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

Wow, right stick controls actually seem to work really well. This might be my default.

Yep, the only issue I have is that pre-loading using R-down in combination with the L-Stick doesnt work well...or at least consistently.

After playing some more, I think my biggest problem is that it doesn't feel like the surface I'm SNOWboarding on is snow. It's like I'm racing on pavement instead of carving snow, which is a huge difference between this and the old games. Ice feels the same to me though.
 
Sorry if this has been covered many times before, but did the old SSX games require that you use the dpad to do your spins and spin preloading? For some reason the whole switching between the dpad and thumb stick just isn't clicking for me.

For some reason I had it in my head that when you pressed X in the old game, you were locked into a straight path prepping for your jump, and you would be using your joystick to handle the spins, never touching the dpad.
 
Sorry if this has been covered many times before, but did the old SSX games require that you use the dpad to do your spins and spin preloading? For some reason the whole switching between the dpad and thumb stick just isn't clicking for me.

For some reason I had it in my head that when you pressed X in the old game, you were locked into a straight path prepping for your jump, and you would be using your joystick to handle the spins, never touching the dpad.

pretty sure the old games had d pad for spin, i could be wrong tho been a long time haha.
 
Sorry if this has been covered many times before, but did the old SSX games require that you use the dpad to do your spins and spin preloading? For some reason the whole switching between the dpad and thumb stick just isn't clicking for me.

For some reason I had it in my head that when you pressed X in the old game, you were locked into a straight path prepping for your jump, and you would be using your joystick to handle the spins, never touching the dpad.

I can confirm this at least for SSX Tricky and 3 on Gamecube that pre-winding was on the dpad. But you could spin in mid-air with the joystick.
 
pretty sure the old games had d pad for spin, i could be wrong tho been a long time haha.

I believe they defaulted to that, but they gave you the option to turn that off, and just holding x would line up your jump, and the d-pad wasn't used at all.

Unfortunately in this new SSX there is no option to use the classic controls, but turn off the d-pad spin. I'm not happy about that to say the least.
 
Sorry if this has been covered many times before, but did the old SSX games require that you use the dpad to do your spins and spin preloading? For some reason the whole switching between the dpad and thumb stick just isn't clicking for me.

For some reason I had it in my head that when you pressed X in the old game, you were locked into a straight path prepping for your jump, and you would be using your joystick to handle the spins, never touching the dpad.

Why are you using the d-pad to preload on the demo? Are you using classic controls? If you use standard, you can pre-load using the left analog.
 
I feel like there's points from both the naysayers and defenders that are right on and that ultimately it comes down to what you're expecting out of this. If you're coming in looking for SSX3 HD with a twist, you're going to be disappointed. I think the increased speed and ease of landings and grinding just shift the game into an even more arcade-y direction (though not as over the top aesthetically as Tricky obviously).

While I missed the "snow feel" and the 60 FPS aspects of SSX3 right away, after I played the demo several times I was enjoying this pretty well for what it is. I'm hoping that there will be other peaks with more powder and maybe some more "open" runs, which would go a long way to rounding the whole thing out.

Maybe if this were an entry in a franchise that received sequels more often, it'd be easier for some of you to swallow some of these changes? Here's hoping it's not another several years before we see another one.
 
I can confirm this at least for SSX Tricky and 3 on Gamecube that pre-winding was on the dpad. But you could spin in mid-air with the joystick.

The only time I every touched the stick was just before landing (and rails). It actually worked really well for straightening up the board really quickly if you didn't come out of your trick/spin early enough.
 
This game is kind of all over the place. So fast, I feel like I'm barely in control. Not feeling the music either (I know there is custom soundtrack support but Tricky and 3 had such great music.) Also the HUD really is an eyesore. All in all I just don't know. It's not really what I was expecting or hoping for but I guess I could get used to it, maybe.
 
Maybe if this were an entry in a franchise that received sequels more often, it'd be easier for some of you to swallow some of these changes? Here's hoping it's not another several years before we see another one.

This is the entire issue right here. 100%, in my opinion.
 
Downloading on PS3, but getting that classic PSN download speed. 8 percent done after a half hour. Yay Sony! For comparison sake, the demo took 11 minutes on XBL this morning.
 
Well I managed to get my race time down to 2:12.. I know its beyond top Gaf but I'm at the top my friends list finally. So I guess I am getting there but Trick it.. fuh git about iT!

