Electronic Arts hasn't released a console game in its once-great snowboarding and skiing series SSX since 2007's SSX Blur for the Wii. But from what we've heard out of the Great White North, a new SSX is well underway.
EA Canada has been working on a new SSX entry for the PlayStation 3 and Xbox 360 for the past two years, according to a source familiar with development of the game. The next SSX, that source claims, will take the game "back to its roots," but feature controls similar to EA's Skate franchise, using a controller's right analog stick to perform tricks. Development of the game is said to be handled by much of the Skate team.
Electronic Arts registered new web site domains for the SSX franchise earlier this year, indicating that the title of that game could be SSX Deadly Descent or SSX First Descent.
Before that, online surveys were distributed targeted at fans of the SSX series that might tell us more about that game. While much of the survey (and the above artwork) distributed this summer said it "illustrates how the game might look and feel," it appeared that some features weren't final.
But the unnamed snowboarding game was described in the survey as "an intense, moment-to-moment battle against the forces created from riding your snowboard over the most spectacular and remote mountains on Earth." Gameplay involved "avoiding, out-running and even riding on top of massive avalanches; battling hurricane winds; white-outs; bitter cold; falling rocks; and gaping crevasses that open up at a moment's notice."
New and proposed features included the ability to "take part in helicopter drops and rescues, base-jumping, wingsuit/squirrel-suit flying, skyboarding, para-skiing, ice-climbing and more."
Could the new SSX game be the game teased as "The Planet" in anticipation of the Spike TV Video Game Awards, set to air later this week? Conventional wisdom pointed to that teaser as a Battlefield related, but its style and snowy substance could fit the snowboarding game surveyed earlier this year.
Consider these SSX tidbits rumor for now and the aforementioned survey may not officially be tied to SSX development, but pray for snow this weekend when the Spike VGAs air—hopefully with more clear information.
It's nice they want to take SSX "back to its roots" but I fail to see how a Skate control scheme is good for SSX? SSX's roots are over-the-top racing and doing ridiculous trick tricks and combos. Skate's controls work because Skate emphasizes REALISM. How in the world are Skate's controls a good way to take SSX back to its roots? SSX is far from realistic!
I wonder how it'll turn out.
It's going to turn out bad. Anytime a developer says "back to it's roots" they mean they've done a half-assed job.
But the unnamed snowboarding game was described in the survey as "an intense, moment-to-moment battle against the forces created from riding your snowboard over the most spectacular and remote mountains on Earth." Gameplay involved "avoiding, out-running and even riding on top of massive avalanches; battling hurricane winds; white-outs; bitter cold; falling rocks; and gaping crevasses that open up at a moment's notice."
Oh and if that Battlefield looking teaser turns out to be SSX, I'm gonna be pissed off.
It's going to turn out bad. Anytime a developer says "back to it's roots" they mean they've done a half-assed job.
Considering the post-Tricky track record, I'm worried.
Considering the post-Tricky track record, I'm worried.
I still think your SSX3 hate makes zero sense.
It is the same shit, except with mountains in between levels. So you essentially have levels with a level. Suggesting that the game is nearly as open-ended as GTA is distinguished mentally-challenged. It's the same shit: you unlock new locations, tracks and track types, buy new gear, customize your characters, except there's only one mode and you do it seamless within the game and not through a menu.
Considering the post-Tricky track record, I'm worried.
I still think your SSX3 hate makes zero sense.
It is the same shit, except with mountains in between levels. So you essentially have levels with a level. Suggesting that the game is nearly as open-ended as GTA is distinguished mentally-challenged. It's the same shit: you unlock new locations, tracks and track types, buy new gear, customize your characters, except there's only one mode and you do it seamless within the game and not through a menu.
It's not open ended like GTA, but tries to be, which creates the problems. It looks like you can go somewhere, but then you hit an invisible dead zone. That and the paltry course design are my probs. I can't remember one single track from 3, but I can visualize tons of Tricky courses. If they wanted to pimp going back to their roots, their PR would be about course design and not Skate controls. =/
SSX with Skate controls? Pass.
WINGSUITS??! :o
DOUBLE TRIPLE AND QUADRUPLE SOLD
SSX ME GOOD EA
It's going to turn out bad. Anytime a developer says "back to it's roots" they mean they've done a half-assed job.
I really liked coolboarders on the ps1, gonna give ssx a try, whats the best one for the ps2?
EA is really obsessed with COD.
It's like this but extremerer. Check out 1:50, I think the SSX devs were watching this.
[youtube=560,345]f4c2nAl0jew[/youtube]
All that stuff from 2:25 until the end, looked crazy. If the game is like that and can provide a real experience of thrill and danger, I'm in.
"Word of advice, resist knee-jerks on SSX."
http://twitter.com/andrewpfister/status/13789646672633856
Why is everyone like OMG NOOOOOOO WHY DID EA DO THIS
It looks fucking awesome.
Why is everyone like OMG NOOOOOOO WHY DID EA DO THIS
It looks fucking awesome.
