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Parker Lopez
Parker Lopez

Download Tony Hawk's Pro Skater 4 PC Game 2003

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Download Tony Hawk's Pro Skater 4 PC Game 2003

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Starting out with the initial Tony Hawk's Pro Skater in 1999,[2] the series proved to be one of the most popular and best-selling video game franchises of the early 2000s. Three more Pro Skater games were released from 1999 to 2002, after which the developers took a more story-oriented approach with the releases of Underground, Underground 2 and American Wasteland from 2003 to 2005. Project 8 in 2006 and Proving Ground in 2007 were the last games in the series developed by Neversoft. After that, developer Robomodo took the franchise in a different direction by developing the peripheral supported spin-offs Ride and Shred, released in 2009 and 2010, respectively. Both were commercial and critical failures. Robomodo tried unsuccessfully to revive the series with the back to the roots-oriented releases of Pro Skater HD and Pro Skater 5 in 2012 and 2015. The series spawned several other spin-offs, such as Downhill Jam in 2006, Motion in 2008, and Shred Session in 2014, along with several ports and re-releases.

After Activision moved the series from Neversoft to Robomodo, the developer significantly changed the general outlet and gameplay of the franchise. Tony Hawk: Ride and its successor, Tony Hawk: Shred introduced a peripheral skateboard which replaced the controller. Aiming to provide a realistic skateboarding experience, turning, leaning, hopping, and other actions on the peripheral device were directly translated into the movements of the in-game character via infrared sensors. However, this resulted in the abandonment of open levels, which were replaced by linear levels that had the character skate on pre-set paths. A similar attempt was made with the Nintendo DS game Tony Hawk's Motion, which used a peripheral device that recognized the leaning of the DS system and had the skater move accordingly.

In early 1998, Activision approached by developer Neversoft to develop a skateboarding racing game, in order to capitalize on the growing popularity of the sport. The idea of a racing game was abandoned in development after Neversoft showed the adaptability of the control engine to various maneuvers.[28] Members of the team were fans of Sega's Top Skater, which they played at a local arcade, and that served as a basic influence on the game's original concept. However, Top Skater had a racing element, which the team moved away from as they began studying real-life skaters.[33] To make the gameplay seem as real as possible, company founder Joel Jewett had a halfpipe built in his backyard and started skateboarding with his coworkers.[34] Also, motion capture was used to make the skateboarding moves seem as realistic as possible.[2] To distance the franchise from other games, the developers opted for licensing modern rock songs, in contrast to the classic music usual for video games at that time.[34] The first game was developed within a year by a 12-person team,[34] and Tony Hawk was added as the face of the franchise late in development.[29] A month before the release of Tony Hawk's Pro Skater for PlayStation in 1999, Hawk successfully performed a 900 at that year's X Games, which resulted in huge press coverage of the sport and helped boost sales.[34] Also, the inclusion of the game on the Jampack demo for the PlayStation generated further hype, as players were overwhelmed by the unique gameplay.[28] The huge success of the game prompted Neversoft to vastly expand its production staff in order to be able to release Tony Hawk's games on a yearly basis.[34] Neversoft held true to that ambition and released Pro Skater 2 and Pro Skater 3 in 2000 and 2001, respectively. Both games retained mostly the same gameplay as their predecessor, along with some improvements. The two games were the most critically acclaimed games for their respective consoles and still rank among the highest rated games of all time.[3][4][5] Furthermore, Pro Skater 3 was the first PlayStation 2 game to feature online gameplay. Also, Tony Hawk's Pro Skater 2x, a compilation of the first two games, was released as a launch title for the Xbox in 2001. 2002 saw the release of Pro Skater 4, and by this time, the franchise was among the best-selling video game franchises in the world.[35] This was reflected in the manpower Activision and Neversoft invested in the franchise, as the employees working on the game had grown from 12 for the first entry to 150[34] and there were significantly more skaters featured, all of which received considerable royalties.[36]

