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

I wasn't feeling the game the first few runs, but after finally beating some of the times of people who added me as friends, the game started clicking. Awesome to see people beat your score/time and then be able to race their ghost to snag the place back. So, thanks to all the guys who sent me friend requests. Pre-order placed :D.
 
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.)

Framerate? Sure, 30 fps is a major downgrade from 60 fps, but other than that I haven't seen any major framerate issues in the PS3 version. There may be a dropped frame or two here and there, but I haven't really noticed much of that, and I never felt that it affected the playability in any way. I'm usually pretty sensitive to low and/or unstable framerates, and if you ask me this game does not suffer noticeably from that at all.

(The first scene of the tutorial, when you first see the helicopter, is choppy as hell though, but I figure that has something to do with stuff loading in the background.)
 
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.

It's definitely the looseness for me too! I'm still flailing around everywhere. I'm struggling and raging because I know where I want to go, I just can't because I can't hold a line the way I'd like to all the way down the mountain. It's far too wobbly for me. I get inside one of those tunnels and I start flipping all over the place instead of careening down the center of it like I should be doing. Sooooooooo frustrating.

What's the best tip for maintaining control and going where you mean to go? Is it a matter of finessing it more than you would in SSX3? Is the left stick supposed to be used for twitching while turning into the direction you want to head?
 
It's definitely the looseness for me too! I'm still flailing around everywhere. I'm struggling and raging because I know where I want to go, I just can't because I can't hold a line the way I'd like to all the way down the mountain. It's far too wobbly for me. I get inside one of those tunnels and I start flipping all over the place instead of careening down the center of it like I should be doing. Sooooooooo frustrating.

What's the best tip for maintaining control and going where you mean to go? Is it a matter of finessing it more than you would in SSX3? Is the left stick supposed to be used for twitching while turning into the direction you want to head?

"Twitching"? I don't know about that, but yeah, you need to have a bit more finesse with your carving in this game. Otherwise you will, as you say, go "flailing around everywhere". That, combined with a physics system that feels more natural and less arcadey than in previous games (although the game itself is still plenty arcadey, of course), takes some getting used to. I was a bit taken aback by this when I first started playing, but I soon adapted and after a while it didn't bother me at all.
 
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!

Just topped my previous best score on Bulldog. Thanks for the tips.
 
"Twitching"? I don't know about that, but yeah, you need to have a bit more finesse with your carving in this game. Otherwise you will, as you say, go "flailing around everywhere". That, combined with a physics system that feels more natural and less arcadey than in previous games (although the game itself is still plenty arcadey, of course), takes some getting used to. I was a bit taken aback by this when I first started playing, but I soon adapted and after a while it didn't bother me at all.

Alright then, I'll just stick with it for a bit and see if I adapt. It's just really bothering me that I haven't gotten the complete hang of it yet. Makes me think I might never really be good enough to compete, let alone get a nice Zen groove going on, which is really my ultimate goal with this game. I just wanna be one with the mountains!
 
Framerate? Sure, 30 fps is a major downgrade from 60 fps, but other than that I haven't seen any major framerate issues in the PS3 version. There may be a dropped frame or two here and there, but I haven't really noticed much of that, and I never felt that it affected the playability in any way. I'm usually pretty sensitive to low and/or unstable framerates, and if you ask me this game does not suffer noticeably from that at all.

(The first scene of the tutorial, when you first see the helicopter, is choppy as hell though, but I figure that has something to do with stuff loading in the background.)

I think it's mainly that the framerate makes the fast camera swings more noticeable and annoying than they would be otherwise. In general, there's nothing about SSX that demands 60fps, even though it sure was nice.
 
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.

That video makes this game looks so shitty. Keep jumping and hitting ramps. Do your super move with no risk at all. Jump randomly while somehow getting enough air to somehow do tricks. Land on your back yet someone on your board. So many bizarre choices.

But I'll still buy it.
 
I think I'll be alright assuming classic and standard are equals in the release. Just beat my high score - 17.2 million; using classic.

For the record, the game is fun, but I still think the fast and furious nature of it make the entire experience feel random and sloppy. Still on the face on whether or not I'll keep my pre-order.
 
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.

:lol, yeah the game does look like a mess when you get to this point, but it's still fun as hell. I wouldn't mind trading off the speed of spins and flips for a better looking game though, in terms of tricking animation.
 
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.

Good lawd, this game will take me a LONG time to master, I'm barely getting past 5 Million over here!
 
All this negativity is bringing me down. I'm really enjoying the demo. I know I'm going to be spending a lot of time with this game.

However, the demo did just freeze on my PS3. :/
 
Happy with my progress today, hit 1.55 on JT2 and 18m on Bulldog. In the morning I could barely hit 2.00 on JT2 and 5m on Bulldog. The game has started clicking and it feels so good! I really just want more drops now, and to play with Moby. Hype!
 