Because it doesn't look exactly like Tricky. I like how Tricky, down to it's Extreme to the max stereotyped characters, is suddenly considered biting social commentary and high art. It's telling that not a single person on GAF commented on the video link I posted, and instead kept going on about how much it is like Gears of War and COD.
so how many people in this thread have actually snowboarded before?
It's an easy comparison to make, and it also represents what "gamers" think is "ruining" gaming these days.
Oh please. How the hell is this "innovative" based off that teaser? If anything, putting out a bright and colorful SSX would be far more risky than what this is.
Well I'm so sorry SSX fans kinda wanted the same thing they got last gen except with hd graphics. It's not a unreasonable wish. In fact, it'd be fresh considering most racing games in recent years which are getting less and less arcade-y.
Sometimes people want "innovation", sometimes people just want the same thing but in a new pretty package. There's nothing wrong with that at all and since when do you have to be an expert to critique a sports game?
For the sake of being fair, the new SSX could very well be what SSX fans have been clamoring for but that teaser sure did a horrible job advocating as such. The people hating on the people who don't like this game's direction given the information obtained are just as bad as the people saying that EA has sold out or whatever. Is it unfathomable to expect and even want the same thing that you haven't gotten a new entry of since 2005? Please take your dicks out of your butt holes.
SSX fans want an arcade-y game that doesn't take itself seriously and has fun while doing it.
The teaser gives off a vibe of a game that does take itself seriously and lacks the fun and charm that SSX is known for.
You can argue that bubububut gameplay, which we haven't seen yet, but you know that's bullshit because when you're dealing with known franchises identity and brand recognition are a big part of the product and its identity. If I wanted a more realistic snowboard game I would have bought Amped and had been done with it.
That's really just it, and it's really that simple.
Are skate controls confirmed?
Exactly. Plus they're the same people who crave innovation but as soon as you make the most minor change to a franchise they love they claim it's being ruined.
SSX Deadly Descents includes many of the features that has made SSX one of the most critically acclaimed videogame franchises of all time – that includes racing and trick elements. This is also an evolution on the franchise and it’s a game about survival against the treacherous elements of some of the world’s harshest mountain ranges. SSX will always be about snowboarding and style, but this game advances the franchise into a whole new world of adventure.
Exactly. Plus they're the same people who crave innovation but as soon as you make the most minor change to a franchise they love they claim it's being ruined.
I bet the whole thing will be one long CoD vehicle sequence, as you gun down the Hun while slowly proceeding downhill on rails. You'll have to manage the gun heat carefully to keep you warm, of course.
Exactly. Plus they're the same people who crave innovation but as soon as you make the most minor change to a franchise they love they claim it's being ruined.
:omg bildi is back :heart
That's the part I don't like, the whole survival against the elements angle. Too cold, too thin of air. Get the freak out of here. For crying out loud, you can even outfit your rider in a bikini in Amped, a far more sim-y series.
Yeah, I hope they really are planning to shit all over you fans of all things bad about SSX.
Desperate for an SSX fix, I put on Blur last night figuring at least it has SSX3 tracks and bitchin' music.
God I hate fucking waggle more than ever. I just want to relax in a mostly immobile fashion on my couch while riding Happiness, surely that's not too much to ask. :maf
I hope they put some challenge into opening up new peaks and runs this time around.
I should get this. I rented it when it came out and the motion controls pissed me off but I'm in such a big mood for SSX right now that I'm willing to bite.
Imo, SSX always played best on the PS2 even if it did look better on the other systems. The next game might be different though, since the 360 controller now has the best shoulder buttons layout.
Trials is awesome. But for an SSX game I'd prefer something SSX-inspired.
I found the article pretty uninspiring. The only bit that sounded good was that they have track designers actually working on the tracks, rather than purely letting a computer build endless boring-ass runs for us. That was good news.
Is that dude snowboarding into A FUCKING PRISON?
Back to their roots :-\
What is Amped 2 trick system?
Sounds just like SSX trick system. In SSX3 I can chain an entire level by using right stick, leading into one big trick.
Is that dude snowboarding into A FUCKING PRISON?
Back to their roots :-\
I only care if Zoe is in the game.
[youtube=560,345]Gs4Y4UeNDLo[/youtube]
this is awesome
Played some SSX Tricky and I'm once again reminded why SSX3 knocks the shit out of this game.
:bow SSX3
Todd Batty (creative director of SSX: DD) : "SSX: DD is about making a really fun, arcadey snowboarding game with design elements from lots of different genres-- action/adventure, racing, sports, & RPG."
EGM: Music has always played a key role in the SSX series. What are you guys doing differently this time around?
Todd Batty: We knew at the onset that music was going to have to be a big focus for us.... In SSX: DD we have changed the way the player experiences the soundtrack by tying it directly into the pace of the gameplay. Fans will hear more about this feature in weeks to come, but we are genuinely excited about the possibilities it presents.
EGM: Should we worry about the lack of color?
Todd Batty: Nope, because we will still have lots of vibrant, colorful tracks in the game. We'll also have some darker, moodier tracks, and we think that the wider the spectrum of experiences we can deliver, the richer the end experience will be."
