Tony Hawk's Project 8 is a skateboardingvideo game developed by Neversoft Entertainment and published by Activision, serving as the eighth main entry in the Tony Hawk series.[1] Released in November 2006 for PlayStation 2, Xbox, and Xbox 360, with PlayStation 3 and PlayStation Portable versions following shortly after, the game emphasizes realistic skateboarding simulation through enhanced physics, responsive controls, and a progression system where players start as an unranked amateur and climb to elite status among 200 competitors.[2][1]In the game's career mode, players create and customize their skater to join Tony Hawk's "Project 8," an elite team assembled by filming footage in a sprawling suburban environment that includes skateparks, streets, and hidden areas.[2]Gameplay revolves around completing spray-painted challenges, such as grinds, manuals, and Natas spins, alongside missions from non-player characters, with a new "Nail the Trick" mechanic allowing slow-motion control for landing complex combos.[2] Players earn "Stokens" currency to unlock clothing, boards, and pro-level tricks, fostering deep personalization, while next-generation versions on PlayStation 3 and Xbox 360 feature a seamless open-world city for exploration.[2]The title received generally favorable reviews for revitalizing the series with improved realism and a return to core skateboarding roots, earning an aggregate Metacritic score of 81 out of 100 based on 65 critic reviews.[3] Critics praised the ultra-realistic graphics and physics that immerse players in pro-skater life, though some noted technical glitches and absent features from prior entries as drawbacks.[3]
Development
Concept and planning
Neversoft, the primary developer for Tony Hawk's Project 8, sought to revitalize the series by emphasizing a return to its street skating origins after the Underground duology's heavier focus on narrative storytelling and vert ramp mechanics. The studio's vision centered on creating a more authentic skateboarding simulation, stripping away some of the more fantastical elements from prior entries to prioritize realistic street sessions and skill progression. This shift was intended to recapture the purer essence of skating that defined the early Tony Hawk's Pro Skater games, while leveraging next-generation hardware for greater immersion.[4][5]At the core of the game's concept was a story-driven progression system featuring a customizable skater character who begins as a low-ranked amateur (starting at position 200 out of 200 competitors) and must complete increasingly difficult challenges to climb the ranks and earn a spot in Tony Hawk's elite "Project 8" crew. This narrative framework drew inspiration from real-world skate crews, simulating the competitive journey of aspiring pros vying for recognition in a structured scouting process led by Tony Hawk himself. The progression emphasized personal growth through skating accomplishments, blending individual goals with broader career advancement to mirror the dedication required in professional skateboarding.[6][7]High-level design decisions included the implementation of open-world neighborhood exploration in the next-generation versions, allowing players to freely navigate interconnected urban environments that replicate authentic, unstructured skate sessions across a single, seamless cityscape. This approach aimed to foster organic discovery of skate spots, lines, and objectives, moving away from level-based structures to encourage emergent gameplay. A ranking-based reputation system further reinforced this by rewarding consistent performance with elevated status, unlocking new areas, customizations, and interactions that built player respect within the game's skate community.[7][8]The planning phase involved close collaboration with Tony Hawk to ensure authenticity, with the skateboard legend providing direct input on challenge design, trick feasibility, and the inclusion of pro skater cameos to reflect real-industry dynamics. Hawk's involvement extended to motion-capture sessions and feedback loops that grounded the game's mechanics in genuine skate culture, helping Neversoft balance accessibility for casual players with depth for dedicated skaters. This partnership was pivotal in shaping Project 8 as a bridge between the series' arcade roots and a more simulation-oriented future.[5][9]
Production and technology
Neversoft Entertainment developed the PlayStation 3 and Xbox 360 versions of Tony Hawk's Project 8 using an upgraded iteration of their proprietary engine, constructed from the ground up specifically for next-generation consoles. This allowed for significant advancements in rendering expansive, seamlessly streaming urban environments that dwarfed previous entries in scale and detail. Shaba Games ported the game to PlayStation 2 and Xbox, while Page 44 Studios handled the PlayStation Portable version.[10][11][12][9]The game's physics system integrated the Havok engine to deliver more realistic skateboarding mechanics, particularly in board handling, advanced grinds, and dynamic bail sequences where characters ragdoll with exaggerated, interactive collisions against environmental objects like railings and foliage. These improvements enabled precise control over recoveries and falls, contributing to a more immersive simulation of skateboarding physics.[9][7]Development for the next-generation platforms posed optimization challenges in achieving high-definition graphics and fluid 60 FPS performance, while the ports scaled down features for legacy systems without compromising core responsiveness. To ensure authenticity, Neversoft conducted 63 days of motion capture sessions beginning in February 2006, involving all 12 professional skaters to record fluid animations for tricks such as the nail grab and stale fish, directly informing the game's enhanced trick execution and bail realism.[9][13][7]
