Yea these tutorial levels are so damn annoying and unnecessary. Just get me Ito the game already I'll figure it out as I go along.
You can just press pause and quit the tutorial, it'll drop you straight into the actual game
Yea these tutorial levels are so damn annoying and unnecessary. Just get me Ito the game already I'll figure it out as I go along.
Ridernet is one giant troll.
Haha. I love it. "Oh, I see you beat that friend you were working on beating for the past hour. It's about time.
Here's a new one that has 3 million more points than you do!"
I get the feeling, I was so happy in my "2nd place" then more people added me and I winded up being on 7th place .-.
So what gives more points? A shorter chain of longer tricks or a larger chain of shorter tricks?
So am I hearing this right, there isn't going to be actual competitive multiplayer in the game?
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Haha. I love it. "Oh, I see you beat that friend you were working on beating for the past hour. It's about time.
Here's a new one that has 3 million more points than you do!"
So am I hearing this right, there isn't going to be actual competitive multiplayer in the game?
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Still don't like using R2 to boost either. Wish I could just assign it to the box button.
Overall, it's a fun game. Definitely takes some adjusting though.
Deadly Descents brahMy biggest gripe is probably how easy it is to get bounced around. So many times I was about to beat Alex, only to get completely screwed up by the very tip of a branch or something. Almost feels like I'm going against the mountain rather than my opponents....but I guess that makes sense since true multiplayer interact seems to be missing.
Whaaa?
Deadly Descents brah
Ive been playing since yesterday and still can't beat Alex. Feels bad man
Yep. :/
Following his path and out-boosting him is the only way I did it. Only managed to get ahead of him by like 2 seconds in the end too.
My right thumb and middle of my right index finger is starting to blister =\
Finally under ~2:00mins T_T
When retail hits, this back and forth is going to last forever...
Edit: I wish we could see our own ghosts or watch the replay of it. Is that included in the full game?
Sign of a good SSX game.
Also boost is the square button not r2
Would have been easier to tell that Alex was a girl if she wasn't a ghost. :|
And if I actually bother paying attention to the characters in this game
Not playing anymore, but I don't think I was doing anything but a board grab with the box button. R2 is definitely boost using the standard controls. Will have to try again.
Hope you're right though. Box to boost would be ideal for me.
I think I'm finally get the hang of the controls.
My highest score right now in Trick It! is 13,476,225 (video here). I'm having a tough time breaking it. The next person I have to beat is JambiBum with 17 million 0_0
My right thumb and middle of my right index finger is starting to blister =\
controls are not clicking with me for some reason.
Having problems prewinding and jumping when I want to.
I tried using classic controls but moving between the dpad and stick was a bit confusing.
I just figured out 2 things about the jumping mechanics... both are not a good sign.
In traditional SSX games, while you were winding a spin, your character would lock down the path you were going down regardless of how the slope's curvature would try to divert you. In this SSX, as you are winding a twist, you don't lock on your path, often diverting you from the jump you were aiming at before you started winding your twist. This leads to many missed jumps due to the curves of the landscape and an overall sense of randomness. There's a reason the original designers locked you on a path when you started winding. Aiming for the jump should be like aiming down the barrel of a gun.
The second issue with the jumping is how the twisting works. In other SSX games, once you jumped after charging a twist, you were about 90% locked down to the axis you charged. This was to maintain the sense of complete control and decision making that goes before and after the jumping stage. This SSX you are about 30% locked down to the axis you charged before the jump. If you charge a backflip, but your stick is slightly twisted to the left/back, after the 1st or 2nd flip you'll be already out of your axis, just spinning randomly.
Wether these changes were intentional or not, they are major design blunders that bring down the game's primary focus.
This is why it doesn't feel like SSX.
- 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.
It took me a while to beat my 13 mil score too lol. I finally figured out how to pull off good runs consistently. Feels good man.
Played the demo for a third time. Wasn't the charm.
Went from day one to day later to day probably never. Passing on this. :/
Agh! I can race just fine but I'm struggling so much on Bulldog. I can't find a good line, I can't maintain a combo, I feel like I'm fighting the controls to keep the combo going, and when I do finish with a 50 or 60 trick combo I still only get 10m or so. I feel like maybe I don't understand the scoring system well enough, and what tricks get me the most points? I guess it'll come with time..
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.
Does anyone else think the controls for this game are atrocious? I cannot for the life of me get used to them.
Ditto. Down with Bulldog.
Does anyone else think the controls for this game are atrocious? I cannot for the life of me get used to them.
Does anyone else think the controls for this game are atrocious? I cannot for the life of me get used to them.
Does anyone else think the controls for this game are atrocious? I cannot for the life of me get used to them.