There are no reviews for this game.
||How well the game mechanics work (player controls, game action, interface, etc.)
||The quality of the art, or the quality/speed of the drawing routines
||How much you personally like the game, regardless of other attributes
|Sound / Music
||The quality of the sound effects and/or music composition
|Story / Presentation
||The main creative ideas in the game and how well they're executed
|Overall User Score (5 votes)
MobyRanks are listed below. You can read here
for more information about MobyRank.
This brings up an interesting question: Should Full Fat have tried to more closely duplicate the console experience for the handheld? Though many readers feel the answer is “yes”, I for one think that the game might have otherwise fallen short. The way things stand, most players can justify owning both the console and handheld versions of Aggressive Inline. The fast paced play and tight courses in this version are suitable (in my opinion) to a ‘Game Boy state of mind’.
La réalisation est tout à fait correcte ; mais avec certains concurrents, la jouabilité est parfois un peu délicate. L'animation est rapide et permet de bien suivre les mouvements techniques décomposés spécialement pour cet Aggressive Inline. Le fun est mis en avant et le plaisir de jeu constant.
Game Informer Magazine
he quality of music in this game blew my mind. The songs have vocals! The gameplay was far less astounding. Things like jumping out of grinds and simple navigation are a little rough around the edges, but cool tricks abound. It's a shame there's no battery backup to save progress – which means this is a long trip game, rather than a porcelain pit stop game. Aggressive Inline sits somewhere in the middle of all the extreme sports miniatures on the GBA.
Aggressive Inline réussit avec mention son passage sur portable. Bien sûr si vous êtes lassé du gameplay « tonyhawkien », c'est pas encore cette fois que vous trouverez de quoi vous changer les idées. Mais si vous êtes fans et que vous commencez à manquer de matière, n'hésitez pas, AI saura vous satisfaire, sans aucun doute. Un concurrent valable au titre d'Activision.
Once again, Full Fat takes us into an isometric perspective with inclusive environments that would suit the taste of any skater. Keeping up with the crowd of extreme sports games, Aggressive Inline features ramps, rails, light posts, building structures, and even cars that can be used to perform tricks. Most of this is reminiscent of Dave Mirra 2, and while there are a few slight improvements, it remains obvious that not much has advanced since last year.
Aggressive Inline for the Game Boy Advance is only vaguely comparable to the console game it's based on. The basic feel is identical, right down to the controls, trick system, and soundtrack, but there are a multitude of changes in other areas that make this game less like the game you've been playing on your PS2, GameCube, or Xbox, and more like the typical extreme sports games you'd find in the GBA section at your local store.
Die ersten Screenshots und Informationen ließen hoffen. Ich war überzeugt, dass Aggressive Inline endlich der Titel sein würde, der Tony Hawk zumindest ansatzweise Konkurrenz machen würde. Leider ist es anders gekommen, was eigentlich ziemlich leicht hätte verhindert werden können. Nehmen wir die Engine: Was Grafikqualität und Kolissionsabfrage angeht fehlt lediglich ein wenig Feintuning. Oder der Punkt mit dem Karrieremodus: Hätte man hier nicht ein paar zusätzliche Aufgaben einbauen können anstatt auf eine Speicherfunktion zu verzichten? Der Soundtrack ist doch genial, das Spielgefühl hält auch mit der Genrespitze mit. Aber so würde ich sogar "Dave Mirra 2" (übrigens vom selben Entwicklerteam) vorziehen...
Aggressive Inline's design focuses on grinding, more so than other extreme sports games. Instead of having a "special" meter, the developers worked a unique "grind" meter in its place...this bar is filled by pulling off basic air tricks, and it doesn't take much to max it out. As long as you've got color in that bar, you can pull off grind moves without bailing. No grind meter, no grinding. The one console element that the design team did incorporate in the GBA version: you can switch grinds on the fly. It's actually encouraged, since your trick combo will increase with every switch during a grind. With this grind focus, there are a lot of connecting rails to ride and discover.
The Next Level
It’s a shame the gameplay was not quite as good as the technical achievements, but it still holds up quite well overall. It’s impressive for what it does with a handheld, and the building of grind combos and score challenges is quite fun, but the lack of a battery save or any way to keep track of immediate progress ultimately kills it in the long run. If only the control had been tighter and the challenges a bit more lenient, this game would be leagues better. It should still keep anyone interested in the title happy, although it seems to hold closer to the old Tony Hawks in execution then it does its big brother on console.
Even with all of its flaws, Aggressive Inline GBA isn't that bad of a game. It's not at all what I expected, nor does it live up to the Aggressive Inline name, but the controls are pretty easy to use, and the levels -- although extremely small -- are not half bad. I know that games are expected to be more than just a time-killer, but if you need something to help pass time in class--(ahem), I mean on the ride from school, Aggressive Inline is not a bad buy.