Gameplay
Core mechanics
Tony Hawk's Project 8 retains the foundational skateboarding simulation mechanics of the series, centering on fluid trick execution and combo chaining to achieve high scores. Players control a skateboarder using standard button inputs to perform ollies by pressing and releasing the jump button (A on Xbox 360, X on PlayStation 3), which propels the skater into the air for subsequent flips or grabs.[14]Grinds are initiated by ollieing toward a rail or ledge and holding the grind button (Y on Xbox 360, Triangle on PlayStation 3), with directional inputs modifying the grind type, such as a 50-50 grind when parallel to the edge.[15] Manuals, which allow balancing on the board's rear wheels to connect ground-based combos, are executed by quickly pushing the left analog stick forward then backward after landing, while left-right stick movements maintain balance to prevent bailing.[15] Reverts enable seamless transitions from airs back into ramps or manuals by pulling the left or right trigger upon landing, preserving combo momentum.[16]Combos form the core of scoring, built by chaining tricks—such as launching off a ramp into a grab, reverting on landing, transitioning to a manual, and ollieing into a grind—while the physics engine simulates realistic momentum transfer to keep speed consistent across surfaces.[17] The game's momentum-based physics model emphasizes conservation of speed during transitions, with balance mechanics requiring precise analog stick control during manuals and grinds to avoid losing stability on uneven terrain or kinked rails.[17] Crashes occur when balance is lost or tricks are mistimed, triggering the bail system where the skater rag-dolls in humorous, exaggerated animations; players can manually induce a bail by pressing both triggers and bumpers simultaneously for quicker recovery or to avoid obstacles.[15]Classic gameplay modes include Free Skate for unstructured exploration and practice, Session for timed challenges within specific areas, and Career mode as the primary progression path.[17] In these modes, objectives revolve around achieving high scores through extended combos, collecting items like skater icons or tapes, or completing specific lines—predefined paths of tricks outlined in chalk on the environment—to earn multipliers and advance.[17] Career mode structures progression through a ranking system starting at amateur level, where accumulating points from completed goals elevates the player to pro and sick ranks, unlocking new levels and emphasizing authentic street-style skating via diverse urban environments and challenge variety.[17]
New features and modes
Tony Hawk's Project 8 introduces a reputation system in its career mode, where players begin ranked 200th among amateur skaters and advance by completing neighborhood-specific challenges to earn respect from locals and pros, gradually unlocking new areas of the city and access to professional skaters for team recruitment.[17] This progression emphasizes skill-building through goals like high-score combos and spot-specific tricks, differentiating it from prior entries by tying reputation gains to persistent neighborhood interactions rather than linear story beats.The core "Project 8" mode presents an open-world environment consisting of a single, seamless city divided into eight interconnected neighborhoods, allowing for persistent exploration without loading screens between areas on seventh-generation consoles.[17] Players can freely skate the town map, encountering random events such as impromptu challenges or skater interactions that contribute to reputation and uncover hidden spots, enhancing immersion and replayability compared to the tunnel-linked levels of Tony Hawk's American Wasteland.[17]Multiplayer options expand to support up to eight players online on Xbox 360, featuring modes like Trick Attack for competitive scoring, Score Challenge for timed high scores, and tag-style elimination games that can accommodate up to 8 participants in next-generation versions.[18] Split-screen play for two players is available across platforms, with additional online skating sessions enabling cooperative or versus exploration in the open city, though PlayStation 3 lacks full online functionality at launch.[19]Among the new tricks, "Nail the Trick" allows players to enter a slow-motion mode mid-air by pressing both analog sticks, enabling precise control over board orientation and foot placement to perfect landings and extend combos for higher scores.[17] This mechanic supports extended airs and grab variations, such as tweaking holds for style points, while reworked reverts—executed at the end of ramps—now integrate more fluidly with manuals to boost overall trick multipliers without excessive score inflation seen in earlier titles.[17] The video editor receives enhancements for capturing and editing sessions directly from the open-world mode, including improved replay controls and basic effects for creating custom skate videos, though it lacks advanced park-building tools from previous games.[17]
