SSX Demo: Feburary 21; (Euro PSN) February 22 [Up On Xbox Live/PSN]

I'm still waiting for this damn PSN to update (Unless anyone happens to have a 48 hr gold trial or something). Maybe I'll just go play some SSX 3.
 
If we prove (even more) that this is true about the controls and spins, I will try and get in touch with either Todd Batty (creative director for those who don't know him) or Connor, I have both of them on my list on the 360, and I'll forward them to this thread.
 
I have no idea what I'm doing wrong because I definitely remember this stuff being pretty easy. Usually the CPU just zooms past me at the start and I can never catch up.

In the old games the ideal route for a race was pretty obvious. In the race-course in the demo, it's not immediately obvious, which I think is a good thing.
 
The game is fun and thats all that matters. Those controls are a little tougher to get used to than usual, but it does seem like new style (standard) works better than classic here.
 
As i had understood, the initial gear helps you land, while as you go on, the gear becomes more and more "demanding", but i could be wrong.

(regarding the autolanding stuff)
 
As i had understood, the initial gear helps you land, while as you go on, the gear becomes more and more "demanding", but i could be wrong.

(regarding the autolanding stuff)

Yes they actually said that. It made me happy. But we need to wait for the full game to see this...
 
great demo

is it possible to disable the rewind feature?
 
Game is pretty fun, though I'm finding myself just mashing random directions on the analog stick instead of knowingly performing certain tricks. Also, I don't like how pre-winding works in this game. In previous SSXs, your character was basically "locked" into place when crouched down and pre-winding a trick. Now, I'm still moving back and forth and finding it hard to stay on a straight path up a ramp.
 
I feel bad for you Sony-only guys. Sucks to really look forward to something like the SSX demo only to be denied by Sony's inability to do just about anything right. I'm definitely getting my 34.99 worth out of XBL. I had intended to pre-load a ton of Vita demos for tomorrow's launch, but I guess that ain't happening now.
 
Why does Sony have zero communication with its fans? The insane schedule they have for Tuesday release wouldn't be so bad if they had someone communicating what is going on. It's such a simple aspect to marketing and PR - you'd think they'd have this figured out.
 
This game rocks and I will gladly join the defense force. If you're not wiping out, you're not trying hard enough - pushing a trick to its absolute limit before bailing.

Are you really upset that you spin twice as fast as SSX3? Why is this a bad thing? Is it bad that a new game handles differently than another game in the series made almost 10 years ago? Honestly, I'm not sure what the issue is here. The high scores the best players post are still going to be hard to beat, regardless of how many turns your character makes. The same is true for the more forgiving landings. We're all going to be playing the same game and the scores will reflect the parts of the game that are difficult and the parts that are easy.

With regard to nurfing rails, try grinding a tree or ridge, this is just as difficult as before, if not more so. The only thing that's been modified from earlier games in this regard is adjusting the balance while you are on the rails. This leaves you free to trick the rail without worrying about falling off in the middle of a chasm. And you can still jump off whenever you like. Heaven forbid they should make a game about tricking and racing and not about landing and balancing.

I played for about an hour and half tonight and I'm extremely pleased with the modern control scheme. The prewind on a stick took some getting used to but felt natural by the end of my play time. The learning curve feels about right for someone who played tricky and 3 to death. There's enough similar to where I feel fairly decent but there's still a lot for me to work on and become expert in.

The different hand grabs bring a newness to tricks to where they don't feel like they will get old as quickly as before. And the courses seem well laid out. So many different paths you can take looking for the best line. I don't think I played the same run twice.

I was very excited for this release and now that I've played the demo, I'm even more excited. Don't let the "we fear change" people dissuade you from what should be an addictive and challenging experience.
 
Confirmed, and 1260 vs 2160. Standard buttons is much better anyway, and but this should get fixed.

Fuck, really? I was willing to put up with infinite trick combo (which I despise), I was willing to deal with easy mode landings if I had to, but now forced into a new control scheme in order to be able to post competitive scores.

Am I perhaps over-reacting? Most likely but no game has pissed me off more than this one only because I wanted the best for it.
 
Game is pretty fun, though I'm finding myself just mashing random directions on the analog stick instead of knowingly performing certain tricks. Also, I don't like how pre-winding works in this game. In previous SSXs, your character was basically "locked" into place when crouched down and pre-winding a trick. Now, I'm still moving back and forth and finding it hard to stay on a straight path up a ramp.

I think some of you guys are pre-winding way too early. It only takes like a second to "charge" everything up in preparation for a jump. Concentrate on lining yourself up first and foremost because you'll almost always have a split second for pre-winding. If you're veering off course, you're definitely starting too early.
 
