why doesnt ... ea release it for pc? i love this kind of games but i didnt play any of this kind of games in my life because of having pc !!!!!! can anyone recommend one great game like this??????
SSX is a terrific evolution of the series that delivers extreme snowboarding thrills like no game before it.
- Vast, varied environments with numerous viable routes
- Impressive visual detail and sense of speed
- Intuitive control system for tricks
- Adaptive music provides a terrific accompaniment to your actions
- Great multiplayer features pit you against thousands of other players.
- Monetization of credits feels like a cash grab
- No traditional simultaneous multiplayer option.
"Go big or go home!" Elise Riggs of SSX shouts this from the skies as she catches big air off of some of the tallest mountains in the world. It's a fitting credo, both for Elise and for SSX itself, and presented with those two alternatives, the SSX series has most definitely gone big. From its inception, it has been about snowboard racing and tricking on a superhuman level. Appropriately, the 2000 original was the first game released under the EA Sports BIG brand, and its two direct sequels were each bigger and better games than the last. But this SSX sets a new standard for the series, with a varied and dangerous world, a more incredible sense of speed, and competition on a massive scale. This is the SSX game fans of the series have been longing for, and the heart-pounding thrills to be had in conquering these mountains are sure to turn many newcomers into fans as well.
Whether you're playing the single-player World Tour mode or competing against other players, most of your time in SSX is spent racing or tricking your way down snowy mountain courses. Those courses are set in Alaska, Siberia, the Alps, and six other regions, and although they're much more rooted in reality than those seen in many SSX games, these real-world locations have been given the extreme treatment. You won't leap over congested freeways or speed down the slope of an oversized pinball machine as in previous games, but you will trick off of your helicopter and grind on rails that snake through the cavernous heart of Kilimanjaro.
The environments are vast and majestic. Details like sunlight sparkling on the surface or swirling flurries of snow capture the natural beauty, as well as the harsh conditions, of these locales so effectively that you can almost feel the bracing air enter your lungs. These details become all the more impressive when you fly past them; the smooth frame rate and immersive environments come together to create a truly impressive and exhilarating sense of speed. During a good run, the way you flow seamlessly from one thing to the next--from boosting down a slope to grinding along a rail to tricking wildly through the air--can make you feel like a superstar.
Tricks are central to SSX even during race events because pulling tricks off is how you fill your boost meter. The controls for tricking are intuitive and feel great, and they allow you to use either the right thumbstick or the face buttons. If you want to grab the left side of your board with your left hand, you simply press the thumbstick left or hit X. If you want to grab the front of your board with your right hand, you quickly tap right or B to indicate your right hand and then up or Y to indicate the front of the board. All the while, you can use the left thumbstick to spin and flip effortlessly. The simplicity of the controls makes doing what you want to do a snap. If you prefer something that more closely resembles the controls of the early SSX games, there's a "classic" control option as well.
It's the risk-versus-reward element of tricking that makes it so exciting. When you catch big air, you want to trick as long as you can to maximize your boost (and your points, if it's a trick event), but if you hold it for just an instant too long, you wipe out when you hit the ground, and all your tricking was for naught. Do you do simple ground tricks to maintain your combo and keep building up your score multiplier? Or do you play it safe and stop tricking to cash in the combo with your current multiplier? It's a balance you constantly need to maintain to get the best times and highest scores, and it's so rewarding to stick the landing after pulling off an especially risky trick combination.
The thrill of such moments is enhanced by the great sound design. The eclectic soundtrack includes shimmering pop, funky R&B, and pulsating electronica, and when you leap from a mountain to catch big air, the music fades, as if it emanates from the surface down below. When you hit the ground, it kicks back in at full strength. If you've tricked enough to fill up your boost meter, the music gets remixed into Run-DMC's "It's Tricky," which reprises its significant role from SSX Tricky in this game. Being in the "tricky" state also means you have unlimited boost while it lasts, and you can do ubertricks, which are worth more points. Score enough points in this mode and you get access to even wilder super ubertricks. The relationship between the game's adapting music and your actions gives your landings a satisfying sonic impact that complements the physical one.
Satellite surveys of the real-world mountain regions in SSX were used in forming the terrain, but clearly the hands of humankind have molded these environments to make them not only traversable but also conducive to high speeds and big trick opportunities. The end results are exceptional; numerous viable routes and intertwining pathways make the environments feel organic, which makes you feel like you're pioneering your own way down these slopes. Your helicopter pilot surveys the terrain from overhead and sometimes provides warnings about upcoming hazards or suggestions about which route to take, not entirely unlike a co-driver in a rally racing game informing you of upcoming turns. These tips can be quite helpful--particularly until you've done a run enough times to learn its ins and outs for yourself--but if you find the pilot's chatter distracting, you can always turn it off.