Story
Plot summary
In Tony Hawk's Project 8, the player assumes the role of a customizable amateur skater living in a suburban town, where Tony Hawk arrives to launch his elite initiative known as Project 8, aimed at recruiting the top eight undiscovered talents to join his professional crew.[17][20] The narrative follows the protagonist's journey from obscurity—starting at rank 200 among local skaters—to rising prominence through encounters with rivals and initiations into various neighborhood crews, all under Tony Hawk's mentorship as he scouts for dedicated individuals embodying authentic skate culture.[7][21]As the story progresses, the skater tackles street-based challenges and high-profile events organized by pro skaters, building reputation and overcoming competitive hurdles to advance in the rankings. Themes of perseverance, interpersonal rivalries, and the raw essence of skateboarding drive the arc, highlighting the protagonist's growth from a novice outsider to a contender worthy of the elite group.[17][20]The plot culminates in a climactic "8" event, where the skater's performance determines their ultimate inclusion in Project 8, resolving the journey with a focus on achievement and community integration within the skate world.[17]
Setting and characters
Tony Hawk's Project 8 is set in a fictional suburban town, serving as a central open-world hub that players explore to build their skater's reputation.[17] The environment features a seamless, expansive cityscape divided into interconnected districts, including residential suburbs, a high school with skateable benches and rails, abandoned pools in backyards, urban streets with ledges and stairs, a skate park, and industrial areas like factories and construction sites, all designed to enhance realism and immersion.[4] Access to new areas unlocks progressively as players complete challenges, starting in a confined suburban neighborhood and expanding to the full town, fostering a sense of progression tied to narrative and gameplay exploration.[17]The game features a roster of playable professional skaters who act as mentors, rivals, or allies within the story, each with distinct attributes such as speed, balance, and trick specialties, along with brief in-game bios highlighting their real-life achievements.[22] Notable pros include Tony Hawk, the series' namesake and team leader known for his vert skating prowess; Rodney Mullen, a technical street skater credited with inventing numerous flatground tricks; Bam Margera, recognized for his aggressive style and media presence; and others like Bob Burnquist and Daewon Song, who provide unique challenge modes that test player skills against their expertise.[17] These characters integrate into the world by appearing at key spots to issue personalized goals, such as high-score competitions or signature trick recreations, which contribute to the player's rise in the ranks.[23]Central to the experience is the custom skater creation system, allowing players to design their protagonist from scratch to personalize appearance, clothing, gear like decks and shoes from licensed brands, and adjustable stats for attributes such as ollie height and spin speed.[4] While options for facial features, hairstyles, and body types are more limited than in prior entries, the system emphasizes realistic customization to match the game's motion-captured animations, enabling players to embody their ideal skater from the outset.[17]Non-player characters (NPCs) populate the town as locals, crew members, and spectators, facilitating interactions that build reputation and influence story progression.[23]Players engage with crowds in designated zones by performing demo sessions to impress groups like school kids or urban onlookers, earning reputation points that elevate their global ranking from 200th to the elite top eight.[17] Crew members and town residents, such as filmmakers or rival amateurs, provide side objectives or commentary, with positive interactions unlocking alliances or gear upgrades, while aggressive skating can provoke negative responses like security chases, adding dynamic immersion to the social skate culture.[7]
Audio
Soundtrack
The soundtrack of Tony Hawk's Project 8 consists of a curated playlist of 56 licensed tracks across punk, hip-hop, and rock genres, selected to amplify the game's immersive skateboarding experience and capture the raw energy of skate video culture from the era.[24] These songs, drawn from established and emerging artists, play dynamically during free skate sessions and challenges, creating an auditory backdrop that mirrors the adrenaline-fueled, street-level vibe of professional skate videos.[25] The collection includes high-energy punk anthems for aggressive tricks, hip-hop beats for urban exploration, and rock riffs to underscore epic lines, all integrated seamlessly to heighten player engagement without interrupting gameplay flow.[26]Key examples from the soundtrack highlight its diverse influences:
