Last year on the DS, Activison took the Tony Hawk series back to its roots with the awesome Tony Hawks American Sk8land, and I couldnt have been happier. I was slightly disappointed to find out that the next installment in the series would stray even farther from original form than games before last years return, but alas, change is something the series has needed for years now. Tony Hawks Downhill Jam is a game inspired by several levels found in the original Tony Hawks Pro Skater, though it doesnt follow traditional Tony Hawk conventions; this division of the series falls into the racing genre. While its a decent game in its own right, the racing elements dont make the same kind of splash that any of the elements in the series original entries did. Add on some rubber band A.I. frustration issues and Downhill Jam ultimately ends up as a rather forgettable game.
"... the real draw here is the online multiplayer mode..."
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As I said before, Downhill Jam is a racing game, so the main objective is getting from start to finish before your opponents do, or before a certain amount of time runs out. Thats not to say that performing obscenely unrealistic tricks is no longer a part of the series, because its still as important as ever. Performing tricks fills a boost meter, which will help you get down the hill at a faster speed. The boost is an absolute necessity if you want to succeed. The bigger the combo performed, the more boost youll gain, so players should still trick to their hearts content.
The courses are laid out to allow for a decent amount of tricking, but require that you play through them a few times to learn the best runs. While this increases the amount of playtime, its hard not to become a little annoyed as the computer knows exactly which route will get them from point A to point B fastest. An even bigger gripe with the computer players, however, is the rubber band A.I. If youre behind them, they take off like rockets, which is fairly realistic in a racing scenario. Chances are you wont catch up, and you can always restart. The problem lies in how they catch up when youre a head. No matter how well you race, it seems like any lead you gain results in one of two situations: a tenth of a second finish difference or an out of nowhere catch-up win for one of the silicon-based skaters.
Theres a decent amount of levels to unlock in the game, and the career mode flows well — Downhill Jam doesnt force you into playing one stage for too long and only requires about half of the objectives be completed before moving on. Also worth noting is that gamers can go back and complete the rest of the objectives in past levels if they wish. Even with the extra objectives, the career would probably be a lot shorter than it is if it werent for the cheap A.I. artificially extending the length.
"... Downhill Jam ultimately ends up as a rather forgettable game."
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Of course, racing isnt the only mode youll find in the games anime inspired career mode. Some events still require the player to reach a certain score — by launching off a series of big air ramps; a high score must be attained to move on. Youll only get a couple of ramps to reach the score, so creativity is a must. There are also Style competitions, where players must trick out as uniquely as they can. Using the same trick twice will reduce your style points, as will bailing a trick, or falling. These events can be fun when you get the hang of them, but the scoring seems to suffer the same affliction as the A.I.— your opponents are never quite far behind you, and sometimes score ahead of you even when you perform exceptionally well. While the events break up the racing segments, they usually dont take very long to complete and feel pretty worthless in general.
If racing the computer has gotten completely under your skin, or youre feeling exceptionally confident in your abilities, you can always take the game to the Nintendo Wi-Fi connection with Downhill Jams robust multiplayer mode. The game offers four-player races for just about every single-player mode available, and even offers in-race voice chat, though severely limited in application. It turns out you record what you want to say, then send it out. Its not quite real time, but its something to be tinkered with for next years obligatory sequel.
Online, players will undoubtedly "abuse" create-a-skaters with maxed out stats, but its the same philosophy any Tony Hawk multiplayer mode has followed for years — if you put the work in to upgrade a skater, you should be able to use them. Just dont expect to turn the game on for the first time, head on online, and win a match because people are too prepared for that. The game is more fun if the computer isnt cheating you out of hard-earned wins, and playing with people does more to show theres potential in this direction for the series than any other part of the game.
"The racing elements dont make the same kind of splash as the original series. "
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What youll get out of Tony Hawks Downhill Jam really depends on what you go in expecting. If youre ready for some moderately fun downhill races with some extremely questionable A.I. then youll probably be satisfied with the single-player product, but the real draw here is the online multiplayer mode — the races arent any different, but at least theyre more fun without the A.I. cheating you at every turn. While Downhill Jam doesnt quite rejuvenate the Tony Hawk license, it shows that unique ideas arent completely out of the question when it comes to the Birdmans games.