My friend just showed me this but it looks like Microsoft bought the domains
http://whois.domaintools.com/ssxkinect.com (http://whois.domaintools.com/ssxkinect.com)
http://whois.domaintools.com/kinectssx.com (http://whois.domaintools.com/kinectssx.com)
wouldn't it be mad fucked up if Kinect SSX was in the exact same style as Tricky?
:yuck Kinect is awful
Creative director Todd Batty says everyone who sees SSX Tricky and SSX 3 thinks they are Wii games. He says that there are 10 "gamer types" for video games including "Explorers" who love big open worlds, "Managers" who love bartering and trading goods, and "Monsters" who mess people up. He says World of Warcraft hits nine of these types, and SSX DD currently hits 8, which is 2 more than SSX 3.
* Right now, the game is split into 3 main modes. Campaign - where you tackle the 9 Deadly Descents, Explore, and Live Events. Xbox magazine seems to think this last option is for online events.
* Plot: 3 returning characters including Zoe Payne get tired of the typical snowboard competition scene and form the SSX corporation to tackle the 9 deadliest mountains around the world. Some old characters join in for the challenge, but one drops out to race to get all 9 mountains done before the others. You step in as the new character "Jack", who is featured in all the screenshots.
* Rewind feature is confirmed, though there will be some sort of penalty for using it
* Batty says the danger element bridges the gap to an action-adventure game.
* In-game equipment like ice axes will be able to be powered up through an RPG-type power-up system and that overusing them will incur an in-game penalty. He says you won't be able to just 'fly through' a level.
* 200-300 tracks through 9 peaks. I would say "tracks" are more like "paths" than tracks in the old way of thinking.
* Expect Split/Second-type set pieces on every mountain, but they are not scripted events.
* You pick the tracks you race through a "Google Earth" type interface, which you can zoom in and out and pick which path you'd like the helicopter to drop you on.
* Now the doozy - Batty says they've simplified the process to do tricks from "nine inputs down to two". According to X-box magazine, they watched as he used the two analog sticks for the trick inputs: the left stick jumps and does spins, and sweeping motions with the right stick do tricks. Looks like some sort of Skate mechanic will make it through to the game. I have a strong hunch that Uber tricks will not make it into the game.
* Batty says he's got a unique way of including the score-multiplier feature from the old games without resorting to large neon-colored snowflakes that ruin the feeling of reality.
* Finally, it seems like it might be a 2012 release. Batty mentions that they have 15-months of development left on the game.
MARKETING RESEARCH STRIKES AGAIN!
MARKETING RESEARCH STRIKES AGAIN!
I wish I could find this nameless, faceless pool of people they keep using for their market research and murder every last one of them.
I feel like that scene from the Simpsons is more true than I would have thought when I first saw it
never being really attached to the franchise before, it doesnt really matter to me if this isn't SSX. sucks to be the fans but what's being described sounds interesting.
Or look at the Amped series. Amped 2 was one of the top best snowboarding games ever. Amped 3 was very different from Amped 1 and 2, but it was still fun for other reasons.
They should have dropped the SSX from the name instead
http://www.gameinformer.com/games/ssx/b/ps3/archive/2011/04/06/ea-carves-up-a-world-of-mountains-in-ssx.aspx?PostPageIndex=1
So Deadly Descents was "removed" because it's only 1 of 3 game modes. Funny how that was never stated originally. Backflip much? :dur
http://www.gameinformer.com/games/ssx/b/ps3/archive/2011/04/06/ea-carves-up-a-world-of-mountains-in-ssx.aspx?PostPageIndex=1
So Deadly Descents was "removed" because it's only 1 of 3 game modes. Funny how that was never stated originally. Backflip much? :dur
Worthless trailer, show gameplay
Good news from director Todd Batty: SSX is still fun. We were worried the good times had been ditched for suicidal runs down mountains. “Absolutely not,” laughs Batty. “The ‘serious’ aspect we’re introducing is about revelling in the awesomeness of nature. We’re including the colours, characters and gameplay you’d expect.”
An odd hint fropped is that “you can ride anything”. He adds, “Once you realise the possibilities, it’s amazing what you can do.” Maybe boards aren’t the only ride?
One thing Batty’s clear on is that this is no Skate on snow. “(The) controls were great,” he says, “but not the right flavour for SSX. We haven’t locked down the control scheme but there’ll be multiple options at varying levels.”
Given the series’ history, our expectations are Everest-big, but Batty’s talking a good game.
Spoiler: All concept art looks awesome
I don't see how I'm knee-jerking. When I think of SSX, I think of races. I don't care about surviving on a mountain and trying to keep warm. I care about racing down a mountain doing cool ass tricks. The original direction of this game was awful and not the direction the series needed, especially after a longtime hiatus, and especially more so after the fact that games like On Tour and Blur added needed "innovation" to the series.
Nothing wrong with new ideas, but not all new ideas are good ideas. Hey, let's make the next Mario gritty. According to Stoney, it'd be a kneejerk reaction. After all, we're being overly cynical! We should give it a chance!
In other words, shut the fuck up. I have posted just about every new bit of info on this game, with hopes that it'd turn out well despite my cynicism after the initial reveal, and it's paying off.
