
To celebrate the trailer release, the original OlliOlli is currently a massive 70% off for Cross-Buy (PS3/PS4/VITA) in Europe! Get practicing.ĭrop in to Olliwood and prepare for finger-flippin' mayhem in this follow up to cult smash OlliOlli.
#Olliolli2 trailer full#
Roll7ers have been in Beta for a month now, which means all nighters, weekends and a half pipe full of sweat and tears, Game Producer Tom Hegarty says its all worth it 'We have really taken the development process to new heights for the sequel, with far more emphasis on making each level feel and look unique – all of the new levels in OlliOlli2 have been scrutinized, tested and iterated to the nth degree, we can wait to see what people make of it on launch' The trailer shows the skater grinding, flipping and launching through a host of stunning new worlds, with a more in depth look at 'Combo Rush' the new local Multiplayer mode, as well as a cheeky tease for the as yet unannounced 5th world (watch to the end!)
#Olliolli2 trailer Ps4#
The team at Roll7 in New Cross, London are tricking their way towards Gold for the much anticipated PS4 and PS Vita launch of OlliOlli2: Welcome to Olliwood. Roll7's MONSTER Follow up to the cult smash OlliOlli is in BETA. Watch this space for development announcements from the team over the coming months.OlliOlli2 trailer goes LIVE at 4pm GMT Today! The team is deep in the juju at the moment making the magic happen and fighting each other with bare knuckles over every tiny detail (as we did last year) in order to bring precision goodness to all the PlayStation peeps out there! This is a split-screen Local Multiplayer (up to 4 players) that pits players in a race to ramp up big scores on a spot in a set time limit.

On top of all of this - we are super hyped to announce a whole new mode Combo Rush. To accommodate the sheer volume of action, the skater and his pixelated world are being given a stunning new art makeover, with clean lines, gorgeous new backgrounds, and uber detailed trick animations (More than 9,000 EXTRA frames of hand drawn goodness!) Our crew at Roll7 HQ in New Cross are even updating the hallowed “Tricktionary” with new specials including 540 Shuvits, Anti-Casper Flips, and Darkslides to name but a few. The combo system is set to be EVEN deeper, through the joy of Manuals, Reverts, Revert Manuals, and Grind Switching.

So whats new for players? Gameplay will be massively enhanced with the addition of Ramps, Jumps, and Epic Hills allowing for monster air and split-level routes.

#Olliolli2 trailer movie#
Most of the Roll7 team are children of the 80’s, so we’re digging into our movie memory to create the most badass stages for players to grind through (excuse the pun). Our iconic skater is going all green-screen and will be getting radical at Olliwood Studios, plucking him from the street and dropping him squarely in the middle of the Silver Screen’s most radical cinematic locations. OlliOlli was then a monster indie hit for us on PS Vita and now on PS4 and PS3, and as we watched the reviews and playthroughs come in - we relished in building our new OlliOlli engine and coming up with Olliwood. We pitched the idea to PlayStation in London, who, on blind faith in the original (it hadn’t come out yet!) jumped at the chance to bring the game to PSN. The main thrust of his plan was that we needed to expand meaningfully on our (since much praised) combo system, create a far more powerful level editor (to allow for more bodacious level design) and to unify the whole experience in a themed OlliOlli universe. So, its finally here - the moment that we can announce that since February this year, the skate crew here at Roll7 have been working night and day on what we think is the most epic skate game ever! OlliOll2: Welcome to Olliwood will hit PS4 and PS Vita in 2015!Ī sequel, you say? Why, OlliOlli has only just come out! Well, actually we finished on the core of OlliOlli in late September 2013 - which seems like a LONG time ago now… We were exhausted and somewhat broken - but we had learned a whole load about both OlliOlli AND PlayStation development as a whole.Īt the end of the project, John (our creative Director) excitedly sat us down with a vision for a sequel, something that had been lighting up in his brain ever since we locked features for the original.
