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

Also... where is the combat? I'm sure that without real racers in the demo, there's no way to know for sure. Looking at the controls however does not show any evidence of being able to shove other racers. Shoving a competitor while riding parallel before a jump was super clutch...

The more I play the more it feels like SSX franchise has a bad case of the Sonics.
 
One thing I love is that you can use almost anything as a ramp. There have been lots of times where I thought I was gonna bail due to riding straight into a wall and then it turns out i can jump it. It's awesome.

What's less awesome is that the ghosts are driving me crazy. Beating gold time and feeling good about myself just gets squandered from the fact that someone out there is just much better. At least in SSX3 I could pretend I was the greatest player ever, happily oblivious to the fact that I wasn't even close.

You can hide people from your RiderNet if they are just too damn good for you to beat. That way you can be at the top of the leaderboard.
 
I see what you guys are saying, but you do know that you can still steer (although it's dampened) while pre-loading, right? Boosting helps straighten you out while you're preloading as well.

It definitely takes getting used to. I think playing Skate really helped prepare me for the new phyiscs system in SSX.

Well, see that's part of the problem right there. I never bought into the Skate gameplay concepts. Right stick controls have never once struck me as feeling "just right".
 
Dead on. If you're an SSX vet and while playing the demo it felt like the game was playing itself, this is why.

Okay this is where I call "bullshit" and say that, as an "SSX vet," I really enjoy the physics and the control scheme. Did it take a while to learn? Most definitely. Now that I feel comfortable handling the physics and have an understanding of how to effectively pull off tricks, I'm loving it.

If the complaints are evidence of anything, it's that the developers have failed to "make awesome easy," because some people in this thread just aren't "getting it."

I've said it before, but as someone who still plays SSX3 to this day, I don't ever want to go back, really. The old games feel outdated and I don't like how "locked on the track" I feel. You call it more in control, I call it restrictive. I think the new physics offer more freedom of control and more expression, but I can understand why some people aren't down for it. It's the same reason some people would want to play the old Tony Hawk games over something like Skate.
 
I think I've hit a ceiling of 21M using classic controls. Another user which I suppose is very good at the game, because his time on the race it track is extremely good too, has 21M too only, using classic controls. I can't see anyone getting past 23M using classic controls. Meanwhile, Connor had 31M yesterday, using standard.
 
I think the big difference in pre-winding spins probably has to do with the new physics engine. It's more precise, and if you hit a kicker at an off angle, you are going to fly off of it at an odd angle as a result.

I dunno, it's different for sure and it'll take some getting used to but overall I don't really mind it.
 
Also... where is the combat? I'm sure that without real racers in the demo, there's no way to know for sure. Looking at the controls however does not show any evidence of being able to shove other racers. Shoving a competitor while riding parallel before a jump was super clutch...

The more I play the more it feels like SSX franchise has a bad case of the Sonics.

It does suck that there's no combat, but you can still take people out by riding into them, I think Todd Batty mentioned that at some point, throws you straight into Tricky too. Even if there was combat, it'd be pretty hard with the speed of everything, and what button do you even put combat on?
 
It does suck that there's no combat, but you can still take people out by riding into them, I think Todd Batty mentioned that at some point, throws you straight into Tricky too. Even if there was combat, it'd be pretty hard with the speed of everything, and what button do you even put combat on?

Collisions are only in World Tour, which is single player against AI.
 
EA should do an HD port of SSX 3 so we can have the best of both worlds. I loved that game, but I don't need or want SSX 2012 to control exactly like it.
 
Okay this is where I call "bullshit" and say that, as an "SSX vet," I really enjoy the physics and the control scheme. Did it take a while to learn? Most definitely. Now that I feel comfortable handling the physics and have an understanding of how to effectively pull off tricks, I'm loving it.

If the complaints are evidence of anything, it's that the developers have failed to "make awesome easy," because some people in this thread just aren't "getting it."

I've said it before, but as someone who still plays SSX3 to this day, I don't ever want to go back, really. The old games feel outdated and I don't like how "locked on the track" I feel. You call it more in control, I call it restrictive. I think the new physics offer more freedom of control and more expression, but I can understand why some people aren't down for it. It's the same reason some people would want to play the old Tony Hawk games over something like Skate.
How long did it take you to get a handle on the controls? I think I'm coming to grips with them but it still feels like I'm just being bounced around the map, especially on Bulldog.
 
EA should do an HD port of SSX 3 so we can have the best of both worlds. I loved that game, but I don't need or want SSX 2012 to control exactly like it.

