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

Maybe they did that so tricks wouldn't be easier to transition between on classic controls than they are on standard controls.

In Classic controls?

I do it all the time in Standard. It's how I keep my combo going past 100 tricks on Bulldog.

In classic controls you boost with X on the 360 or [] on the PS3, and you do manuals and nose manuals with the right stick. So your right thumb can't be on both at the same time. This is no different to SSX 3, but last night playing Bulldog using classic controls I found myself wishing I could boost and manual at the same time to keep my speed up as I got to jumps.

I'm actually unsure which part of the screen shows you how long you have before your combo runs out, but I found myself losing my combo streak a lot. So I started doing a lot of manuals between jumps to keep the streak going, but then I wasn't able to keep my speed up.
 
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.

I don't understand your first issue.
 
In classic controls you boost with X on the 360 or [] on the PS3, and you do manuals and nose manuals with the right stick. So your right thumb can't be on both at the same time. This is no different to SSX 3, but last night playing Bulldog using classic controls I found myself wishing I could boost and manual at the same time to keep my speed up as I got to jumps.

It's possible with some finger gymnastics. I just used my index finger to hold down boost while manualing. Although from what I could see, I still wasn't going too fast.


This is driving me CRAZY. I hate having to let go of everything to switch up a trick.

I know the feeling. Does anyone know if doing more tricks in the air = more points, or is it like 3 where held tricks count for more?
 
This is driving me CRAZY. I hate having to let go of everything to switch up a trick.

This was one of my chief complaints when I went to the studio to give feedback. In the build that I played, the controls were also different, IIRC.

One of the biggest problems was that "window" between trick inputs was SO LARGE (probably for newer players) that it made chaining tricks impossible for someone like me, having played SSX3 just days before. I made sure to complain about that a lot and suggest shrinking that window so chaining was made easier.

It's definitely possible now, but you need to wrap your head around the new tap->hold system first. It's detailed in the OP how the new trick system works. Once you "feel out" the limit of the trick input "window," you'll find it very easy to chain tricks. I do, at least. You'll feel it click when you know what tricks you're doing because you're meaning to do those tricks and not just mashing. You can still mash and get some crazy stuff, but it definitely helps to trick with a purpose in this game. You'll definitely get better scores for it and avoid duplicate tricks. (I kind of miss the mash-happy trick system of the old SSX games, but I also appreciate this one for the depth it provides once you understand its inner workings.)

It also helps to get big air if you try chaining tricks.

Hope this helps!
 
It's possible with some finger gymnastics. I just used my index finger to hold down boost while manualing. Although from what I could see, I still wasn't going too fast.




I know the feeling. Does anyone know if doing more tricks in the air = more points, or is it like 3 where held tricks count for more?

Good question.
 
Played the demo for about 30 minutes today before work and I have to say that I loved it! Sure the controls will take a little getting used to, but for me that'll be part of the experiece and if I wanna jack up my game then I'll be playing the hell out of this for a while.

I love the flow, the tricks and the soundtrack was also really good fun (I really liked the "Trickaayyy!!" sound effect too. Made me feel like a boss).

Honestly, this is probably the best demo of a game I've played in some time. Bring on the full version!
 
I was recording a run to help people see my line and get more people competing. I actually beat myself, 1:50.69

http://www.youtube.com/watch?v=LodwevcggwQ&feature=youtu.be

By all means copy me and beat me, that's the whole point of the video.

That's pretty much my line too! You make it look so clean. The short cut you took through the trees was hella clean. I usually go to the left kicker over the railcart, instead of through it, and then through the trees -- all the while praying my board is still attached to my feet when I come out the other side. Hahaahaha. :P

Still working on updating the OT and I'm realizing it's legitimately hard to find written previews for anything these days. Most are video previews. Haha.
 
This was one of my chief complaints when I went to the studio to give feedback. In the build that I played, the controls were also different, IIRC.

One of the biggest problems was that "window" between trick inputs was SO LARGE (probably for newer players) that it made chaining tricks impossible for someone like me, having played SSX3 just days before. I made sure to complain about that a lot and suggest shrinking that window so chaining was made easier.

