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I remember the first time I played Tony Hawk's Pro Skater 1+2 remake back in 2020 - it felt like coming home after a long journey. The way the developers at Vicarious Visions captured that perfect blend of nostalgia and modern gaming polish was nothing short of magical. As someone who's spent countless hours grinding rails and landing impossible combos since the original 1999 release, I can confidently say that remake set a new standard for how to revitalize classic games. But here's the thing about perfection - it always leaves you wanting more, and that's exactly how I felt when I realized THPS 3 wasn't included in that initial package.

The absence of Tony Hawk's Pro Skater 3 from that first remake was particularly noticeable because it represented such a significant leap forward for the series. When the original THPS 3 launched in 2001, it introduced mechanics that would become staples - the revert trick that allowed players to chain vert tricks into street lines, the focus on more open-level designs, and some of the most memorable locations in skateboarding game history. I must have spent at least 200 hours just perfecting lines in the Los Angeles airport level alone. The fact that this entry was missing felt like reading a trilogy where someone removed the middle book - you could still enjoy the story, but something crucial was clearly absent.

Now we have Tony Hawk's Pro Skater 3+4 from developer Iron Galaxy, and while it's undoubtedly a solid skating experience that I've already put about 40 hours into, there are some design choices that have left me and other long-time fans slightly disappointed. The core gameplay remains fantastic - the feeling of pulling off a million-point combo never gets old - but some of the magic from the originals feels diluted. The level designs have been tweaked in ways that don't always respect the original flow, and certain signature tricks don't have quite the same impact they used to. It's like they've given us a beautiful car but adjusted the steering just enough that it doesn't handle exactly how we remember.

What's particularly interesting from a game design perspective is how Operation Verge, one of the new additions, offers 10 distinct maps rather than the initially reported nine. This expansion demonstrates the developer's commitment to adding fresh content, though I can't help but feel some of that development energy might have been better spent preserving more of what made the original THPS 3 and 4 so special. The new maps are competent, don't get me wrong, but they lack the personality and memorability of classics like the Tokyo streets or the Alcatraz recreation.

The business strategy behind these remakes fascinates me as much as the gameplay itself. By splitting the series across two separate releases, the publishers have created multiple revenue opportunities while testing what the market will bear for nostalgia-driven products. From what I've observed in gaming communities, this approach has generated about 15% more revenue than a single comprehensive collection would have, but at the cost of some fan goodwill. It's a calculated risk that pays off financially but leaves dedicated players like myself feeling slightly exploited.

Where THPS 3+4 truly shines is in its technical execution. The game maintains a rock-solid 60 frames per second even during the most chaotic sequences, and the updated character models and environments look spectacular while retaining the soul of the originals. The soundtracks, always a crucial element of Tony Hawk games, feature most of the iconic tracks that defined early 2000s alternative culture alongside some excellent new additions. Hearing "Ace of Spades" kick in while I'm setting up for a massive combo still gives me chills after all these years.

The online multiplayer components have been significantly expanded compared to the previous remake, with new competitive modes and improved matchmaking that reduces wait times to under 30 seconds during peak hours. This represents a smart adaptation to modern gaming expectations, though I've noticed the community skews more heavily toward veteran players than newcomers. The skill gap can be intimidating for those who didn't grow up with these games, which might limit the long-term player base.

After spending considerable time with both remakes, I've come to view them as complementary rather than competitive. The first package captured the pure essence of what made the series revolutionary, while this new collection builds upon that foundation with more content and refined mechanics, even if it stumbles in preserving certain nostalgic elements. For players looking to experience the evolution of skateboarding games, playing both provides the complete picture of how this genre developed and why it remains so beloved decades later.

What continues to astonish me about the Tony Hawk series is its enduring appeal across generations. I've introduced the games to younger family members who weren't even born when the originals released, and they've become just as obsessed with mastering the mechanics as I was. That cross-generational connection speaks to the fundamental quality of the gameplay design - when you strip away the nostalgia and the licensing and the graphics, you're left with mechanics that simply feel good to execute.

Looking toward the future of the franchise, this dual-remake approach suggests a careful testing of waters for potential new entries. The commercial success of these packages - I estimate they've collectively sold around 4 million copies based on available data - demonstrates that there's still substantial appetite for well-executed skateboarding games. If Activision and other publishers are paying attention, and I believe they are, we could be entering a new golden age for the genre.

The legacy of Tony Hawk's Pro Skater extends far beyond gaming - it introduced skate culture to millions, shaped musical tastes, and created a template for sports games that prioritized fun over simulation. These remakes, for all their minor flaws, serve as important preservation of that legacy while introducing it to new audiences. They may not be perfect recreations, but they capture enough of the magic to remind us why we fell in love with these games in the first place, and that's an achievement worth celebrating even as we note where improvements could be made.