PantherLotus
Professional Schmuck
Ristamar said:Any other recent previews aside from IGN?
1up Preview
1up 02/02/07 said:1UP: We've heard a bit about the Groove Gameplay feature with dynamic music -- how exactly does this work in the game?
Eric Chartrand: Basically the music is linked directly to gameplay. Every music track is divided into five layers that can be put on top of one another. The better you perform in the game, the more layers are combined so that you really feel the music in a meaningful way. The Groove Meter is in step with this and is also divided into five sections, so you have a visual reminder of your success as well. Each section of the Groove Meter corresponds to one layer of music and once three sections of your Groove Meter are full -- you are enabled to pull of an uber trick.
1UP: How integral to the gameplay will the music be? Do the dynamic music mechanics drive the gameplay like in Def Jam: Icon, or will gameplay allow you to create the musical soundtrack, like in Rez? Do you see the music in Blur as being as big a deal as it is in those games?
EC: Unlike Def Jam: Icon where the rhythm of the music determines when you want to make your moves, you are free to perform big tricks your way in SSX Blur and the music will follow you. So to answer your questions -- filling your groove meter, and thus increasing the complexity and depth of the music -- is at the core of the gameplay, but it is not the driving factor. This game is about fun -- and feeling the music is really additive to the overall experience.
More after the link.
About the music--I'm honestly wary about this addition. I think one of the best parts of the series has been the music selection and integration. Hearing "TRICKY!" during my ubers was just icing on the cake. If you guys watch the IGN videos you can hear the lack of vocals. The music DOES sound competent though, but I really liked the EA Trax selections for the past games, it's a shame that none of it will be licensed for this one.