My one concern is that the runs will get repetitive. One of the things the older SSX games got right was how varied each area was, whereas everything in this game seems to be a backcountry run of some kind or another. Watching some of the other demo videos, there does seem to be some variety in regards to that (some of the later runs look hilarious given how narrow/steep they are), but I don't know how well that holds up. Maybe it's not really designed to; there seem to be a ton of levels in this game.
Best tiny feature this game has: an option on restarts to stop asking you to confirm if you want to restart! More games where total OCD will kick in need that. NO I FUCKED UP MY RUN 6 SECONDS IN I WANT TO RESTART YES I'M FINE WITH IT THANKS FOR ASKING EAT A DICK.
it's not on the psn yet, fuck you vita launch
Isn't the PSN updated on Weds by that chick people rag on all the time?
HA! HA! I AM USING THE INTERNET!!1
My Backloggery
Bad things I have heard about this demo: If you go with the original SSX control scheme, you simply can't spin as fast as the new controls which automatically keeps you away from the best scores. It's very difficult to botch a landing so long as you let go of the controls right before you hit the ground (gonna hit the ground upside down with your board perpendicular to the ground? NOT A PROBLEM). Similarly, rail sliding is simplified making it incredibly easy to get on and stay on regardless of board position and angle.
I guess I'll find out tonight.
I guess classic controls does the whole pre-wind your jumps with the d-pad thing? I never liked that in the first place so whatever, and I don't see how or why it would effect how fast you can spin... you can already spin plenty fast by barely prewinding at all.
I tried classic controls during the skyboarding part and could not spin at all. Switched it to normal and we were good to go.
Guess it just means I'm doing the new controls from here out.
Played a bit more and realized just how much I was holding the shoulder buttons trying to do grabs and pressing Y to grind.
I'd switch to classic in a second if only I could prewind jumps with the left stick like in normal mode. wtf.
Downloading the demo now.
I just figured out 2 things about the jumping mechanics... both are not a good sign.
In traditional SSX games, while you were winding a spin, your character would lock down the path you were going down regardless of how the slope's curvature would try to divert you. In this SSX, as you are winding a twist, you don't lock on your path, often diverting you from the jump you were aiming at before you started winding your twist. This leads to many missed jumps due to the curves of the landscape and an overall sense of randomness. There's a reason the original designers locked you on a path when you started winding. Aiming for the jump should be like aiming down the barrel of a gun.
The second issue with the jumping is how the twisting works. In other SSX games, once you jumped after charging a twist, you were about 90% locked down to the axis you charged. This was to maintain the sense of complete control and decision making that goes before and after the jumping stage. This SSX you are about 30% locked down to the axis you charged before the jump. If you charge a backflip, but your stick is slightly twisted to the left/back, after the 1st or 2nd flip you'll be already out of your axis, just spinning randomly.
Wether these changes were intentional or not, they are major design blunders that bring down the game's primary focus.
This is why it doesn't feel like SSX.
I want this to be good. I just don't have much faith in EA these days.
Last edited by epmode; 22 Feb 2012 at 06:21 PM.
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