If you guys want to play a super serious snowboard game, go play something else and leave the fun games to the black people.
Yes, it really was the only interesting addition to the franchise.
Just this in: non-SSX fan chimes in on ways to make SSX not look like SSX.
So, what else was it brining to the franchise? All I see in that video besides it clearly being SSX is the terrain shifting. At least the deadly descent thing sounded interesting. Split/Second on the snow! I don't know how that isn't cool to people but okay.
I like that you people scoff at innovation and completely ignore the huge change from tracks to open world in SSX3.
Some people believe Tricky is the last great SSX and open world was a bad choice. The idea of a 'classic' ssx or any other game is whack. People complained about an open world Red Faction, and now they complain about a linear sequel to the open world Red Faction. People never understand what they want.
That said, it looks fine. It's early and the track transformation is straight out of that Shaun White skateboarding game. I just hope wingsuits are still in this.
Some people believe Tricky is the last great SSX and open world was a bad choice. The idea of a 'classic' ssx or any other game is whack. People complained about an open world Red Faction, and now they complain about a linear sequel to the open world Red Faction. People never understand what they want.
Is anybody actually excited to see a realistic imagining of 'classic' series characters like Mac? (I can't imagine who the fuck would care about this)
SSX Tricky, SSX3, Amped 2 are the best snowboarding games.
[youtube=560,345]9yKwuoUJjpE[/youtube]
is it the trick mode or the survival mode that has that terrain deformation?
So I was at E3 today, and it took me an hour and half of waiting in line, but I got to play SSX! :woot Plus I didn't have to sign any non-disclosure agreement or anything, so as far as I know what I learned is fair-game to discuss. Figured I'd pop in and tell you all about it. Edit: aaaaall about it. This is a long post!
They had the game behind closed doors and they gave 30 minute previews. In the first 15 minutes one of the devs talked about the design of the game (Race it, trick it, survive it, etc) and played the game in front of us. The menu is the google-earth inspired interface they talked about it, and it's really slick. Select a mountain range, it zooms into a perspective view on it and you're looking at a couple mountains to select from. They zoomed in on the Himalayas, Africa, and Alaska. Each one had 2-3 mountains. Needless to say, the game looks pretty damn big.
The dude played the 3 tracks you've all seen in the videos, and it was nice to see a different play-through of each of them. The race and trick run were neat, but I gleaned the most insight from him playing the deadly-descent. In that run the camera smoothly transitioned from regular view to the backward-facing camera once he glided off the ridge with the squirrel-suit (still not totally sold on the angle, but hey at least it was smooth). The very next thing that was apparent from him playing was that it's hard. The guy had a tough time getting down it, and apparently in all his demos to people that day he hadn't been able to survive (he died at about 670 meters for us). It also didn't look like he was faking it, so I think it's very interesting that the difficulty is legitimately high.
More importantly, he also stressed the fact that these descents are meant to be stand-alone set-piece moments in the game. He likened them to when you get chopper-gunner segments in Call of Duty. He said they're there to act as a foil to the rest of the game and change the pace. The point being, things like the rear-facing camera aren't really part of the core experience - that fact that it's so different from what we're used to is the point. Based on what he said, I was actually pretty sold on the concept of the deadly-descents.
After that they ushered us into another room with a bunch of TVs to play the Himalayas trick level for a good 10-15 minutes. I happened to be at a station next to another one of the devs (who I unfortunately forget the name of, but he said he was a gamemode/online play designer), and I was half playing the game, half talking to him. This was good and bad. I gleaned more info, but I didn't get as much of a chance to analyze the game first-hand. But here's what I thought of it:
It's an early-build
The first thing I noticed is that they actually aren't lying when they say "pre-alpha." Plenty of games at E3 are called "pre-alpha," but are really more of a beta build. The SSX I was playing was missing lots of features, and hadn't been polished yet (and that's not a bad thing - I actually think it's very cool they let us play it this early in development). I wouldn't be surprised if the 3 levels they showed look completely different in the final game (especially since they appeared to be sharing lots of textures). Also, going into it I was concerned about whether the characters were going to be talking and yelling at each other, and have that great personality from Tricky and 3. But the game really isn't in the state where they would be concentrating on that stuff yet. So perhaps some of you can rest more at-ease about that. :)
The general feel
Nevertheless, I was having fun. The game feels like SSX but... more weighty I guess? It felt like the characters preserved their momentum, so if I screwed up my aim on one jump, correcting myself upon landing to hit the next one perfectly was tricky. And I mean that in a good way. Other than that, it's hard to talk more about the feel of the game, because again it was unfinished and will probably change a fair amount come-release. But I will say I've played the fuck out of SSX3, and I could kind of pick up this game, but I was making pretty bad runs. So at the very least we should all have the experience of re-learning how to master an SSX game. ;)
The controls
The devs have been hesitant to talk about the controls, and the guy I was talking to told me they're not finished (especially with the tricks). I was playing on PS3, and the D-pad was all-but not used. The L stick was used for both turning and winding-up spins/flips. It's not clear whether that's how the final game will be, but I told the guy I missed having them separated. Although, it wasn't bad like Shaun White or Amped where in order to do backflips you have to slow down :lol . It was like the turning controls disappeared when you held down jump, and were replaced with the winding controls.