This selection, totaling 56 tracks on next-generation consoles (PlayStation 3 and Xbox 360) with the PlayStation 2, Xbox, and PlayStation Portable versions featuring a selection of approximately 50 tracks including some platform-exclusive songs, was licensed by Activision to feature a mix of classic hits and contemporary releases, including the world debut of +44's "Lycanthrope."[24][27] No original compositions by the in-house development team are documented, with the focus remaining on licensed material to authentically represent skate culture's musical heritage.[24]In gameplay, the music system functions like an in-game radio, randomly cycling through tracks during sessions to maintain a continuous, session-like flow tied to skate video aesthetics, where songs often sync with combo sequences or environmental transitions.[28] Specific tracks enhance key moments; for instance, "+44's Lycanthrope" underscores the introductory cinematic, establishing the game's competitive tone, while punk staples like The Ramones' "I Wanna Live" provide level-specific vibes in high-stakes urban environments, amplifying the sense of rebellion and speed.[25][29] The licensing process prioritized tracks that resonated with skateboarders, drawing from punk's underground roots and hip-hop's street credibility to foster a cohesive atmosphere that integrates briefly with ambient sound effects for a fully realized audio landscape.[24]
Sound design and voice acting
The sound design in Tony Hawk's Project 8 emphasizes immersive audio layers that accompany skateboarding actions, enhancing the realism of tricks and environmental interactions. New sound effects were introduced for maneuvers such as ollies, manuals, wallrides, and grinds, with the latter featuring particularly satisfying metallic scrapes and vibrations that build on the series' tradition of tactile audio feedback.[17] Crashes and bails incorporate layered impacts, scrapes, and groans synced to the motion-captured animations of professional skaters, creating a visceral sense of failure and recovery during challenging sequences. Crowd reactions, including cheers and murmurs, dynamically respond to player performance in open areas and challenges, adding energy to the game's progression system.[30]Voice acting features professional skateboarders reprising their likenesses and providing authentic performances for character dialogues and story elements. Tony Hawk voices his titular role, delivering narration and lines in cutscenes that guide the player's journey through the game's narrative of building a skate team. Other pros, such as Bam Margera, Bob Burnquist, and Ryan Sheckler, lend their voices to their playable avatars, contributing to immersive interactions and banter during missions and events. Supporting roles are filled by actors including Adam Jennings, Andrew Massey, and Anndi McAfee, who handle additional non-pro characters in the story's suburban skate culture setting.[30][31]Ambient audio contributes to the open-world feel of the game's sprawling suburban environment, with layered sounds of traffic rumbling, pedestrian chatter, and distant urban hums creating a lived-in atmosphere. These elements blend seamlessly with skate actions, such as the echo of wheels on pavement or echoes in industrial zones, to reinforce immersion without overpowering core gameplay audio.[32]On next-generation consoles like the Xbox 360 and PlayStation 3, the audio mixing supports Dolby Digital 5.1 surround sound, allowing spatialized effects for tricks, environments, and crowds to envelop players in a three-dimensional soundscape. This technical implementation, handled by the development team at Neversoft, ensures consistent performance across platforms while prioritizing the clarity of motion-synced impacts and dialogues.[32][30]
The next-generation versions for Xbox 360 and PlayStation 3 featured enhanced graphics, a seamless open-world environment spanning eight interconnected levels, and advanced motion-captured animations for more realistic skating physics. In contrast, the PlayStation 2 and Xbox versions retained a more traditional level-based structure with scaled-down visuals but included core gameplay innovations like reputation-building and bail mechanics, adapted for last-generation hardware limitations. The PlayStation Portable adaptation, developed by Page 44 Studios, offered a portable-optimized experience with simplified controls, additional classic mode challenges drawing from prior Tony Hawk titles, and adjusted level designs to suit the handheld's capabilities.[37]Post-launch, patches were issued for the Xbox 360 version to improve online multiplayer stability and address connectivity issues in modes like Trick Attack and Combo Mambo, while the PlayStation 3 edition launched without online support and received minor updates focused on performance optimization.