With the 2003 release of the fifth entry in the series, Underground, the developers used storytelling and exploration to distance their product from the plotless, task-based format of the previous Tony Hawk's games, which led Neversoft president Joel Jewett to describe Underground as an adventure game.[37] It follows the player character and their treacherous friend, Eric Sparrow, on their quest to become professional skateboarders. The game was created with a theme of individuality: it stars an amateur skater in a true story mode, whereas each previous Tony Hawk's game had starred professional skaters and had lacked a plot.[37] One reason for only allowing the player to use a custom character was that certain criminal acts completed in the plot would not reflect well on real-world skaters.[38] Previous games in the series had included character-creation features as well, but Neversoft heavily expanded customization in Underground by implementing face-scanning for the PlayStation 2 version.[37][39] Regarding the customization options, especially the park editor, producer Stacey Drellishak stated that Neversoft was "trying to create the most customizable game ever".[38] Levels in the console versions of Underground were significantly larger than those of earlier Tony Hawk's games. Neversoft expanded each level until it ceased to run correctly, then shrunk it slightly.[39] Most of the levels were modeled closely after real-world locations; the designers traveled to locales representative of each city in the game and took photographs and videos as reference.[40] Neversoft wanted the player to become familiar with the basic game mechanics quickly and to notice Underground's differences from previous Tony Hawk's games, who all stuck to roughly the same pattern, immediately. To accomplish this, they introduced the player to foot travel and the ability to climb along ledges in the first few missions of the game.[41] While Neversoft wanted to keep Underground realistic and relatable for the most part, they added driving missions as an enjoyable diversion and to push the boundaries of freedom in skateboarding games.[40] However, these missions were intended not to take away from the main experience of skateboarding.[41] Because Pro Skater 4 had received criticism for its difficulty, Neversoft added four difficulty settings to Underground's story mode.[42]

The next game in the main series, 2007's Proving Ground featured a largely similar concept to Project 8, with an open world and the player able to choose three career paths as a skater. Baltimore, Philadelphia, and Washington, D.C. were established as the three open world areas, with each containing three skateable areas, which also featured an integrated classic mode. The game was the first and only entry of the series to compete with rival skateboarding series Skate, which also featured an open world but with more advanced controls and a less arcade-style approach. Skate outsold Proving Ground on a 2:1 ratio, resembling its lackluster reception.[46] With the franchise suffering from product fatigue and appearing to be past its prime, Activision decided to dedicate most of Neversoft's laborforce to the Guitar Hero and Call of Duty franchises.[47][48] This development would more and more marginalize Neversoft, which was defunct and completely merged with Infinity Ward by 2014.[48][49] The control of the Tony Hawk's franchise had passed on to Chicago studio Robomodo by 2008.

Because all games in the series released since American Wasteland failed to achieve commercial success, Activision decided to put the franchise on hold. When Robomodo was tasked with developing a new game, it was decided to return to the franchise's roots and develop a port of the original Pro Skater series. Tony Hawk's Pro Skater HD was released in the summer of 2012 via download only and featured a collection of popular levels from Pro Skater 1-3. Critical reception towards the game was mixed, as while critics felt that it captured the appeal of the original games, the content was described as sparse, while the game was said to not deliver updated gameplay mechanics and feel dated.[58][59] In 2014, the endless runner Shred Session soft launched for mobile devices in a handful of territories but was later pulled from the market, postponed indefinitely and later shelved.[60]

After having only produced spin-offs and ports since inheriting the franchise in 2008, Activision announced in mid-2015 that a traditional entry in the series developed by Robomodo would release for PlayStation 3, Xbox 360, PlayStation 4, and Xbox One later that year. To point out its return to the series' roots and heyday, it was named Tony Hawk's Pro Skater 5. In an interview with GameSpot at E3 2015, Hawk said that Robomodo had consulted with some former Neversoft employees to ensure that the gameplay felt like the original Pro Skater games.[61] Because the licensing deal between Activision and Tony Hawk was set to expire by the end of 2015, the game was hastily developed within a few months and released unfinished with little promotion.[62][63] After initial footage received negative feedback by fans and commentators alike for its completely outdated graphics, Robomodo made a complete departure from the attempted realistic look to a cel-shaded style two months prior to the game's release. Even though Activision marketed this as a conscious stylistic decision unrelated to the feedback and solely owing to allow a consistent frame rate,[64][65] the end results did not save the game from being panned by critics upon release in September 2015. Most critics noted that the graphics were inferior even to the games released on the PlayStation 2, while the gameplay barely resembled previous releases and the fact that the game was rendered almost unplayable by numerous bugs. Furthermore, the simplistic, bland environments and missions, as well as the complete absence of NPCs were noted, while some critics pointed out that better levels could have been designed with the Create-a-Park feature of previous games, whereas most levels were simply inferior copies of levels from the original games.[66][67][68] The game was so rushed to release that it was unplayable without an 8GB day one patch, with only the tutorial and park creator being accessible.[66][69] Pro Skater 5 has the fourth-lowest average score of any PlayStation 4 game[70] and the fifth-lowest average score of any Xbox One game[71] and was named the "Worst Video Game of 2015" by Entertainment Weekly.[8] Edge described it as "an insult to its history, to its licensed skaters and sponsors, to modern hardware, and to anyone who plays it".[72] By the end of the year, the license had run out and was not renewed. Robomodo went out of business soon thereafter for unknown reasons. 041b061a72


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