I like the Standard controls a lot but your character flips and spins so quickly that I find myself tumbling end over end on bumps without jumping or pre-loading.

If I could get d-pad pre-loading with the stick controls that would be ideal.
 
:lol, yeah the game does look like a mess when you get to this point, but it's still fun as hell. I wouldn't mind trading off the speed of spins and flips for a better looking game though, in terms of tricking animation.

It is way too fast and it's not the game I wanted but I think it'll be fun. Going back and looking at Snowdream from the first SSX somewhere right in the middle is what I wanted, but at this point I'm willing to settle. I definitely miss the whole "event" feel, actual courses and fans, I was never a huge fan of the more open mountain SSX although it certainly adds it's own thing to the game. I will however say that I never expect to like the Combo system. I hated it when TH did it and I hated it when SSX did it. In the end it's the best we're going to get and really it's not that bad.
 
No adjustable camera in this game is a damn shame. It's way too far back - I'm not asking for 1080 levels of camera zoom, but man, your rider is way too small. Plus, just feels way more loose and lacks all the momentum that was such a series strong point. Watching Elise slowly rotate in the air with fireworks - that's SSX.
 
No adjustable camera in this game is a damn shame. It's way too far back - I'm not asking for 1080 levels of camera zoom, but man, your rider is way too small. Plus, just feels way more loose and lacks all the momentum that was such a series strong point. Watching Elise slowly rotate in the air with fireworks - that's SSX.

Hit the back/select button.
 
Hit the back/select button.

Well, fair enough... but I still can't shake that it just feels fundamentally different. The weight feels uch more like Amped - not knockin' it if it was your thing, but it was definitely not mine, and they couldn't have been more different as moment to moment experiences.
 
So I downloaded this demo

and I had to wait through 10 minutes of unskippable crap to take control over my character

turned off the PS3 right there. Why in the fuck would you include so much bullshit in your DEMO EA?
 
So I downloaded this demo

and I had to wait through 10 minutes of unskippable crap to take control over my character

turned off the PS3 right there. Why in the fuck would you include so much bullshit in your DEMO EA?

You can pause and hit quit for the tutorial and it actually boots you to the menu, but that isn't made clear at all.

The movie is always unskippable for some dumb reason.
 
So I downloaded this demo

and I had to wait through 10 minutes of unskippable crap to take control over my character

turned off the PS3 right there. Why in the fuck would you include so much bullshit in your DEMO EA?

Opening video telling you about the game and a tutorial. Hoooo boy. You must be a patient man.


You can skip the tutorial by hitting start>quit.
 
Played the demo for a good hour today, I have enjoyed it quite a bit, but I don't feel this SSX is really all that special over any of the previous SSX's... fun game, though, just as the others were.
 
Race it 1:49.83

Beat it and make videos so we can all improve.
Damn it you got Tricky all the way through the last part. I had no boost at times there. Such a shame you're on PS3, I can't add you. I have 49.63, if you keep trying, please post here when you beat me so I can try and beat you back. Considering you nearly crashed I'd say you got me almost for sure :D

My line is the same as yours. I'm sure we can get this down to 1:48.
 
As a huge tricky and 3 fan, I dont like this game and here is why:

Spins are too fast. When I get into tricky and super tricky, you spin so fast the tricks have no meaning. I'm just a whirling ball of pixels, Impossible to tell what my character is doing because I'm spinning to fast.

Landing is too easy, and if you stop spinning before you land the game just straightens you out.

I seem to remember some semblance of a balance system for rails in the others. Now its just hop on the rail, hit boost, and rack up points.

This game seems less like a snowboarding game and more like a racing game in the context of snowboarding. It's a shame because this is, IMO, the closest any snowboard game has come to Skate controls, and I would give a limb for these controls to be used in a realistic snowboarding game, ala skate.
 
Damn it you got Tricky all the way through the last part. I had no boost at times there. Such a shame you're on PS3, I can't add you. I have 49.63, if you keep trying, please post here when you beat me so I can try and beat you back. Considering you nearly crashed I'd say you got me almost for sure :D

Yeah, Tricky activation was the main thing holding me back. I usually end up starting it too early, and using ground tricks to keep it going slow you down so I would always get something close to 1:51. That's the first time I've made it to the train tracks before the cave while still in Level 1 Tricky.
 
This game seems less like a snowboarding game and more like a racing game in the context of snowboarding. It's a shame because this is, IMO, the closest any snowboard game has come to Skate controls, and I would give a limb for these controls to be used in a realistic snowboarding game, ala skate.

They accomplished their stated goal of making "Burnout on snow". I'm not sure anyone was actually requesting that be made, but they sure as shit made it. I'm not a fan right now though. Cancelled my pre-order, but I have a few days to change my mind.
 
