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SSX Demo Roundtable
The much anticipated release of SSX is just a mere week away, and the demo has finally hit the online marketplaces. The OS staff shares their thoughts on the demo.

Chris Sanner: This is the best demo I've played in years. Seriously, you could package the two modes in the game right now as-is, and you could sell them for $5. I don't think anyone would complain.

I seriously cannot find a single flaw with SSX at this time. I'm reviewing the game. I can already tell you the review is going to give this game exceptionally high marks, perhaps on levels we haven't seen at OS in nearly six years. This game is a must buy, even after just playing the demo -- barring a gigantic bug within the game no one sees coming, this game is close to being nearly flawless. Now excuse me, I'm going back to the game right now to play another run.
 

SSX is a game which features a lot of variety.
 
Glenn Wigmore: The SSX demo has a lot to like, with some slick presentation, plenty of speed and a fairly cool RiderNet setup to keep you and your friends up to date on challenges and high scores.

The Skyboarding tutorial gets you used to all of the tricks, as well as the wingsuit, and teases what will likely be a cool feature in the full game. I found the tricks quite easy to pull off with the right stick, but a button configuration is also available. It can be a bit dicey landing tricks here and there, but the controls are pretty tight overall.

The two available courses — one for racing and one for tricking — give you a good taste of the white-knuckled action that this SSX is going for. I really liked the look and presentation of the trick meter as well as the ghost racers whose times you are competing against.

Definitely intrigued to see more of this one.

Caley Roark: I was a huge fan of SSX Tricky on the Gamecube, and recently named SSX one of my most anticipated sports games of the year. So, needless to say, I was excited to jump into this demo.

I'll say that my feelings aren't quite as positive as Chris'. That's not to say that there was anything wrong with the demo. The tricks are easy to pull off, the controls are responsive, the presentation is outstanding, and I love the RiderNet feature. It almost recaptures the feel of local multiplayer.

However -- and maybe it's a matter of personal taste -- the whole package didn't grab me. For me, replayability might be an issue; the game boils down to going down hill, jumping, and wiggling the sticks. While similar criticisms can be lobbed at just any game, the demo didn't make me fall in love enough to look past that inherent repetitiveness. Of course, maybe I just need to spend more time with it (and get better) to appreciate its nuances.

I'm sure the full game mixes things up more -- can't wait to see all of the equipment in action and the various drops -- but the demo alone has me mildly, not wildly, excited to see more.
 

The levels are simply good looking and run great.
 
Bo McCready: Like Chris, I can't find much to criticize in this demo. The graphics are beautiful; the controls are intuitive and responsive; the included mountains feel really, really big, and clearly feature many ways to get to the bottom.

The demo doesn't have the over-the-top personality that fans of SSX Tricky might expect. But that's not a bad thing, it just reflects a (slightly) more subdued approach.

I'm a very critical gamer, but I'm not seeing any red flags here that make me worry about the game's quality. If the rest of the game is as strong as the demo, SSX will be a must-buy game.

Jayson Young: I love that the developers kept SSX's classic button controls for people who don't want to do tricks with the right joystick. But if you go with the original control scheme, you're unable to spin as fast as you can with the new controls, which automatically keeps you from getting the best scores.

I also don't like how SSX seems designed to prevent the player from crashing on tricks and grinds. There's too much "auto correct" built into the landing mechanics. So much so, that I had to go out of my way and deliberately land upside down just to get my rider to crash. There needs to be more of a penalty for over-rotating on flip tricks or grinding too long. Despite struggling to learn the new dual-analog controls, I rarely found myself face-down eating snow.

I fear that scores on the online leaderboards might get ridiculous if players are able to run through courses without any real chance of losing their trick combo.

Dustin Toms: I echo both Chris' and Jayson's thoughts. I played the heck out of the SSX series, and I think it's safe to say I'm pretty darn good at the games. So of course, with the new SSX one week away, I'm as jacked as ever. After downloading the demo, my excitement is still up there, especially with the huge terrain on each the map. It took me about 20 gos until I finally repeated a run. The real-life look give SSX a new feel, which I can easily get attached to, and the RiderNet feature is showing us that social gaming really is the next big thing. But I have one concern.

Like Jayson said, if you just let go of the controller as you get closer to landing, your rider will autocorrect themselves as they touch ground. This takes away the challenge of SSX, and will allow anyone and everyone to be a stud.

I'm sure once the final release is out the dispersion of talented players will happen, with harder mountains and courses. But until then, this demo will be plenty of fun for now.

SSX Videos
Member Comments
# 1 murph17 @ 02/23/12 03:15 PM
RE: Jayson's comments - classic control spin speed is a bug, will be fixed in retail. also the amount of auto-correct lowers as you get more advanced/faster boards. it's a good trade off.
 
# 2 souvlakispacestation @ 02/23/12 03:20 PM
This game is definitely a must-buy for me after playing the demo. I've raced on JT2 too many times to count now trying to whittle down my time and I'm now solidly number one on my friend's list, which probably means I need more SSX players on my friend's list. Found out yesterday that Trick It on Bulldog was available and it's been fun learning that drop. Toughie by the way staying out of the ravine and figuring out how to work through the dam.