It's definitely possible now, but you need to wrap your head around the new tap->hold system first. It's detailed in the OP how the new trick system works. Once you "feel out" the limit of the trick input "window," you'll find it very easy to chain tricks. I do, at least. You'll feel it click when you know what tricks you're doing because you're meaning to do those tricks and not just mashing. You can still mash and get some crazy stuff, but it definitely helps to trick with a purpose in this game. You'll definitely get better scores for it and avoid duplicate tricks. (I kind of miss the mash-happy trick system of the old SSX games, but I also appreciate this one for the depth it provides once you understand its inner workings.)

It also helps to get big air if you try chaining tricks.

Hope this helps!
So...people using the classic shoulder mode button mode are kind of SoL. :( I'll try the new standard again when I get home. Maybe it'll click with me better today than it did(n't) last night.
 
I'm actually unsure which part of the screen shows you how long you have before your combo runs out, but I found myself losing my combo streak a lot. So I started doing a lot of manuals between jumps to keep the streak going, but then I wasn't able to keep my speed up.
The chevrons on either side of your trick score show this. These:

>>> 11,578,955 <<<

fill in and once all three fill in, your combo expires. The length of time it takes to do this is dependent on how high scoring of a trick you did in the last jump. Something worth 20K or more can last as long as 4 seconds. A simple grab will only provide a one-second window to continue your combo once you land.
 
This is from MC, from user named Tunes on how to Trick it.

Tunes said:
i posted this in the demo discussion thread but, Batty sent me this tips for tricking. hope they help!

-sig trick worth most

-flips worth more than spins

-when not doing sig trick do L-R, R-L, B-X or X-B. The 2-input/step tricks are worth much more than the single button press

-never dupe your trick. If you see dupe trick callout off a big jump rewind immediately and re-jump, you'll get more in the long run even with the penalty

-never change your trick mid-flight

-build your multiplier up as fast as possible. Get into super tricky and do one grind trick after another at about a 1 second per cadence (if your multiplier doesn't go up you are doing it too fast). Once at 20x never change your grind trick mid-grind.

-one combo top to bottom, learn to watch the little chevrons beside your main score, they are the combo timer. Do a manual if no jumps, but can always just ollie

-use the terrain for big air opps anytime, just boost up the wall and then jump off. Can double the number of tricks you can do in a single run. This is really the key once you master the above and what will keep people playing this game forever
 
ruh roh Dragnet :D

I never was on MC and now I am there same as on here lol.

Also trying to do bakalhau run *thanks and shakes fist
 
So I played this last night. The first thing I was overjoyed to find was the Tricky Dubstep off switch. Once I killed that, I found a pretty fun game. I was bailing constantly and I can see why they made some things forgiving and some things not. The UberTricky trick thing takes a long time, so you have to plan that pretty well. I'm thinking about slappin' down my moolah...
 
How does this game count dupes? Two in a row or two on the same run. Given the amount of dupes I pull off, I'm not quite sure.

EDIT - NVM, I see it's just two in a row.

I'm unsure how it works, specifically. I've been able to pull the signature ubers off multiple times over the course of 100+ trick combos.

The OT is filling itself out quite nicely! c:
 
Finally getting my trick it run down now. Feels good. I like that it's taken some time to understand what I need to do to get my scores higher. Now to work on that damn race time.
 
How to unlock the trick it one?

Beat the race in a 1:30 or less.

It's already unlocked from the start

I'm unsure how it works, specifically. I've been able to pull the signature ubers off multiple times over the course of 100+ trick combos.

The OT is filling itself out quite nicely! c:

It's definitely two immediately in a row. I do it a lot because my tendency is still to just spaz out on the stick.
 
Beat the race in a 1:30 or less.

It's already unlocked from the start



It's definitely two immediately in a row. I do it a lot because my tendency is still to just spaz out on the stick.
Huh, i got first place but it still has a locked icon?
 
YESSSSSSSSSSSS EAT IT SOULTRON AND TOKU

I might not be able to shave another ten seconds off of my time but I'll take what I just got.
 