SSX On Tour just came out on PSN. If you want an SSX3 HD port, I'd suggest speaking with your wallet.
 
I see what you guys are saying, but you do know that you can still steer (although it's dampened) while pre-loading, right? Boosting helps straighten you out while you're preloading as well.

It definitely takes getting used to. I think playing Skate really helped prepare me for the new phyiscs system in SSX.

You will literally defend any criticism of this game, won't you? I'd swear you were on EA's bankroll.
 
Okay this is where I call "bullshit" and say that, as an "SSX vet," I really enjoy the physics and the control scheme. Did it take a while to learn? Most definitely. Now that I feel comfortable handling the physics and have an understanding of how to effectively pull off tricks, I'm loving it.

If the complaints are evidence of anything, it's that the developers have failed to "make awesome easy," because some people in this thread just aren't "getting it."

I've said it before, but as someone who still plays SSX3 to this day, I don't ever want to go back, really. The old games feel outdated and I don't like how "locked on the track" I feel. You call it more in control, I call it restrictive. I think the new physics offer more freedom of control and more expression, but I can understand why some people aren't down for it. It's the same reason some people would want to play the old Tony Hawk games over something like Skate.

I've never played Skate and all I know of SSX is the old controls (and how I love them), so yeah, the game feels like its playing itself in the early going. I'm not saying I refuse to get used to the new controls and I don't think a lot of us here are that resistant to change, it's just very different from what, at least I, am used to.

It's discouraging to be so good at a game/series, honing your craft over years of practice, then having the developers pull the rug out from under you. You're forced to start all over, learning from scratch. That's my big problem...and I'll get over it. Out of respect for you, I'm not going to put short-sighted rants like this in your awesome OT, just let me bitch about these fair criticisms in the demo thread.
 
You can hide people from your RiderNet if they are just too damn good for you to beat. That way you can be at the top of the leaderboard.

Oh okay, I kinda figured there was an option like that but I haven't checked around all that much. But I don't think I would want to turn it of for real, even if it annoys me I like having the competition there.

And I definitely feel that I'm gonna have to re-learn some stuff. I played SSX3 just last week and was still pretty good, but sometimes I just flail around like a three year old in this one. It's coming though.

The only thing I still have no idea why I would want to use at this stage is the rewind, it's feels utterly useless since you just lose valuable seconds. I just restart if a do a massive bail. Maybe on longer tracks there are more use for it.
 
How long did it take you to get a handle on the controls? I think I'm coming to grips with them but it still feels like I'm just being bounced around the map.

I played for approximately an hour at EAC back in the summer. (I've also played every Skate game so I think I just have a naturally good feel for realistic physics when it comes to boardsports games.)

I've played the demo for ~3-4 hours. I now feel I have a good handle on things. I'm still working on finding a good line on Bulldog, and am sitting at about 14 million. I've spent most of my time on JT2 racing, however, and have a time of 2:01.39, IIRC.

One key thing people are forgetting is that the boards, character-unique stats (Mac has +15 Tricks, for instance), and character level will ease you into things. The demo character is level 4 and probably has a board with jacked speed and landing assist attributes on it.

All characters start at level 1 which means they'll be much slower at that point. And you can choose boards with things like better speed, better boost, better landing assists (or less), and better carving.
 
SSX On Tour just came out on PSN. If you want an SSX3 HD port, I'd suggest speaking with your wallet.

The Xbox disc for SSX 3 is backwards compatible on Xbox 360 as well. Its upscaled too so it still looks very good on my HDTV. I didn't know On Tour was on the PSN though, I should check that out!
 
Oh okay, I kinda figured there was an option like that but I haven't checked around all that much. But I don't think I would want to turn it of for real, even if it annoys me I like having the competition there.

And I definitely feel that I'm gonna have to re-learn some stuff. I played SSX3 just last week and was still pretty good, but sometimes I just flail around like a three year old in this one. It's coming though.

The only thing I still have no idea why I would want to use at this stage is the rewind, it's feels utterly useless since you just lose valuable seconds. I just restart if a do a massive bail. Maybe on longer tracks there are more use for it.

I think the rewind stuff will only really matter on the survival stages when you want to focus more on getting farther and farther. But yeah, if you rewind in a race or something the time keeps ticking so there's no reason to not just restart.
 
You will literally defend any criticism of this game, won't you? I'd swear you were on EA's bankroll.

This is not the first time I've heard this.

Read this thread and you'll find instances of where I've criticised the game. (You will find them, trust me.)

