I have to admit, when I first saw Rollerdrome’s presentation in the last State of Play, it left me a bit cold. Roll7’s skate-with-guns game was so far removed from what OlliOlli World Studio usually has in store for us that I couldn’t help but raise my eyebrow a little.

This sentiment was retained in later revisions of the video because, on the whole, I found it very difficult to reconcile two worlds as far apart as that of Tony Hawk’s pro skater’s tricks and that of third-person shooters.

On paper the mix could be as exciting as it is fun, but in my head it could become an uncontrollable singod. In such cases, I like to be wrong.

Tony Hawk with guns

Actually there isn’t much of a twist to the concept many of us had when we saw it, this is without a doubt a gun-toting Tony Hawk. Moving through a skate park at high speed, jumping, flipping, grinding and grabbing the skates to do tricks while spinning is there. Also, shoot at enemies with pistols, shotguns, and grenade launchers.

The idea behind each level of Rollerdrome is primarily to complete it by eliminating all enemies that appear until the stage says enough and announces that you have completed it. The deep layer is set by both the challenges of collecting these items and killing X enemies this way, and the appeal of maintaining combos to get the highest possible score.

Completing levels and challenges will open up new scenarios in which you can face more and more and worse enemies with the weapons you have unlocked. The base doesn’t change at all, but the difficulty of the challenges and the bloody nature of the targets to be hunted never stop growing.


The key is that every time you hit the aim button, the game enters a kind of bullet time that’s long enough to be comfortable, but also short enough that shooting isn’t a walk in the park. When you’re close enough to an enemy, auto-aim will lock your sights on them, allowing you to fire at will without worrying about what trick and takedown to perform next.

Much easier and fun than you can imagine

It adds an evasion system for both ranged and melee attacks that, if pressed at the right moment, not only moves us to an even slower camera, but also gives our bullets more power. If you run out of charger, dodge it at the right time and the tricks you perform with each jump will gradually replenish it. Rollerdrome is incredibly well thought out.

Run up the ramp, jump back into the air, aim the explosive barrel next to an enemy, blast them with a bullet, dodge when the laser sight above you goes blank, and use the perfect dodge to complete emptying your magazine second enemy located on the opposite side of the one just killed. Now for the next trick to reload your guns so the combo doesn’t stop.


This action, which despite seeming super-complex is insultingly easy to execute, throws you into a loop of jumping, shooting, and insane scores from which it’s difficult to escape.

Rollerdrome is one of those games where completing a level makes you angry because you’re always ready to eliminate another enemy. Jumping to the next screen or repeating the same one to complete challenges is something your body screaming kills.