Humor can be found in watching your bird bail and bounce around the level, but the imprecision stops being endearing at a point. I regularly got stuck on in-game geometry and never felt like I had a good handle on how my bird moved and responded as I zoomed around levels trying to complete quests and keep up combos. In SkateBird, the controls are flighty and loose, which might make sense because you’re a bird, but makes it incredibly frustrating to play. That’s true for arcadey experiences like Tony Hawk or more simulation-heavy ones like the Skate series. One of the key parts that makes other skateboarding games engaging and rewarding is tight controls that, once you learn them, let you do incredible tricks and combos. It was better to just aimlessly skate around, even if that was still suboptimal. Quest markers are dotted there, but it’s clumsy to try to go between the menu and playing to figure out where to go next. A mini-map does exist, but only a small zoomed-out view of the whole level that is found on the pause screen. While the levels aren’t incredibly large and labyrinthian, they are big enough and the quest givers are small enough that it’s difficult to just spot them while skating around, especially when playing in handheld mode. Finding missions in the world, however, is a chore. I appreciate the appearance of the avian Anthony Hawk. The writing is good-natured and silly with a lot of humorous recurring characters. A cute narrative drives everything forward, as your bird misses Big Friend (aka their human owner) and tries to figure out how to get them to come back home. The primary focus is on a campaign mode where you journey through different levels, completing missions to unlock the next one.
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