I already really enjoy the game and have been waiting for it since it was announced. I am biased, absolutely. But I am not on EA's bankroll, a viral marketer, or in any way associated with EA. Sorry to disappoint you and your tinfoil hat.


JasonMCG said:
It's discouraging to be so good at a game/series, honing your craft over years of practice, then having the developers pull the rug out from under you. You're forced to start all over, learning from scratch. That's my big problem...and I'll get over it. Out of respect for you, I'm not going to put short-sighted rants like this in your awesome OT, just let me bitch about these fair criticisms in the demo thread.

Dude, you're welcome to post criticisms in the OT. Please don't let my criticisms make you hesitate from doing that. I went through the same thing as you did, having to relearn it all and all that. You're not alone in that regard. I guess I was just way more open to the idea since it meant we were getting a new SSX game. :P

The Xbox disc for SSX 3 is backwards compatible on Xbox 360 as well. Its upscaled too so it still looks very good on my HDTV. I didn't know On Tour was on the PSN though, I should check that out!

That's the way I play it today too! :P

Yeah, I don't think anyone knew. I found out by listening to one of the Livestream events where someone asked for a port of Tricky/SSX3 in HD and Todd Batty mentioned it was possible because On Tour was just ported to PSN. (I don't know which version, sorry.)
 
Why are you so angry? If people don't like aspects of the game they are perfectly within their rights to bring them up and discuss them.

Didn't mean for it to come across as anger, I just feel like complaining is pretty futile. Maybe this game should of had an early beta so hardcore fans could communicate this stuff to the dev team earlier.
 
Played using the classic controls on the PS3 with DS... got about 2.5x my score on 360. :P I also learned some tricks to help the score.
 
Didn't mean for it to come across as anger, I just feel like complaining is pretty futile. Maybe this game should of had an early beta so hardcore fans could communicate this stuff to the dev team earlier.

They did. I was one of the people who went. (We bitched and complained about a lot of things, don't worry. We also suggest a lot of stuff.)
 
All characters start at level 1 which means they'll be much slower at that point. And you can choose boards with things like better speed, better boost, better landing assists (or less), and better carving.

I can't help but wonder how many people's attitudes about the demo would be different had it eased us a bit more into the game, rather than throwing us into a track like Bulldog so quickly, only to bounce around and lose control before we even get a grasp on the controls. Like, what if they had offered a level 1 character to play with on an easier track? I know I would have appreciated that a lot. As it is, I'm still struggling with the controls and the tutorial apparently wasn't enough to alleviate that.

Which reminds me, can we go back and ride the track that they put you on just after the tutorial? I can't seem to find it on the globe. I found that track to be pretty nice for practicing the controls. I didn't feel too rushed or thrown around, I guess.
 
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Woohoo!

Also, I don't understand why some people say they can't get to grips with the classic controls even if they played all the previous games to death... I played the demo 15 minutes and felt right at home after that. I felt like the controls had once again become an extension of my arm and hand. It was so easy to understand the game, almost too easy. I think the classic controls are very good, they're just like previous games. I can't see any fault in them... Except not being able to spin on the left stick...
 
I can't help but wonder how many people's attitudes about the demo would be different had it eased us a bit more into the game, rather than throwing us into a track like Bulldog so quickly, only to bounce around and lose control before we even get a grasp on the controls. Like, what if they had offered a level 1 character to play with on an easier track? I know I would have appreciated that a lot. As it is, I'm still struggling with the controls and the tutorial apparently wasn't enough to alleviate that.

Which reminds me, can we go back and ride the track that they put you on just after the tutorial? I can't seem to find it on the globe. I found that track to be pretty nice for practicing the controls. I didn't feel too rushed or thrown around, I guess.

Yeah, I feel that would've been better too, starting off with level 1 characters. A bit of an oversight on the dev team's part. I don't feel I need it personally, but people having trouble controlling the game's speed might've appreciated it.

You can replay the ground tutorial if you restart the demo (I believe you need to fully restart it; exit out completel first then boot back into it.) but if you skip the skyboarding tutorial, you'll also skip that segment. It's a fun segment just because it's slower and has more park-like terrain. The boxes and kickers were fun to toy off of. :P

---

baka, you're still a monster.

I think they'll patch that in for you. You've spoken directly with Don Battymon about it, correct?
 
I can't help but wonder how many people's attitudes about the demo would be different had it eased us a bit more into the game, rather than throwing us into a track like Bulldog so quickly, only to bounce around and lose control before we even get a grasp on the controls. Like, what if they had offered a level 1 character to play with on an easier track? I know I would have appreciated that a lot. As it is, I'm still struggling with the controls and the tutorial apparently wasn't enough to alleviate that.