That brings me to the jumping. There are two ways to jump. #1 is hold down X like usual. #2 is R stick held down, then flipped up like in Skate. I switched between the two and couldn't decide which one I liked better (really). Both methods were very function and felt just fine. Don't worry, there's no need to get all worried about "oh god they're turning into Skate," because they're totally not.
The in-air trick controls were the part I didn't really get. I was telling the guy that I was an SSX3 player and asking "how do I do this, do that, can I tweak, how do I do an uber", and he didn't want to give me solid answers because the trick-system is still being worked on. However, the way it played was the R stick up/down/left/right corresponded to grabbing the top/bottom/left/right of the board. The odd thing is the face buttons did the same thing. There was no "hold triangle to do an indie" - the buttons still corresponded to different sides of the board. Unfortunately I didn't have the time to try every button combo to see what would happen (obviously, you can hold 4 buttons at once but only 1 direction on a stick), but they really seemed to function the same as the stick. I then asked "oh so is it like Skate where I can diagonally move the stick and stuff and I do different grabs?" He said it would be but they're still making it ;). He very-much made it sound like the trick system is in flux right now. I was sort of doing ubers out of nowhere without knowing what I was doing, and I wasn't sure how do to different grabs and tweaks, but it was whatever. I'm not sweating it, because the guy was right there saying it wasn't finished, and I believed him, so no harm no foul. I'm sure when they do nail-down the trick system it'll feel 10x better than what I played. And I was playing something that was about as fun as Shawn White's trick stick, so take that for what it's worth.
The Track
One thing I've been curious about is whether the mountains are open world, or series of enclosed tracks. So naturally I restarted, turned right, and boarded off the track. I went about 30 yards over what was obviously not supposed to be seen, then reached where the geometry ended and only skybox remained. So that answers that question I guess! The guy then told me that, indeed, it was not an open world game. Their eventual aim, he said, is to make natural barriers that look legit, and that players wouldn't really want to go over anyways. So it seems they're using the topography data as a foundation for all their levels, but that they are that: levels. Earlier on in the presentation the person talking noted that "raw topography data makes awful levels", which makes sense. Personally, I'm really glad they're going in this direction. Plus, both the trick and race tracks definitely had paths continuing on below, making it seem that you can probably board from peak to base seamlessly on these mountains. And who knows if each mountain will have multiple tracks that take you to the bottom (a la On Tour)? I can't say, but I wouldn't rule it out.
Other than that, the Himalayas track was pretty cool. It was very wide with lots of paths and ways to trick off things. It was a fun little showoff stage.
Loadouts? (Question Mark?)
I tried quitting out of the event to start it from the menu (ha-HAH, I am sneaky) to get a closer look at the character-select screen that they briefly showed in the first part of the presentation, but didn't want to talk about. You select a character, board, and 2 (or was it 3?) other options. The guy told me I wasn't supposed to see it, so I only got the slightest of peeks, but it's pretty interesting stuff. It appears things like the squirrel-suit are 1 of many tools to choose from. I also noticed that "boost" was something selected in another slot. Perhaps the boost button can be set up to do other functions? I don't know, maybe. Plus, at the very bottom is a dialogue that says "chance of success: ___". This makes me think that you can loadout your character however the hell you want, regardless of the event. That wing-suit jump at the start of the deadly-descent? Maybe you don't have to do it if you don't want! Who knows! Speculation!
The Uber-trick shockwave thing
Yeah, it's sort of weird, but not as bad as it looked in the videos. Interesting to note: they are not exclusive to the trick mode. The guy I was talking to said that they will also factor into races, perhaps letting tricking give you the ability to knock riders away from you upon landing. He was sort of hand-wavy about it, because apparently it's another feature they're still playing around with.
However, I got one chance at this thing to give him a little bit of feedback, and I spent it on this feature. I told him that whatever they have this shockwave do, I don't think it should slow your character down. I likened it to slow-mo uber tricks in On Tour. I explained that I thought the slow-mo in that killed your flow in-game, and that the slowing-effect of the shockwave was analogous to it. He kind of nodded and was like "alright, that's some good feedback". Not sure if anything will come of it, but hey, I said something regardless.
The Graphics
The game looked surprisingly good playing it first-hand. You don't need to worry about the level of detail on the characters - they looked great. And overall the visuals the game is throwing on the screen are pleasing to the eye, just exaggerated enough to look like SSX, and all-around pretty impressive. The game ran very smooth, as well. Of course, when I stopped moving and really took a close look it started to look kind of underwelming (you've all seen the screenshots and videos of the 3 tracks). Not to mention, that avalanche-snow in the deadly-descent was a very cheesy-looking particle effect. However, given the state the game is in right now, it's probably par for the course. Given that the trick-system isn't even finished, I'm surprised they've completed this big an art-pass at all. ;)
tl;dr, Here's what I found out:
-There are a lot of fucking mountains in this game.
