. The dialogue explores gameplay issues, development history, and the series' attempted revival.

Tony Hawk’s Pro Skater 5 Release and Features

  • Released in 2015 for PlayStation 3/4 and Xbox 360/One by Robomodo and Disruptive Games, published by Activision.
  • Always-online requirement caused issues after server shutdowns, making single-player unplayable unless the internet is disconnected.
  • Launch version suffered from poor optimization, long load times, and empty, uninspired level design.
  • Core gameplay and combo system felt unreliable; new features like "drop and slam" mechanics disrupted flow.
  • Levels lacked interactive elements and exploration incentives compared to previous games.

Level Design and Gameplay Critique

  • Most levels felt bland and sparse, often real-world skateparks poorly adapted for a video game format.
  • Power-ups and secret areas added little meaningful content or challenge.
  • Physics-based objectives (e.g., moving balls or barrels) were frustrating and poorly implemented.
  • Many game-breaking glitches and bugs undermined playability.

Series Evolution and Developer Changes

  • Neversoft was the original developer, credited with the series' success through Tony Hawk's Pro Skater 4.
  • Later entries experimented with new mechanics (story, vehicles, humor) to mixed reviews.
  • Robomodo took over after Neversoft, releasing critically panned titles including Tony Hawk: Ride, Shred, Pro Skater HD, and finally Pro Skater 5.
  • Large patches were needed at launch but failed to resolve core gameplay or server-dependent issues.

Online Multiplayer and Progression Issues

  • Pro Skater 5 focused on always-on, drop-in-drop-out multiplayer, limiting level design options.
  • Online elements diluted classic gameplay, with repetitive stat grinding overshadowing player skill.
  • Single-player progression was hampered by the need to grind for higher stats to complete later challenges.
  • Forced online modes like deathmatch felt out of place in a skateboarding game.

Franchise Revival and Legacy

  • The release of Tony Hawk’s Pro Skater 1+2 (by Vicarious Visions with Disruptive Games' help) was praised and considered a return to form.
  • The collapse of Vicarious Visions after being absorbed by Activision halted potential sequels.
  • Persistent issues with Pro Skater 5 suggest publisher mismanagement contributed to the series’ decline.

Decisions

  • Unplug the internet: Required to play the offline/single-player mode after server shutdowns.

Recommendations / Advice

  • Future games should focus on solid core gameplay, meaningful single-player experiences, and avoid critical reliance on always-online features.

Questions / Follow-Ups

  • Why did Activision continue working with Robomodo despite multiple failures?
  • Could the franchise recover again if managed by the right developer?