Guys when soultron gets back he isn't going to be happy with all this naysaying.

I'm having fun playing the demo. Haha. People are allowed to have opinions.

Some of the complaints I don't understand, however. The trick system can be unwieldy at first, but the tutorial is there to be replayed if you don't get it.

As far as the easy landings go, there's probably a number of explanations. Chiefly that this is a demo meant to attract new and old players alike. I'm guessing the board is one with a huge assist on it, because it is very easy to land.

I still bail though. Happens to me a lot on Bulldog because I get too greedy trying to string my combos together. Haha.

Also, I haven't been hearing what people have been saying about rails, but an good tip I just started incorporating is the fact that, if you want to get off a rail at any time, you simply press LT + the direction you want to dismount from. Really helpful because I thought I was locked into rails even though there's a button dedicated to grinding!

If people just aren't enjoying it, then maybe it's just not for them. As long as people are giving the demo a shot, that's cool with me. There's a tonne of us enjoying the shit out of it, so that's cool too.

EA won't be happy with him either unless he can get this crowd under control!

I don't get you sometimes, dude.

Hey is there a way to make you goofy footed by default?

Don't think so. You can easily switch stances by "rolling" the left thumb stick, however.

I'm interested to see if Kaori is stilllll a goofy rider by default.
 
Since I just have comments in here to go by, that classic vs. new control scheme spin issue is really disappointing.

Are the people finding this switching to the d-pad to wind up with classic? I found in the original games that if you wanted to get crazy spins you'd have to lay off the left analog and switch to the d-pad to maximize rotation. Doubt it's as simple as that, but throwing it out there all the same.
 
I know it's just the demo, but that seems like a pretty big bug to miss.

Judging by Batty and Connor, I'd say most of the developers use the standard controls only... And testers... Well I don't know. I'd never notice such bug. I only played with classic. It seems like something that could be missed unless you're actively switching between controls schemes.
 
Spent a bunch of time with this tonight trying to beat my friends' times. Got to the top on both courses, for the moment.

It took me a while to get used to the new controls, but I'm starting to get the hang of them. I don't feel like I have as much fidelity as I'd like in terms of choosing a trick, but at least now I know how to avoid doing duplicates.

It's definitely a different feel, and at this point, if I were forced to choose, I'd say I prefer the older style. I think I agree that it felt more like you were carving through snow. But this feel works well enough for me, and ultimately, the experience of racing is very similar. I think it's harder to boost constantly and still activate Ubers than it used to be (which is more interesting), but that might just be a symptom of having boost on a trigger instead of on a button.

I doubt Monster Tricks will still be in the game, which is a bit disappointing.

Overall, I came out of this demo feeling very positive. I missed having a game like this in my life, and the experience of competing against friends to best times was something I never had in the old SSX games.

Next week should be fun.
 
Oh I'm just fucking around.

Disappointing, you'd think in this day and age it wouldn't be that hard of an option to put in there. At least you can switch stances though.

At least you've stopped directly calling me a EA viral marketer. I guess that's progress. Haha. :P

I really think that's a minor issue, sorry. It's more work than you think to put an option like that in. It's not worth it to the developer if they don't think a lot of people are going to want something like that. It also means a lot of testing to make sure that A) it works across the entire game and B) it doesn't cause problems or more bugs.

Judging by Batty and Connor, I'd say most of the developers use the standard controls only... And testers... Well I don't know. I'd never notice such bug. I only played with classic. It seems like something that could be missed unless you're actively switching between controls schemes.

I'm super glad they got classic controls in there, but it's interesting to note that their tool tips will not change to show the classic controls in them. (You'll note this in the options menu when going to switch them.)
 
Judging by Batty and Connor, I'd say most of the developers use the standard controls only... And testers... Well I don't know. I'd never notice such bug. I only played with classic. It seems like something that could be missed unless you're actively switching between controls schemes.

Maybe, but you'd probably notice those tasked with testing the new control scheme putting up insane scores I'd think. Either way, so long as they know about it and are fixing it I'm cool with it.

Less cool with the fact I'm about to pass out and it's now up on PSN, but enjoy to those that'll play it tonight!
 
Just started the demo for a 2nd time. Thanks for the unskippable trailer yet again EA.

Hey wait do I have to do the entire tutorial over again?!!! WTF
 
Jesus, came home late from work with no doubt in my mind I could start downloading and just assumed I was an idiot for not being able to find it on PSN. Letting my xbox live account lapse seems like such a good idea each year but then shit like this always drives me back...

edit: just figured out that it comes up in search but it's not in any menues. It's sitting at 1 percent and the estimated download time is slowly creeping up.
 
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