-The menu is great.
-Mountains are not open sandboxes. Topographic data is (presumably) being used as the foundation for enclosed levels and the 3D skyboxes. They'll probably make it so there's no need for an "Out of Bounds" reset thing, but the tracks do have boundaries. I think this is a good move on their part.
-The boarding feels more weighty than past games, like the characters preserve momentum (no spinning on a dime just by holding left or right).
-The trick-system and controls are yet to be nailed down.
-You can use either the R stick or X/A button to jump.
-Steering and winding spins/flips is (for now) all on the L stick.
-You select loadouts for each event, which has at least enough flexibility to require a "chance of success" metric.
-I had fun playing it.
-The game is still early in production. Keep requesting features and giving feedback, because the game can and will change!
custom soundtracks using the beat remix software is really cool. More games should do a better job of working in custom soundtracks.
open world is code for lazy level design, so don't worry too much about it
You guys see Zoe's artwork?
[img]http://i55.tinypic.com/23r94e1.jpg[img]
:heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat :heartbeat
open world is code for lazy level design, so don't worry too much about it
I'm pretty sure you're trolling me.
Everything looks nice, but the snow. :'( But I guess that's close enough for this particular fanbase. :'(
Everything looks nice, but the snow. :'( But I guess that's close enough for this particular fanbase. :'(
Everything looks nice, but the snow. :'( But I guess that's close enough for this particular fanbase. :'(
SSX fans who are snowboarders think it's awesome. So I think that's close enough too.
http://www.youtube.com/watch?v=J3nCpUFUj_8
EA is all about the wub wub
It's going to suck when not enough people buy this game.
so did they just completely abandon the whole survival/disaster theme? if so, good. that looks fun as hell.
gameplay
http://www.youtube.com/watch?v=fwn8992-BY0
http://marketplace.xbox.com/en-US/Product/SSX-Demo/66acd000-77fe-1000-9115-d80245418988?noSplash=1
Demo is up
the ghost thing works really damn well. I didn't even notice there were medals. I kept replaying trying to beat the next guy on my friends list. I was .20 seconds off from beating this latest goal :maf
does the 'trick it' challenge unlock or is it just the one race?
demo is so fucking good. might actually get this at release. wish himu was on 360, too. just getting a gold run in race it was sweet. it's only 2:09, so i'm not himu-good, but it felt awesome.
Is there anyway to get the old SSX soundtracks? I'd like to put those on my hard drive so I can play the game with them also.
I just took you both down. 2:08:46
:P
http://xbox360.ign.com/articles/121/1219417p1.html
9.0
I don't have the money, so no SSX for me until I do.Money is tight for me too. I traded in a bunch of PS2, GC, and 360 games to amazon. I got enough back to get this and ME3.
:(
Priorities :(
The guy sounds like a douche but what ign reviewer doesn't
If you cannot see the trainwreck after reading that article, I'm sorry.
In looking outside itself for inspiration, SSX has found a worthy infrastructure to establish an online community and culture. But this same approach has found the brand veering away from some of the fun and fireworks of yesteryear, leaving its more seductive silly side out in the cold. [5]
http://www.edge-online.com/reviews/ssx-reviewQuoteIn looking outside itself for inspiration, SSX has found a worthy infrastructure to establish an online community and culture. But this same approach has found the brand veering away from some of the fun and fireworks of yesteryear, leaving its more seductive silly side out in the cold. [5]
oops
The classic controls are horrid. One of the biggest things about Race It, is holding the stick forward so the your boarder pushes themselves down as they go downhill. How do you do this on classic controls? Don't you have to go to d-pad to do it? While maneuvering at the same time? Classic controls feel too convoluted for their own good.
"MANUAL INCLUDED ON-DISC. Thank you for supporting our efforts to significantly reduce paper in our products." hidden under advertisement sheet for fifa street and grand slam tennis. hidden under the online pass sheet.
What's the word on which version is better?
himu should i buy this game??YES
Lyte said the PS3 version is suppose to have an extra mountain, but he doesn't know if it's just DLC for the X360 version or actually exclusive.
So far I think it's me, Eric P, and Stoney on the 360 version. Lyte, Bebpo, and Himu on PS3.
well based on that list i'll be getting the 360 version.
So far I think it's me, Eric P, and Stoney on the 360 version. Lyte, Bebpo, and Himu on PS3.
So far I think it's me, Eric P, and Stoney on the 360 version. Lyte, Bebpo, and Himu on PS3.
I'm getting this game on 360 whenever I buy it. The only reason I got the demo on ps3 is because I don't have gold and the demo was gold exclusive.
I see. PSN will be down for 14 hours tomorrow btw. :lol
http://www.theverge.com/2012/2/29/2833486/sony-playstation-network-offline-maintenance
So far I think it's me, Eric P, and Stoney on the 360 version. Lyte, Bebpo, and Himu on PS3.
I'm getting this game on 360 whenever I buy it. The only reason I got the demo on ps3 is because I don't have gold and the demo was gold exclusive.
