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

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?
 
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?

There are a lot of technicalities in there for veteran players, but it basically amounts to longer combos (think 100+ on a run like Bulldog) being better because of a special multiplier applied to a combo of that length.

Here's some theory and a breakdown of the combo system. It contains commentary from Todd Batty, the game's creative director.

So am I hearing this right, there isn't going to be actual competitive multiplayer in the game?

:(

Watch this and see what you think.
 
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!"

Then there's the login messages.

Ridernet: Hey buddy, 5 more people destroyed your time on JT2 since you've been gone.

Me:
luvQz.jpg


Damn you Ridernet!

So am I hearing this right, there isn't going to be actual competitive multiplayer in the game?

:(

More competitive than you think.
 
After about 10 tries I finally beat that asshole Alex! Feels good man.

Anyway, impressions time. I just wasn't feeling classic controls at all, so I switched to the standard ones. Doing much better now, and doing tricks with the right stick feels a lot better than I thought it would (on PS3 at least). Quite fun stuff. Mountain is designed nicely too. Lots of different ways to take. Though to beat Alex, I pretty much had to follow his path.

My 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.

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.
 
My 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.
Deadly Descents brah
 
Love the PS3 controls-much prefer them and got a faster race time!

Going to be adding you all in the next few days hopefully- love the RiderNet scoreboard.
 
OK I can't keep quiet about this anymore.

ALEX IS A GIRL. Also she is French, if you're curious.

It's sorta been driving me nuts for the last few pages.
 
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?
 
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 =\
 
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?

There are no replays. I believe that if you hold down the rewind button and, when you release it, don't touch any buttons, the game will play itself the exact way you did. You might have to hold the rewind button for a while to see the whole track. I know it's not ideal, but it's the next best thing since replays are not in the game.
 
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

Also boost is the square button not r2

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.
 
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.

ah sorry I was using the classic controls which is where box is boost. Might want to give those a try.
 
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 =\

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.
 
Really liking this so far. Right stick control clicked with me pretty easily. Guessing from all that time with Skate. Still can't beat Alex though.

Only got one person on Ridernet though. Someone add me. PSN: PhiLonius
 
Tried to play it but the video in the front followed by he free falling made me turn it off. Do you actually get to race? Ill probably load it up again later if so.

Edit: Guess so.
 
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.
 
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.

Use the standard controls, jump with the A button, don't pre-wind 4 years before you're going to jump. You only need maybe a second before jumping to get set up for your trick. If you find yourself swerving off ramps because you're still turning, you're starting too early.
 
So I made the switch from classic to standard controls on the 360 demo and for almost two hours it wasn't pretty. But I persevered and eventually managed a good run of around 16 million which easily beat by previous highest score on Bulldog of 10.3 million using classic controls.

Then I tried the PS3 demo and quickly put up a score of 16,976,348 which was one 50+ combo that covered the whole course. I prefer the 360 pad for plenty of games, but for SSX I'm all about the Dual shock. I do use the Real Triggers so my finger is in no danger of slipping off R2.

So I'll be sticking with standard controls; the ability to easily boost while doing a manual was as useful as I thought it would be. I'm still having trouble with not duplicating tricks, but I think once I get more used to using the face buttons for tricks I'll stop making that mistake.
 
I gotta tell ya guys, it's not easy unlearning SSX3, but I'm happy to report that I'm having way more fun using classic controls on the PS3 than I was on 360. Not only that, but the PS3 version load times appear to be nearly twice as fast as the 360. No complaints there, that's for sure.

Other than that, I'm still getting used to carving. I really feel like it's way more loose than it should be, at least for my tastes, so I end up overturning and carving hard A LOT. I'm not a twitch gamer by any stretch, so this bothers me a little. I still don't feel 100% in control yet. Hopefully I'll adjust to it eventually.
 
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.

Both of these things have changed noticeably, yes. The physics are more realistic (not counting the ridiculous jumps and tricks you can pull off, of course), and the way you interact with the environments is more natural. You want the game to almost automatically bring you in a straight line to the next jump, even when the shape of the surface shouldn't be able to do that, while I think it feels great to have to work with (and against) the environments to line that jump up perfectly. It took a bit getting used to for me too, but now I'm loving it. I don't agree that it feels random at all, just less artificial. Also, you really don't need to start winding the jump up very long before you get there.