Earlier SSX games never needed anything like this guidance because there was rarely much danger. There was little sense that you were competing against the environment itself, but the new SSX is different. It's much more challenging; the environments are more treacherous; and in the single-player World Tour mode, your AI opponents are tough enough to put your skills to the test. There may be many viable routes through these courses, but there are also numerous pitfalls, and if you fall into a chasm (you will), the game won't just reset you back on the course. Instead, you must use the rewind feature (similar to the one seen in many auto racing games of late) to roll time backward and find a suitable spot to resume your run from, but this is not without its penalty. In race events, other riders continue on unaffected, and there's a particular sting to seeing an opponent fly forward past you while you are moving yourself backward out of disaster. In trick events, where the winner is the one who scores the most points, rewinding carries with it a point penalty.
I couldn't play SSX split screen. Also, I think you can expect split screen to be mostly a thing of the past for this generation. The last marginally impressive looking game I can remember with 4-player split screen was Halo: Reach, and that is in no way the same experience. Anyone notice that shadows were completely disabled with 4 players? SSX is just too fast too. I can't find the words to describe how much more I sucked at any Burnout game during split screen play than on my own. Until they can make games that natively run at 1080p let alone utilize the whole screen I don't think I'll be enjoying fast paced games in split screen, especially those with exaggerated lighting/bloom, motion blur etc.
SSX is too visually intense for split screen. you really need to see as much as you can (especially on a jump) to see where your next trick is.. or where you need to go to stick to your line. I don't see a way to be able to do that with half screen. aside from playing at the same time, ridernet is really a great MP implementation since you don't have to coordinate anything with your friends.
with how awesome ridernet is, i dont understand why split screen is an issue with such a visually intense game. I usually cant stand when theres no traditional split screen support but ridernet is so well made you kind of have to get internet if you already dont. Also 8.5? really? now yes i thought that the monetization was extremely unfair and ridiculous, but thats more of a political issue than an issue with the game. But honestly did you not expect EA to start getting as much cash flow that they could>?
The 9 Deadly Descents events are the cancer of this game. And EA squashed any personalities that the characters used to have. With that in mind the game is excellent (bar the 9 DD) and the music is top notch. Here is hoping the next installment goes full-on Tricky style and gets rid of the STUPID Modern Boardfare.
I agree with the review. Its been a while since I played an SSX game. SSX 3 to be exact and I didn't like SSX 3 as much as I enjoyed SSX Tricky. This SSX game, in my opinion, is incredible. Its a blast to play. When my friends and I hang out we usually go out to a bar so its not a big deal to me that there is no simultaneous multi-player but I can understand why some people are disappointed. Personally I enjoy the way the multi-player is set up on SSX. None the less Im hooked once again on SSX.
The lack of simultaneous multiplayer is a dealbreaker for me. Kind of disappointed I bought this game and cracked the seal now.
Already put in a good chunk of stick time on the demo; this could make for a tempting break from my more usual fare. I imagine that there is already a roster of DLC in the offing, but I would be amused were some of it to be nods to other EA-published games (or earlier SSX titles). Examples include: the Target battledress (Bodycount), the iconic Agent wear from Sydnciate... or even one of Isaac Clarke's suits (this last and a matching board did crop up in Skate 3, after all).
Waaaayyyyyy too arcade for me. Would've loved when I was a lot younger. I did like the Amped series back on the original Xbox. 1 and 2, that is, not 3.
I can always tell by the first page if it's a Carolyn written review. Always objective yet at the same time understands human relativity to provide enough info of what long time fans will think of the product as well. Her twisted metal review is a great example of this objective/relativity.
If it's anywhere near as good as SSX3, I'll really like this game. SSX3 is one of the best games ever made
I am so glad that EA brought SSX back. And I am glad they didn't make it focused on casual-centric gameplay, as many of the games are doing today by offering ridiculously easy difficulty settings and dumbed-down controls. Boy, am I happy that everything is intact (and the trick system is once again incredible!). It really does suck they didn't have a traditional multiplayer option (I can't believe this) but I see this being the future of many multiplayer games - so long as they include traditional multiplayer lobbies alongside these stellar options. And I know there are no snowed-out cities, but what they have here is a mix of realistic and fantasy and the open mountain feel, in my opinion, is just awesome. So many routes for just one drop! I am now off to carve down the mountain, which consists of over 153 drops! I'll be busy for a long, long time! :D See you all on the slopes!
Another great review Carolyn. I haven't played an SSX game since the ps2, I will be picking this up today!