So why not get it on PS3 then, especially when you have been playing the demo like crazy on PS3, and for the extra course?
I'll be playing the game and I'll beat Himuro's scores. I didn't play the demo because I didn't want to spoil the full game :X
Btw, I'm fucking terrible with the wingsuit btw. TERRIBLE
I'll be playing the game and I'll beat Himuro's scores. I didn't play the demo because I didn't want to spoil the full game :X
Spoilers in SSX?
Btw, I'm fucking terrible with the wingsuit btw. TERRIBLE
yeah wtf I had such a hard time on the first wingsuit event
I'm 20 seconds ahead of 2nd place until the last stretch where you basically have to use the wingsuit and I couldn't do it. You completely drop when you open it and can't steer it and I'm pulling back on the stick by there's not enough lift to make it to the other side. The meter had a lot left but she wouldn't pull up. I feel like I'm missing something obvious.
Btw, I'm fucking terrible with the wingsuit btw. TERRIBLE
I haven't played the final game but what are the intro scenes like? Tricky had intros and endings with the characters talking shit all the time. It was something that gave SSX personality over other sports games.
What's wrong with having health? Wipeout has health. How does having health make it any less arcade-y?
Bebpo you have short term memory. One of the biggest things about Tricky and 3 is that you keep unlocking better boards with better stats to make up for the fact that stages ge harder.
These complaints sound like bitching just to bitch rather than legit complaints.
The full game is about 50% like what's in the demo apparently, fun SSX, the other 50% of the stages are distinguished mentally-challenged gimmicks like having to use oxygen and stages with tons of pits everywhere that you can't see until you fall into them and if you rewind you lose the race so you have to keep restarting until you memorize the whole track.
You still have not offered one reason as to why the game is terrible.
Dude, those are upgrades that are actually upgrades and make sense.I've bought like 2-3 boards already that are better than my default for either speed or tricks. Not both.
I still admit I'm early, but all my options right now are downgrades.
I just played a bunch of Explore earlier today to beat people's scores.
the survival stuff is unbelievably stupid. stupid because otherwise there's a lot of great stuff in this game. it's like whoever made this game had no clue what made the game good.
and maybe it's just the deadly descent mode. the first mountain and demo tracks were fucking awesome. in the full game it's a lot of bottomless pits and narrow tricks.
the survival stuff is unbelievably stupid. stupid because otherwise there's a lot of great stuff in this game. it's like whoever made this game had no clue what made the game good.
and maybe it's just the deadly descent mode. the first mountain and demo tracks were fucking awesome. in the full game it's a lot of bottomless pits and narrow tricks.
I'm sure all that stuff will be gone in the next one. The most universal complaints from reviews and forums are dark cave courses with death pits and the death pits that litter some courses. The deadly descents concept in "theory" sounds good but it makes the designers put in annoying shit on courses.
The asynchronous aspect of the multiplayer is so utterly brilliant. I don't have to worry about multiplayer connections or lag, or people running into me or being perfect or people shit talking. This game is made for time trials.
i'm pretty terrible at races but pretty ok at trick it. when i try to challenge stoney's race it times i fail every time but i can easily top his trick it scores....
I was gone for a good portion of the weekend myself so I didn't get to put in the time that I wanted to but every time I play I enjoy myself a great deal. I just don't play the tracks that annoy me.
doesnt appear to be that many people here actively playing this game that much or talking about it.
I take back anything good I said about the rewind system. I hate having 90% perfect run, hitting a tiny bump, and my character starts snowboarding UPHILL CMON
At least race it. Trick it is fine. Race it should use the Survive it system of three per race.
I'll be getting back to this now that I've pretty much finished ME 3.
I'll be getting back to this now that I've pretty much finished ME 3.
I hope so. I'm owning everyone.spoiler (click to show/hide)Himu, plz never buy the game[close]
I'll be getting back to this now that I've pretty much finished ME 3.
I hope so. I'm owning everyone.spoiler (click to show/hide)Himu, plz never buy the game[close]
Oh now it's on bitch!spoiler (click to show/hide)I really don't know who is owning who. This game is so big I haven't got my bearings yet.[close]
this was on sale at best buy today for $30, so i traded in unit 13 and picked it up
i had a feeling about this one dropping in price so i held off, but there have been many, many games where i said to myself "someone stole my $60" soon after purchase
You are a monster at Trick It, Bildi.
Today we’re proud to announce that on 05.01.2012 we’ll be releasing the SSX Mt. Eddie & Classic Characters Bundle Pack. Mt. Eddie is a TRICKY inspired, ultra-long mountain that features 9 new Race and Trick drops, and is filled with huge kickers, ridiculous grinds, a Big Air drop, fireworks, and a whole lot more – the classic SSX experience! This DLC bundle pack also comes with 7 retro SSX characters from SSX 3 and Tricky, each with a unique snowboard. And as if that weren’t enough, this pack also includes 3 classic music tracks.
You can even get these elements separately in the SSX Mt. Eddie Pack or the SSX Classic Characters Pack. Leading up to the May 1st launch we’ll be showing off what exactly we’re releasing with character images, gameplay videos and a live Q&A with the development team talking about the new DLC.