Marketing and promotion
Activision unveiled Tony Hawk's Project 8 at the Electronic Entertainment Expo (E3) in May 2006, where trailers showcased the game's next-generation visuals, including enhanced graphics, realistic physics, and an expansive open-world city environment designed to immerse players in authentic skateboarding scenarios.[38] The promotional footage emphasized the story mode, in which players start as an amateur skater ranked 200th and progress by completing challenges to join Tony Hawk's elite "Project 8" team, highlighting themes of dedication and skill-building.[38] These trailers positioned the game as a fresh evolution of the series, built from the ground up for consoles like the PlayStation 3 and Xbox 360, with dynamic animations and seamless exploration of skate spots.[39]To bridge the virtual and real-world skate cultures, Activision partnered with skate brands for tie-ins, including a limited-edition bundle featuring a Birdhouse skateboard deck—Tony Hawk's own brand—packaged with the game for select retailers like Target.[40] This premium edition, priced at around $62.98, included wall-mounting hardware, a certificate of authenticity, and an in-game unlock code for the deck design, encouraging fans to engage with physical skate gear alongside the digital experience.[40] Additionally, the game integrated product placement from Nokia, with the N93 video phone appearing as a usable in-game device for capturing footage, aligning with the era's mobile technology trends.[41]Promotional efforts extended to real-life events through Tony Hawk's skatepark tours across North America, where demos of the game were showcased alongside live skating sessions by Hawk and his team, building hype ahead of the November 2006 release on seventh-generation consoles.[42] These tours, documented in bonus content on the game's DVD, allowed attendees to try early builds and interact with pro skaters, fostering community engagement and direct feedback.[42]The game's box art featured dynamic imagery of Tony Hawk mid-trick against an urban skyline, underscoring customization options like creating personalized skaters, boards, and gear to "skate your way to the top" of the competitive ranks. Marketing materials, including print ads and store displays, reinforced this by spotlighting the depth of player-driven progression and modding tools, appealing to both longtime fans and newcomers seeking a personalized skateboarding journey.[43]
Reception
Critical response
Tony Hawk's Project 8 received generally favorable reviews upon release, with critics appreciating its return to core skateboarding mechanics while incorporating next-generation enhancements. The Xbox 360 version holds a Metacritic score of 81/100 based on 65 critic reviews, indicating broad positive reception for its graphical fidelity and gameplay innovations. The PlayStation 2 port scored 69/100, reflecting some platform-specific limitations in visuals and performance.Reviewers frequently praised the game's reputation system and heightened realism as key strengths. IGN awarded the Xbox 360 edition 7.8 out of 10, lauding the Am/Pro/Sick progression tiers for providing meaningful skill-based challenges and replayability, alongside the motion-captured animations and physics that deliver a more authentic skating feel compared to prior entries. GameSpot rated it 7.3 out of 10, highlighting innovative features like the "Nail the Trick" slow-motion mode for precise control during complex maneuvers and the seamless, load-free open-world environments that enhance immersion.[17]Eurogamer gave the highest mark of 9 out of 10, commending the balanced blend of classic level-based compulsion and expansive city exploration, which revitalized the series' formula.[20]Criticisms centered on repetitive mission structures and technical shortcomings, particularly in non-next-gen versions. While the core gameplay was seen as solid, some outlets noted that certain objectives felt grindy despite the reputation system's incentives. Eurogamer described the narrative as simple and unobtrusive, lacking deeper storytelling engagement beyond basic progression prompts.[20] Portable adaptations drew sharper rebukes for control issues; GameSpot's PSP review scored it 6.6 out of 10, pointing to imprecise turning mechanics and overall sketchy handling that hindered lineup accuracy and flow.[44]The title earned recognition in industry awards, winning Best Individual Sports Game at the 2006 Spike Video Game Awards for its refined skateboarding simulation.[45] It also won Sports Game of the Year at the 10th Annual Interactive Achievement Awards (D.I.C.E. Awards) in 2007.[46]
Commercial performance
