One of the two demo tracks is easily the best one in the game. It fooled me into thinking the game would be decent and made me buy it.Having only played the demo, I can't really say for sure. However, what struck me as off was the lack of friction. It was as if you glided over the snow, rather than carving through it as it was like in SSX3.
Having only played the demo, I can't really say for sure. However, what struck me as off was the lack of friction. It was as if you glided over the snow, rather than carving through it as it was like in SSX3.
On the flip side though, the death pit tracks were absolutely horrible with the gliding feel of the gameplay. I (again) don't get how many of the tracks that were that way got approved.
Never played SSX 3, but wow was Tricky ever amazing. I got all the trick boards on it
That reminds me, I should hook up the old PS2 and play some SW Battlefront, Burnout, and of course SSX
I spent HOURS just cruising down the mountain and jamming out to the soundtrack. Good times.
Always loved the series, with 3 (on the Gamecube) getting most of my time (had some intense trick and big air sessions with a group of college mates back in the day); I would have to agree though that - barring the way they handled online in SSX 2012 - its most recent outings have been a disappointment.
Ultimately though, they were never going to top -
Ultimately though, they were never going to top -
SSX '12 wasn't bad -- played it a lot and got all of the achievements, blah, blah. I had a strong craving for an SSX gaming and the game did satisfy me to a degree. As a HUGE fan of the franchise I absolutely wish for the series to return to it's former glory like SSX 3 and Tricky (I liked Tricky a little more).
Yeah that song was probably what reminded me of the old SSX games the most. They should've put more songs like that into the game, you know, catchy feelgood music; less dubstep crap.Still, the soundtrack is great though. Hearing "Young Blood" while snowboarding is a terrific moment.
My second greatest disappointment after H4.
The tricks were nothing more then insane flailing in the air. The tracks were filled with death traps and the whole relied on stupid gimmicks.
I really think the team deserve to try again but bring it back to its roots.
Soundtrack was great, as always.
Most tracks didn't have death pits.
I'm beginning to think the rewind feature ruins games. Once the devs know the feature is in the game, they start designing tracks accordingly. It becomes a work-around for unforgiving and unfun (and lazy) track/level design. And from the player perspective, you start rewinding at every minor mistake which quickly becomes annoying and destroys the flow of the game.I feel like if the level design was less geared towards bottomless pits in some areas I would have had a lot more fun with it. I didn't really feel like I had a precise enough degree of control in those areas and wound up using the mediocre rewind feature a lot as a result. I think that really left a bad taste in my mouth more than anything, but after thinking about it for a while I realize that I don't really hate the game, but I do think it didn't live up to the expectations a lot of people, myself included, had for it.
You guys realize this is a common trend with EA this gen and returning franchises not BF or sports games turning to shit right?
A few examples:
Def Jam FFNY, an amazing classic aki fighting/wrestling game. was turned to shit with Def Jam Icon which was a slugglish piece of poop filled with gimmicks.
NBA Street Vol 2/3 are classics while NBA street homecoming was just bargain bin quality.
NFS MW05/Carbon turning to shit with Undercover and every game since then except maybe Hot Pursuit.
I'm beginning to think the rewind feature ruins games. Once the devs know the feature is in the game, they start designing tracks accordingly. It becomes a work-around for unforgiving and unfun (and lazy) track/level design. And from the player perspective, you start rewinding at every minor mistake which quickly becomes annoying and destroys the flow of the game.
Devs, don't put rewind into games, design fun tracks instead! In earlier SSX games, the jumps' direction didn't matter all that much, you always landed on some part of the track. Of course, if you went for the highscore/fastest time, you had to figure out the optimal path. But it wasn't necessary to learn the tracks in order to have fun. No death, no rewind feature. That's the bottom line here: it should be fun. Games like SSX are supposed to be feelgood experiences.
Yeah, they built the levels around the rewind feature but the score/time penalty for rewinding was so damn harsh you were better off just starting over anyway which added to the frustration. Totally broken and useless mechanic.