The presentation, the speed, throwing down a run, it's all there. The prospect of 150 drops, characters, equipment, and global events will have me playing this for a while.
 
# 3 spankdatazz22 @ 02/23/12 04:24 PM
Was a huge fan of SSX back in the day. Downloaded the demo and felt some nostalgia sweep over me. I can't pay full price for the game (too many unfinished games as it is) but the demo is great
 
# 4 dunkyboy @ 02/25/12 07:33 AM
Just played the demo and it makes me long for the days of 1080 on the N64. I'd love a more relaxed, less tricksy kind of game.
 
# 5 TajDeni @ 02/25/12 09:58 AM
Ive double posted this in both impression threads for reasons which should become obvious.

First let me say that at heart I am mostly an offline gamer because mostly i hate the attitude that alot of folks take of winning at all cost regardless of what that means. But i do play online, mostly via sports games like NCAA Football and the like.

So while i wasnt too pleased to hear that EA didnt include a traditional online multiplayer mode, i can understand some of the logic behind it and can easily get passed it. To me i view it the same way id view a golf game; so like i said i can move passed it.

But what i cant get passed is the fact that the game, as far as i've heard, doesnt have local multiplayer. To me the ommission of local multiplayer is unacceptable. Now if 4 some reason the game does have local offline multiplayer then i apologise, but ive searched and I cannot find this confirmed anywhere.

I do, but not everyone has online capabilities. People do have local friends. And to take it even further there are other individuals within my own household that do not have access to online, yet they enjoy the experience of playing video games such as SSX3 and others.

So i logged in today to say this:

No matter how great this game is on its own merits or how glowing of a review this and other websites decide they would like to shower on this game. In now way shape or form does this game deserve a 10 because of the lack of local multiplayer.

It should also be stated very clearly within the review that the game does not have local multiplayer as this may be the determing factor in whether some folks who are not interested in online decide to purchase the game or not. And since money dooesnt grow on trees, people have the right for that to be acknowledged to them.

Also i would go as so far as to say that there should atleast be a small paragraph ripping the game for not having local mulitplayer because like ive already stated imo this an unacceptable ommission. And i personally cant see how anyone can justify it. I feel it is the duty of websites such as this and others to let developers understand that we are not happy with such ommissions. And any publication that fails to do so, in my eyes loses a tremendous amount of credibility.

I mean come on, do I (and other gamers) have to pass on a game ive waited yrs for to do my part to prove a point. I dont wanna do that, I love the SSX series. But Geez, in those board meeting rooms who came up with, then agreed, with the brilliant idea that ommitting local multiplayer would be a cool idea. I call complete BS.

So in closing i understand the game deserves on the vast majority of its merits deserves alot of praise, but atleast on this 1 particular aspect it also deserves to get blasted! Fair is Fair!
 
# 6 blues rocker @ 02/26/12 04:24 PM
i played the demo and hated that "auto-correct" garbage. no challenge, no skill required. just like every other game out there - they made it easier...God forbid someone should fail and have hurt feelings...boo hoo. the control also felt pretty sloppy and i didn't really feel like i could control where my character went....the only real control is in the tricks, and even a lot of that is automated and "auto-corrected"...weak.
 
# 7 Randiesel75 @ 02/26/12 05:29 PM
Quote:
Originally Posted by blues rocker
i played the demo and hated that "auto-correct" garbage. no challenge, no skill required. just like every other game out there - they made it easier...God forbid someone should fail and have hurt feelings...boo hoo. the control also felt pretty sloppy and i didn't really feel like i could control where my character went....the only real control is in the tricks, and even a lot of that is automated and "auto-corrected"...weak.
I have a feeling the full game will have settings to change this.
 
# 8 Blzer @ 02/26/12 08:08 PM
What's this "auto-correct" stuff which you speak of?
 
# 9 Mabster @ 02/26/12 08:11 PM
Quote:
Originally Posted by Blzer
What's this "auto-correct" stuff which you speak of?
I think he means how you can just let off the sticks/buttons and your rider automatically aligns himself for a landing.

This "auto-correct" goes away as your rider increases in level though so it's basically training wheels for new players.
 
# 10 Dino @ 02/27/12 09:18 PM
Curious question to OS. Screenshots from ps3 or xbox console?
 
# 11 blues rocker @ 02/28/12 01:15 AM
Quote:
Originally Posted by Mabster
This "auto-correct" goes away as your rider increases in level though so it's basically training wheels for new players.
how do you know this? has this been confirmed?
 
# 12 Mabster @ 02/28/12 02:41 AM
Quote:
Originally Posted by blues rocker
how do you know this? has this been confirmed?
I know this from listening to the Ubercast interview on 2/16 with Todd Batty, Creative Director of SSX.

Around the 11 minute mark he talks about increasing board level and how autocorrect becomes less intense. He continues on to talk about how hard some of the runs become.
 

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