In OlliOlli2, instead of simply Landing, you have a chance to manual and chain together wicked combos to pull in insane points. ![]() Thomas Hegarty: The big difference between OlliOlli and OlliOlli2 is the introduction of manuals. Which areas did you want to improve upon and emphasize more with the sequel? Sayed: Tell us more about the combo and trick system in OlliOlli 2, especially after the first game. Thomas Hegarty: It’s awesome! It’s been a couple of months now, and it’s still so unbelievable to see people racking up scores on the Daily Grind and Leaderboards still to this day! We spent a hell of a lot of time testing OlliOlli2, and it’s one of those things – you never know how people are going to react. ![]() What’s the feeling over at Roll7 Games following a successful launch? Sayed: OlliOlli 2: Welcome to Olliwood has received nearly universal acclaim upon its release. "With the move to the PlayStation 4 and bigger, living-room TV’s, we thought it was super important to create a different style that allowed us to be a lot clearer with the types of tricks, and much more!" Roll 7 director Thomas Hegarty had a chat with GamingBolt following the launch of OlliOlli 2 and spoke to the man about plans for post-release content, changes from the original game, comparisons to Tony Hawk Pro Skater and much more. Critically acclaimed at launch, OlliOlli 2 expands on its predecessor’s skateboarding gameplay, offering more challenges, a deeper combo system and that same drive to become better for fun. At the time, you’d be hard-pressed to find a franchise that consistently put out quality games, year in and year out, and while it’s since declined, the influences and skill-based play live on in games like Roll 7’s OlliOlli 2: Welcome to Olliwood. For all the faults the Tony Hawk franchise ultimately ended up experiencing, the first few games were tremendous fun.
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