Tony Hawk's Project 8 performed strongly in the market upon its November 2006 release, particularly in North America where it sold approximately 900,000 units across platforms during its launch year according to NPD Group data.[47] In the United States, the game achieved 713,900 units sold in December 2006 alone, securing a position among the month's top-selling titles and leading sales within the sports genre.[48] In the United Kingdom, it debuted at number 16 on the all-formats chart for the week ending November 18, 2006, reflecting solid initial demand.[49] Worldwide estimates indicate the game sold over 2 million units by 2007, contributing significantly to Activision's portfolio during the transition to next-generation consoles.[50]The PlayStation 3 version, launched alongside the console on November 17, 2006, benefited from the system's debut hype and ranked among the top 10 best-selling PS3 titles in its first months, bolstering Activision's early performance on the platform.[51] This next-gen success helped drive overall franchise momentum, with the game's multi-platform availability across Xbox 360, PlayStation 2, and others amplifying its reach and supporting Activision's fiscal 2007 net revenues of $1.51 billion.[52]Compared to predecessors like Tony Hawk's Underground 2, which propelled 34% year-over-year revenue growth for Activision in fiscal 2005 through strong sales exceeding 1 million units in its U.S. launch month alone, Project 8 marked a commercial peak for the series amid shifting market dynamics before later entries saw declining performance.[53][54]
Legacy
Series impact
Tony Hawk's Project 8 represented a pivotal return to the series' foundational challenge-based skate simulation after the narrative-driven focus of Tony Hawk's Underground and Underground 2, adopting an open-world structure modeled on Tony Hawk's Pro Skater 4 while emphasizing skill progression through localized goals and sponsor challenges rather than overarching stories.[7] This emphasis on realistic physics and pure skating mechanics influenced its direct sequel, Tony Hawk's Proving Ground, which built upon Project 8's innovations in realistic physics and career progression, introducing features like the rigger tool for environmental interactions and refining them into deeper career paths centered on professional realism and trick mastery.[55][56]Key features from Project 8, including the reputation ranking system that advanced players from amateur (rank 200) to elite "sick" status via accumulating respect points from completed objectives, and photo challenges requiring precise trick captures for magazine spots, were echoed in subsequent entries to enhance progression and creative expression.[57][58] These elements resurfaced in modern remakes, such as Tony Hawk's Pro Skater 1 + 2, where similar challenge structures and photo modes integrate into free skate and objectives to maintain the franchise's emphasis on skill-building and documentation of feats.[59]As Neversoft's near-final contribution to the Tony Hawk series—followed only by Proving Ground in 2007—Project 8 highlighted the studio's peak in next-generation console innovation, leveraging motion capture for fluid animations and expansive urban environments before Activision reassigned the team to the Guitar Hero franchise and handed the series to Robomodo.[60] This transition underscored Project 8's role in bridging the Neversoft era's experimental heights with the franchise's later motion-control experiments.The game's robust online integration, including eight-player modes like Trick Attack and Combo Mambo alongside Xbox Live connectivity for leaderboards and ghost replays, laid groundwork for competitive skating communities that evolved into more structured online lobbies and tournaments in later titles, fostering a sense of rivalry akin to esports within the series' player base.[3][18]
Cultural reception
Tony Hawk's Project 8 received praise from skateboarding media for its efforts to portray authentic skate culture, particularly through the inclusion of diverse pro skaters and the female athlete Lyn-Z Adams Hawk (following Elissa Steamer from prior entries), which helped elevate the series' credibility among enthusiasts.[61] This representation was seen as a step toward mirroring the evolving inclusivity in real-world skateboarding, distinguishing it from earlier entries and aligning more closely with contemporary skate scenes.[61]Following the shutdown of official online servers in the mid-2010s, dedicated fan communities developed mods to revive multiplayer features, such as XLink Kai for ad-hoc connections on PSP and reTHAWed, which integrates Project 8 levels into a modernized framework for ongoing play.[62] These efforts have sustained the game's online legacy, allowing players to engage in modes like Firefight and Bomb Ball long after Activision discontinued support in 2016 via the DNAS service closure.[63] In 2025, the reTHAWed mod received updates incorporating full Project 8 classic mode levels, further extending the game's accessibility via fan modifications.[62]The game's bail animations, known for their exaggerated and humorous depictions of falls, have inspired memes and viral content within gaming and skate communities, often shared on platforms highlighting "worst bails" compilations.[64] Additionally, Project 8 featured notable pop culture crossovers, including cameos from Guitar Hero characters like the Grim Reaper, blending skateboarding with broader entertainment trends.[65]In 2020s retrospectives, the game is frequently viewed as a peak for the franchise before its hiatus, praised for recapturing core skateboarding essence amid shifting industry dynamics, as noted in interviews with Tony Hawk reflecting on its role in the series' later years.[66] Video essays from 2024 and 2025 offer mixed views, with some highlighting its innovative open-world approach and lasting appeal to nostalgic fans.[67]