Pricing
• SSX Mt. Eddie & Classic Characters Bundle Pack - $7.99
• SSX Classic Characters Pack - $5.99
• SSX Mt. Eddie Pack - $5.99
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Mt. Eddie Pack
• Mt. Eddie – an over the top, TRICKY inspired, ultra-long track (9 drops)
• Retro music tracks including two from previous SSX games
Classic Characters Pack
• SSX classic cast featuring 7 characters
• Each character comes with an assortment of outfit colourways
• 7 unique snowboards – one for each of the characters in the pack
Mt. Eddie & Classic Characters Pack
• Everything in the Mt. Eddie Pack
• Everything in the SSX Classic Characters Pack
If it's relevant to anyone, they will soon be changing bronze bracket in Global Events so it breaks even, rather than generally lose a bit of money.
It actually does break even and go into positive earnings now apparently if enough people enter a GE. But I know some folks who aren't so good at the game (not a practice thing, just don't have l33t skills like us) and it can be quite discouraging to lose money when you don't have much. Hopefully keeps more people playing.
For me, it'll probably mean I enter more GEs, rather than just those I know I can place well in.
Edit: by coincidence they'll be shrinking the diamond bracket to make it harder to get into. So balanced the pussy bullshit with some hardcore shit. :P
Finally popped this in.
It's definitely not what I was expecting but...I'm liking it so far.
Finally popped this in.
It's definitely not what I was expecting but...I'm liking it so far.
Definitely curious to see where you're going to end up on this.
Should I concentrate on Explore?yes
Patch 1.02 has just been released introducing 2 new game modes to SSX!
3-2-1 Go! Events
The first new game mode is a completely new way to play SSX online on Global Events.
When looking at your wall or browsing the globe, you will now see certain events indicated as 3-2-1-GO! These events allow you to compete with up to 5 riders simultaneously in fast paced Trick It and Race It Heats.
In these events, the helicopter acts as your lobby. After joining 3-2-1-GO! Event you will be taken to the top of the drop, where you will then wait in the helicopter for other riders to join. As soon as at least one more rider shows up, you can choose to buy into the event and ready-up!
Once at least two riders have readied, a countdown timer will begin, and when it reaches zero the heat will start with all riders jumping out together for a single trip down the mountain with no restarts.
Once everyone makes it down to the bottom, the event ends and everyone collects their credit rewards. You are then given the option to return back to the top or follow a RiderNet recommendation to another 3-2-1-GO Event.
3-2-1-GO! Trick Events introduce a countdown timer for the entire run, so the winner is determined by who can post the highest score AND cross the finish line before the clock hits zero.
The amount of time given on every drop varies based on the length of the track and the Heat Pacing setting - Hyper, Standard or Relaxed.
Regardless of the setting, you're going to want to keep an eye on the clock during your run - if you don't cross the finish line before it reaches zero, you will finish the heat with a big, fat, ZERO!
For 3-2-1-Go! Race Events, it's simple: be the first rider to cross the finish line to win! As soon as the first rider crosses the finish line the heat timer will start a countdown, and you will have a matter of seconds to cross the finish line to qualify. Fail to cross the finish line and you will receive a DNF. Nobody wants that!
Final;;y, if you want to compete against only your friends or with a specific set of rules on your favourite drop, you can create custom 3-2-1-GO! Race and Trick events that will run multiple heats on that drop for a set amount of time and with whatever rules suit your fancy.
Freeride
The other new way to play SSX is one of the most requested modes from the community - Freeride. Navigate to any drop on the globe in Explore, and before selecting your track you will now see a button callout in the bottom left of the screen called Freeride.
After going through the regular flow of selecting your rider and gear, the helicopter will drop you off and you will no longer see the HUD.
There are no rules, no ghosts, no clock, no score and no other riders. Just you, the mountain and your music, free to explore your surroundings at your own pace and with your own style.
Once you've reached the bottom, the helicopter will be waiting to take you back to do it all again. Ride for as long as you like and enjoy some of the most breathtaking scenery found in the world of SSX.
Fixes and Improvements
In addition to the new game modes, EA have made many improvements to the title, here are a few highlights:
SSX Update feature: Brings you all the latest information you nee to know about any future updates or fixes to the game.
There was an issue with collecting a large amount of Geotags that resulted in a crash. This issue is now fixed.
There was an issue with earning a large number of Credits in your bank. Having a couple of billion credits in your bank account can now only be considered a good thing!
A fix has been implemented in the lifetime earnings display to reflect the above fix.
If you have not already earned any of these 3 global event badges, the game will grant them to you automatically when you join any Glob Event: "Part of the Crowd", "I Want To Belong" and " Bandwagon". EA have also fixed a rare problem with "The Gold Miner" not unlocking correctly for some players.
If you are a popular player with many friends, you have probably grown frustrated with the speed and performance of the Returned menu. This is now much improved.
Players with many friends have also likely experienced an issue with RiderNet not remembering some of your Global Event information, or even the fact that you had paid and entered certain events from time to time. The saving and loading of this information has also been greatly improved.