That would have been a good idea. Bulldog is a bitch and I'm starting to hate it. Once I go past the dam, my run goes to hell. JT2 is so much more fun right now.
 
Woo, got my score in trick from 5 million to 10 million. Game is clicking much more to me now, fun as hell.
 
That would have been a good idea. Bulldog is a bitch and I'm starting to hate it. Once I go past the dam, my run goes to hell. JT2 is so much more fun right now.

Yeah, part of the challenge I'm currently facing right now is finding good line. Like you, after the dam, I just haven't decided where is the best line to get some good tricks going.

I've got a really, really solid line up until the dam. After that, that's where I feel I'm missing the extra 15 million people seem to be getting. Haha. I've managed to string 100+ trick combos though, which feels rad.
 
Two things:

- how come when I use the classic settings zoe can't go upside down mid air and do crazy spins? What am I missing?

- they need to fix the auto grinding. I actually make an effort sometimes to avoid the rail and she still tries to gravitate to them. It makes it difficult to control her on landings and turns.
 
You also can't boost and manual simultaneously.

But you never could in SSX3 either. So it's not something that has changed.

I can still boost and manual at the same time... But I agree we should be able to do it in an easier way. We should have a bit more customization in the controls.

Soultron, I pointed to the bug about spinning. I didn't mention anything about them giving us an option to spin on the left stick using classic controls :/
 
But you never could in SSX3 either. So it's not something that has changed.

I can still boost and manual at the same time... But I agree we should be able to do it in an easier way. We should have a bit more customization in the controls.

Soultron, I pointed to the bug about spinning. I didn't mention anything about them giving us an option to spin on the left stick using classic controls :/


Has anyone asked why you're not able to seamlessly transition shoulder button presses on the classic layout? You could in the old SSXs. Other than that (and the spin thing), I think classic is pretty spot on.
 
Yeah, part of the challenge I'm currently facing right now is finding good line. Like you, after the dam, I just haven't decided where is the best line to get some good tricks going.

I've got a really, really solid line up until the dam. After that, that's where I feel I'm missing the extra 15 million people seem to be getting. Haha. I've managed to string 100+ trick combos though, which feels rad.

I keep getting stuck in the ice trench which has jack to do. Figured out you can use Tricky boost to actually make it a quasi-half pipe to slightly slow down and rack up some points atleast.
 
God damn system updates.... I think I'm going to hold off a Vita until I know that they are better on that.

Very excited for this demo, it's been a while!
 
Just been watching some of the best runs down JT2 on youtube, they're so clean! A lot of them use classic controls too, hmm..
 
Two things:

- how come when I use the classic settings zoe can't go upside down mid air and do crazy spins? What am I missing?

- they need to fix the auto grinding. I actually make an effort sometimes to avoid the rail and she still tries to gravitate to them. It makes it difficult to control her on landings and turns.

The Classic control stuff I have no idea. Talk to bakalhau. He's using them and I believe he has the highest score and time on all of GAF.

The magnetic-to-rails grinding is a bit annoying, I'll agree. However, you can press LT + a direction (LS) to dismount the rail in that direction. If you're grinding natural terrain (which requires you to hold LT), simply point in a direction (LS) and release LT to dismount the rail.
 
I was wondering the same thing. I heard this was available in Europe, but couldn't find it on the US store last week. Is it on there this week?

Yeah, it seems it came out recently in Europe. There are youtube videos of people speaking German playing it on their PS3 from recent weeks.

Sure hope we get it in the U.S. soon, as I'm actually a big fan of On Tour.

Yeah, I feel that would've been better too, starting off with level 1 characters. A bit of an oversight on the dev team's part. I don't feel I need it personally, but people having trouble controlling the game's speed might've appreciated it.

Yes, starting with slower characters probably would have been a better idea. But that's not the only mistake the dev team made. Finding that stunt event is much harder than it should be. Even after someone mentioned it I still had to look around for it.
 
i just played the ps3 demo. good stuff just like the 360 version. it's a damn shame that they put grind and tweak on l2 and r2 though. should have been l1 and r1. what were they thinking? oh well, other than that i actually think the game feels better with the dual shock. it's not often i say that about a game. i prefer the 360 controller usually.
 
One thing to keep in mind about controls and Bulldog...without ice axes the icy sections will feel sketchy and unresponsive compared to snow.

Not sure if that's what may be messing people up, but maybe it is?
 
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