GrandmaFunk said:
Susan Arendt said:
Pipotchi said:
I always prefered Tricky out of the whole series, something about busting out the stunts with RUN DMC pounding just felt right
You know they're in this one, too, right?
dubstep remixes don't count
Yup. Nothing can truly beat the good olde days [http://www.youtube.com/watch?v=CMRhcrcs5YQ].
I think that generally speaking, ppl that preferred ssx3 to tricky will like this game, ppl that preferred tricky to ssx 3 will probably not.
Actually, I would have classified this new SSX game to more Tricky due to the less exploration based game and more track based, but eh.
player skill seems completely removed from success:
-rail/manual balance has been removed.
-landing tricks seems pretty much guaranteed. seriously, I don't think I've failed once from not releasing early enough..even uber tricks seem to auto-cancel midway through if you hit the ground too early.
So where is the difficulty now?
hitting obstacles/hazards you had no way of seeing until after jumping. that's pretty much it.
you fail because you don't know the track, not because you can't execute maneuvers properly.
I would actually argue that the difficulty is not in executing the moves, but in keeping a combo and trying to squeeze in that extra flip or spin. The SSX games have never made it especially difficult to pull insane tricks (though I'll give you this iteration is a bit easier than others to pull off those moves), the challenge was always in building up your multiplier, chaining combos, and trying to bail (as infrequent as it would be) as little as possible. The approach of a single track drastically changes when you go from tricky to race events, and that change doubles for survival.
sure there's that rewind feature, and maybe this is just me, but it doesn't seem to work very well...even if I rewind pretty far back, there never seems to be enough time to actually change your input to correct your course.
I've never had a problem with that, I can literally rewind just a second or two and I can adjust my input to avoid falling off the cliff. Try moving the analog stick to where you want the character to go just before you release the rewind button, sometimes it's a bit iffy.
and what happens when you do fall off a ledge or lose all momentum in a flat area?
restart the whole track from scratch, including reload screen.
There aren't really too many tracks that involve flat land, and you can always rewind if you fall of a ledge. Though if you are doing a race, or your combo was lost before you fell off the ledge, then yeah, you'd have to restart to get the best score/time. No different than previous SSX games, I think.
this also punishes players for doing one of the most fun aspects of the older games: exploration. it's pretty much never worth checking out anything that doesn't look obviously part of the track because most of the time it just kicks you back out to loading screen.
Yeah, that really did disappoint me. I hoped we could explore the individual tracks without an event being tied to it, but what are you going to do? The maps are big enough, however, that when you are looking for the biggest air and you see your friends' ghosts go a direction you haven't gone before, it can literally change how you approach the track when you discover that extra little tunnel that leads to a separated area.
I have to admit I've only played the "campaign mode" so far, so maybe some of my complaints don't apply to the other modes? that would certainly be good news.
Oh yeah, campaign mode is a dud, that really is your problem. Just finish up the campaign lickety split, and head on over to explore, the multiplayer really does make it great to compete against your friends. When you're out of the campaign you can choose your own characters, put on any sort of armor, and there are many more tracks than it shows you in campaign mode. Some mountains that have only one track in world tour have three other tracks in explore, and each of those tracks have both tricky and race events (sometimes survival events to).