Skate has at last entered Early Access, but its debut isn’t living up to the hype.
The launch has already dredged up past frustrations, with many noting EA is falling into the same traps it was once criticized for.
While the skating itself has moments of brilliance, everything around it—from the always-online requirement to the grind-heavy design and monetization choices—feels like history repeating.
Why Was Day One So Rough?
The first issue appeared right after launch as servers buckled under the load, leaving players stuck in queues or dropped from sessions.
Because the game requires internet at all times, these setbacks go beyond first-day frustration.
They remind everyone why offline play is so often requested. EA reasons that Skate needs to be online because the city is designed as a “living sandbox” with live events and evolving features.
But to many, that explanation sounds like a corporate excuse for keeping the game locked behind servers, even if it means shutting out fans who just want to skate freely without worrying about stability.
Is There Enough Content to Keep Players Hooked?
Early Access has shown more than connection problems, as players report that the content quickly feels thin, with tasks looping over and over.
Some enjoy cruising and experimenting with the replay editor, but the core progression doesn’t inspire long sessions.
The tutorials are no better, interrupting progress with stiff design instead of teaching intuitively.
Control is better than before, though tricks continue to feel artificial with grind assists snapping to rails.
Why Does It Feel Like the Soul of Skate Is Missing?
Despite surveys stressing the importance of skating culture, the finished product delivers little of it.
The game uses a Fortnite-like cartoon style that some dislike, while others want the grittier look of past entries.
The Vee narrator was meant to add personality, but most players turned it off right away.
For many veterans, the game looks less like a true continuation of Skate 3 and more like a live-service spin-off.
Monetization is the next piece, and while EA insists the store will remain cosmetic-only, that’s technically accurate.
Fans are already reacting negatively to five-dollar branded shoes, filler-heavy loot-box progression, and cluttered store menus.
There’s no direct pay-to-win, though the heavy reliance on customization microtransactions is obvious.
The free-to-play model reinforces fears that EA built the game around revenue instead of players.
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