I guess my problem with "Trick It" is I just don't know the trick(no pun intended) to getting the high scores. I just can't seem to break 6mil. From what I've seen you really have to hit perfect runs to get the high scores.. Everything has to flow perfect from jump to jump to rail to jump. I guess that is the trick but I can't flow my tricks together for shit. And it seems that once you get off that flow or "line" u are pretty much fucked for the rest of the race and might as well start over after your first screw up. So I guess that is where the difficulty lies.
 
I feel like the "skill" of the game has transformed.

The game is now fast as hell and the best trick lines/shortcuts aren't obvious anymore. As a tradeoff, its pretty easy to keep a combo going and you can land anything.
 
This just doesn't feel like SSX. I mean, it's certainly closer to SSX than Amped or Shaun White and such, but something is just different. The feel of movement, the level design, I dunno. SSX 3 was possibly my favorite ps2 game so maybe I'm just being biased but this rubs me the wrong way so far.

Plus the PS3 demo feels like it has some pretty bad input lag going on. Turning feels far from precise.
 
This just doesn't feel like SSX. I mean, it's certainly closer to SSX than Amped or Shaun White and such, but something is just different. The feel of movement, the level design, I dunno.

Plus the PS3 demo feels like it has some pretty bad input lag going on. Turning feels far from precise.

Dunno man, i am having a blast with it, so far no tearing or other issues. Maybe the lag is tv related ? It does take some time getting used to. But i cant say the movements are lagging, feels quite good to me. Playing on default controls.
 
Really liking it, took a few runs to really begin to get even a small grip on the controls, but some of that SSX muscle memory is coming back! It is so fast, I found changing the camera to the furthest out helped me a lot. You can change direction so quick the closer cameras can't keep up a lot of the time. Struggling a little with the tricks, like others have said I'm doing them, but I don't really know what I'm doing.

I do like a lot of the little touches in the game, the pieces of flare are really cool and satisfying to hit, and I turned all the music and radio chatter off to just hear the games effects, they're not as pronounced as SSX3s but they're there, and the acoustic effects on the voices are really well done. I noticed the firework sound effect when you finish a race sounds exactly like the one from SSX3 too, only there's like...1 firework. I like that the menu sound effects are similar to the old ones too, nice little nods all over the place in this game.

Definitely going to buy the game, I can only imagine it gets better. Every now and then the game would click and everything would go right, and it felt so good. Seeing the characters pull off those crazy poses while spinning in every direction, followed by hearing tricky literally put a massive grin on my face, something that hasn't happened with any games for a while for me.

No PS3 performance issues to report either, very very minor pop-in once or twice in my last hour with the demo.

Side note: I don't get you guys moaning about the PSN download speeds, I'm in the UK and downloaded the US demo in about 15 minutes, and I have shitty University internet! Maybe it's just luck..
 
Will the EU demo still be up later today, despite having the release pushed back?
My PS3 died and with it the US account, if it's up later today I can wait.
 
Tried the trick stage a few more times and can't top 5.5 million. I am missing something extremely important I guess.
 
I feel like this game plays itself. I land every trick and hit every grid regardless of how poorly I'm playing. On top of that, it feels way too loose and moves way too fast. I won't say it doesn't "feel" like SSX, but man...

Can you adjust the camera? I feel like one of the reasons it feels as fast as it does is because it's zoomed so far out.
 
Got 11 million on my first trick run and haven't come close to that number since. Having a problem with duplicate tricks.
 
I'm not even coming close to beating the bronze scores here.

I gotta figure out a way to stay clear of the trench in the New Zealand level. There's nothing to do in there.
 
User Kav from Merq City tried to post this here, but he isn't registered, so I'm posting this for him. I had to give him credit though, he was the one that sought a longer answer from Todd. It's still about the control scheme issue with spins.

Just saw that, sent it to Connor to check out. Obviously not intentional. I remember we actually had a bug about this during finaling, found it, fixed it and test-verified it, I sure hope it didn't unknowingly break again somehow. Also quite possible it is only in the demo (we branched code during final).

Will let you know when I know.

Very glad to hear this.
 
Got 11 million on my first trick run and haven't come close to that number since. Having a problem with duplicate tricks.

Remember to change the direction you're spinning. I always tend to go to the right, so I constantly have to remind myself to change directions from jump to jump.

Doing manuals (tail and nose pressing; done by hitting X and B on the ground, can pivot as well) on the ground between rails and jumps will also help you extend your combo! Don't feel like you have to do it right away, but do it fast enough so that your combo doesn't "bank."

Take advantage of Super TRICKY state by holding the triggers and doing your character's super trick as well.

StrikerObi posted a great break down of how to do specific tricks, so I'll try and find that for you.
 
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