I keep reading comments about last gen SSX games running at 60fps. On what machine because in PAL land it was anything but?

I don't know about SSX and Tricky, but SSX 3 definitely was. However, EA did a really poor job with the PAL conversion, not properly converting it to 50 Hz. So what you got was a 60 Hz game which updated in 50 Hz, thus skipping frames and making for a jittery experience.

So I downloaded this demo

and I had to wait through 10 minutes of unskippable crap to take control over my character

turned off the PS3 right there. Why in the fuck would you include so much bullshit in your DEMO EA?

Patient much?

Ok, so the unskippable video is annoying, but the tutorial might actually be useful (and is skippable). Raging out and turning off your PS3 over that seems excessive.

They accomplished their stated goal of making "Burnout on snow". I'm not sure anyone was actually requesting that be made, but they sure as shit made it. I'm not a fan right now though. Cancelled my pre-order, but I have a few days to change my mind.

Isn't that pretty much what SSX has always been (at least compared to more realistic snowboarding games)? Ok, this one is faster, but other than that I don't see how it's more "Burnout on snow" than previous games.

Damn, people sure are mad that this game is not exactly like its predecessors.
 
So I downloaded this demo

and I had to wait through 10 minutes of unskippable crap to take control over my character

turned off the PS3 right there. Why in the fuck would you include so much bullshit in your DEMO EA?

#firstworldproblems

I actually came away from that demo pleasantly surprised. I think the thing that sold it to me, again surprisingly, was the score attack and racing with your friends ghosts. Actually felt there was people there with me trying to outdo each others scores. Nice touch EA, very nice touch
 
has there been a performance comparison between the ps3 version and 360 version yet? im assuming the additional content for ps3 is due to an inferior port, like with most multiplat games
 
has there been a performance comparison between the ps3 version and 360 version yet? im assuming the additional content for ps3 is due to an inferior port, like with most multiplat games

False, both versions are practically identical, comes down to the controller preference.
 
Isn't that pretty much what SSX has always been (at least compared to more realistic snowboarding games)? Ok, this one is faster, but other than that I don't see how it's more "Burnout on snow" than previous games.

Damn, people sure are mad that this game is not exactly like its predecessors.

Nah, not really. SSX was never about breakneck speed in the way this game is. SSX, Tricky, and 3 weren't that much faster than something like 1080 Avalanche for example. This game is clearly on another level when it comes to speed of the rider, the spins, and the flips. I enjoy it, but completely understand where others are coming from in wanting something just as over the top but not Burnout on snow.
 
So I just played the demo for the first time last night, and I am confused about one thing:

With the classic controls, Triangle is the grind button. Do you have to hold it down the entire grind? It seems like whenever I let go of the button, my character stops grinding. That doesn't make much sense, though, since I need to let go if I want to hold Square down to boost or X to launch off the end of the pipe that I am grinding on.

Also, anyone know how to do an Uber trick with the classic control scheme? I simply can't wrap my mind/muscle memory around the Standard controls. I really hope the fully game includes different tutorials/hint dialogs for classic controls.
 
So I just played the demo for the first time last night, and I am confused about one thing:

With the classic controls, Triangle is the grind button. Do you have to hold it down the entire grind? It seems like whenever I let go of the button, my character stops grinding. That doesn't make much sense, though, since I need to let go if I want to hold Square down to boost or X to launch off the end of the pipe that I am grinding on.

Also, anyone know how to do an Uber trick with the classic control scheme? I simply can't wrap my mind/muscle memory around the Standard controls. I really hope the fully game includes different tutorials/hint dialogs for classic controls.

Yeah, when grinding random stuff (i.e. not rails) you have to keep the grind button pressed to stay on. It works the opposite way to grinding rails (where you instead have to press the button to get off) for some reason.

You should honestly just switch to the standard controls and get used to them (use the buttons and just ignore the right stick). As you've already noticed, the classic controls really limit what you can do simultaneously; they are simply not a very good fit for the actions required of you in the game. With the standard controls these problems don't exist, since boost is on R2 and grind on L2. Those you can easily keep pressed while doing other stuff with the face buttons.
 
Yeah, when grinding random stuff (i.e. not rails) you have to keep the grind button pressed to stay on. It works the opposite way to grinding rails (where you instead have to press the button to get off) for some reason.

You should honestly just switch to the standard controls and get used to them (use the buttons and just ignore the right stick). As you've already noticed, the classic controls really limit what you can do simultaneously; they are simply not a very good fit for the actions required of you in the game. With the standard controls these problems don't exist, since boost is on R2 and grind on L2. Those you can easily keep pressed while doing other stuff with the face buttons.
I honestly don't think I can switch over to standard controls. Doing tricks with the face buttons and boosting with the trigger button just doesn't feel right to me at all. I also find it hard to wind up jumps with the standard controls.
 
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