The chevrons on either side of your trick score show this. These:

>>> 11,578,955 <<<

fill in and once all three fill in, your combo expires. The length of time it takes to do this is dependent on how high scoring of a trick you did in the last jump. Something worth 20K or more can last as long as 4 seconds. A simple grab will only provide a one-second window to continue your combo once you land.

Thanks.
 
I am new to SSX. After being initially impressed, I'm finding it really difficult to have any fidelity in the movement. So incredibly hard to approach a log or a ridge to do the L2 thing. I rewinded this section like a dozen times to see what the hell I was doing wrong — why I wasn't able to hop on the log. I never got it once.
 
I am new to SSX. After being initially impressed, I'm finding it really difficult to have any fidelity in the movement. So incredibly hard to approach a log or a ridge to do the L2 thing. I rewinded this section like a dozen times to see what the hell I was doing wrong &#8212; why I wasn't able to hop on the log. I never got it once.

Grinding terrain is a bitch, that's probably my biggest complaint. The rails are super magnetic, but even if you are holding L2 it can be very easy to just totally NOT grind terrain. It's inconsistent and really bugs me.


So to someone who prefers the SSX3 control scheme, is the consensus to use classic layout with the face buttons for tricks?

Classic controls are the shoulder buttons. If you are using classic controls, you can't use the face buttons to trick.
 
This was one of my chief complaints when I went to the studio to give feedback. In the build that I played, the controls were also different, IIRC.

One of the biggest problems was that "window" between trick inputs was SO LARGE (probably for newer players) that it made chaining tricks impossible for someone like me, having played SSX3 just days before. I made sure to complain about that a lot and suggest shrinking that window so chaining was made easier.

It's definitely possible now, but you need to wrap your head around the new tap->hold system first. It's detailed in the OP how the new trick system works. Once you "feel out" the limit of the trick input "window," you'll find it very easy to chain tricks. I do, at least. You'll feel it click when you know what tricks you're doing because you're meaning to do those tricks and not just mashing. You can still mash and get some crazy stuff, but it definitely helps to trick with a purpose in this game. You'll definitely get better scores for it and avoid duplicate tricks. (I kind of miss the mash-happy trick system of the old SSX games, but I also appreciate this one for the depth it provides once you understand its inner workings.)

It also helps to get big air if you try chaining tricks.

Hope this helps!
The new system is a huge letdown.

If only something like this would be patched. :(
 
Grinding terrain is a bitch, that's probably my biggest complaint. The rails are super magnetic, but even if you are holding L2 it can be very easy to just totally NOT grind terrain. It's inconsistent and really bugs me.

I am so glad to read this. I was dipping my knuckles into glue, glass and M&Ms preparing for a typical "YOU MUST SUCK AT GAMES LAWL" response.
 
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.

Can you tell the development team to maybe look into adjusting it in a patch please?
 
The dubstep tricky remix is already grating on my patience.

So turn it off? If sure everyone with custom soundtracks will do the same. I love them for bring back the "TRICKYY!!" sample, but I love them even more for allowing me to turn off the song clip. Nothing shall interrupt mah songs.
 
I don't understand your first issue.

When I play with the 2012 controls when I fly off the ramp she naturally can spin in all directions including go upside and stuff. When i play with classic controls I try to use the left stick to make her rotate upside down and she only moves slightly in each direction and does't spin. I don't get how to make her do all the dynamic mid-air spinning moves with the classic controls.
 
This game is gonna take a large chunk of my life...can't seem to put down the demo.
And thanks for all of you who have added me so far, trying to beat your scores is great motivation :)
 
It was amazing, what can I say. That very post was what made me finally "get it!"

What's funny is that all I did was do the tutorial like 3 times in a row and just wrote down what the "Gameplay tips" were explaining. But it is easier to understand when you read it outside of the game and then apply that to the game.
 
What's funny is that all I did was do the tutorial like 3 times in a row and just wrote down what the "Gameplay tips" were explaining. But it is easier to understand when you read it outside of the game and then apply that to the game.

Yeah man, your explanation is pretty spot on, thanks to you, I grasped the trick system fairly quickly
 
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