The same goes for the spinning. You want the game to artificially lock you down to one axis of rotation, while I think the more natural spinning in this game feels great.

So, no, I don't believe these changes are "major design blunders". They do take some getting used to, and I can see how they could make some people feel like "this is not SSX", but the difference really isn't that dramatic. This is still very much an SSX game, just one with a slightly different feel to it.

- 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.

This I agree with. I really don't get why you get magnetically pulled toward rails and automatically stick to them, but have to carefully aim and hold a button to grind other things. Why does one situation require a button-press while the other doesn't? You're doing the same thing, just on different surfaces, but the actions required of you are completely reversed (one situation requires you to hold a button to start grinding and release it to get off, while the other situation makes you auto-grind and instead requires you to press that same button to stop grinding).

I really wish there was an option to always require a button-press for grinding, and never auto-grind, no matter what the "rail" is made of.
 
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..
 
So I have been playing both demos...

Classic controls are better on the dual shock.
Standard controls are better on the 360 pad.

Just my opinion of course. I prefer the standard control method so I'm probably getting the 360 version. I also had no problems with rider net on the 360 version but Origin is giving me all kinds of problems on the PS3.
 
Real shame for those who don't like the demo :(
Then again, I hated SSX3 and would pick SSX Tricky over SSX3 any day of the week so I don't share the same attachment to the 3rd one as many do in here.
 
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. :/

I understand. I went from "hm, maybe at some point" then I played it and said "wow, I have to get this day one!" then I played it more "hm, well, maybe if I find it for $40 somewhere week one" to now "... $20 at some point?"
 
Just got 14 million on the trick event, after starting today with 3 million not sure how to do better!

The rails kill my runs, they're the only thing that really annoy me in the game. I magnetically attract rails I don't want, and that big pipe area is a complete crapshot. Sometimes I tap LT and grind it fine, sometimes it grinds for a split second and makes me fall, sometimes I hold it and it makes me fall, sometimes it doesn't...really annoying.
 
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..

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.

If it's the input you don't like, you can change it from the skate-style controls to more classic-style in one of the start menus. If it's the looseness, I agree. It's going to take a little bit for me to get used to them too.
 
Ditto. Down with Bulldog.

Saying that, just posted an 18m score, pretty happy with it. Watched a view high scoring videos and changed from using the right stick to using the buttons, I definitely feel a lot more in control of my tricks now.

I've learnt to basically get tricky within the first 2 jumps of Bulldog if you veer right at the start, you need it by the first rail. From there just alternate my special with some double tap combos (Circle Square, Triangle Circle etc) and don't rush down the mountain. Also, avoid the ravines! They fucking suck and there's no opportunity for high scoring to be honest, and getting out is a pain. Keep an eye ahead of you at all times, when in the air to see where you're going to land, where you next jump is and if you need to butter to keep that combo inbetween. And don't stop tricking! Even on flat areas, if there is space to jump and do a few tricks, do it. It's not a race, there's no rush, bag some points!
 
Does anyone else think the controls for this game are atrocious? I cannot for the life of me get used to them.

I wouldn't say they're atrocious because I haven't put in nearly enough time yet in learning them, but I do kind of question why they are so different from the previous games. It doesn't seem like they enable anything that couldn't be done before.

What does bother me a lot is the framerate (PS3 version) and the way the camera swings more than I think it needs to in order to stay right behind you. It's been a long time since I played SSX3 but I don't think the camera was like that.

I don't know if it's something beyond the framerate, camera, and unfamiliar controls, but I just don't like the way the game feels. (Some people have been saying "looseness" and I can agree with that.)
 
yako591 from MC post 30,000,000 .

My thumb is done for the night but I can see I'm going to have to move away from classic controls which is disappointing. There's no way to consistently boost and hold a combo on the flat. I'm also having a hard time hitting a few "natural" rails. He hits them with ease here...got some work to do.
 
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