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Three ways the new SSX could save the franchise

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Tuesday, October 11, 2011

Full disclosure: Electronic Arts paid for my travel and hotel expenses during their two-day press event in Las Vegas.


The SSX series ended with 3. You might remember SSX On Tour and SSX Blur, but they don't really exist. well, I'd like to think they don't.

Something bizarre happened between SSX 3 and now, but EA is on the right track to fixing all those wrongs with the latest installment. The simply titled SSX is far from completion, but the early demo I played during EA's Las Vegas press event rekindled my excitement and love for the series.

In fact, the new SSX could save the franchise from the Wii obscurity SSX Blur relegated it to. Here's how:

1. Bring back iconic characters

For some reason, EA decided the best way to continue the SSX series was to completely marginalize the iconic characters that helped make it popular. While having the option to create your own character is nice, part of SSX's appeal is the ridiculous stuff that comes out of your rider's mouth as you send them hurtling towards a cliff.

When I sat down for the demo, I was instantly relieved to see familiar names on the rider select screen. Elise, Kaori, and Mac are definitely making their way to the new game, and hopefully Brody and Psymon are quick to follow.

These characters are important because their styles are clearly defined. SSX is all about finding a set of tricks and abilities you like and exploiting them. Intense customization doesn't have a place in a game all about crazy courses and larger-than-life personalities.

 

2. The Wingsuit

SSX 3 introduced backcountry events that sent players careening down a wild slope full of pitfalls, avalanches, and hidden pathways. The new SSX takes this concept to another level as players explore dangerous and mind-bending tracks. You launch out of a helicopter onto an uncharted peak full of sheer drops and gruesome ice formations. Everything is twisted and unfriendly.

To help navigate these areas, characters now have a wingsuit that can help them glide over breath-taking chasms and obstacles.

I enjoyed the backcountry events in 3. Seeing that concept expanded into something outrageous is a real progression for a series that has always tried to blend absurdity with an actual sport. The only problem with the suit is learning when to use it. It's difficult to put the feeling into words, but knowing when to jump is just as much instinctual as it is learned.

After a while, you just know the ideal moment to leap away from the course. You have to accept that you can't barrel aimlessly off a jump and hope to land on the other side. You have to glide to safety, or you risk smashing your character's face into a cliff.

3. New alternate control scheme

Probably the biggest change to the series the implementation of a Skate-like control scheme. Rather than performing jumps on the face buttons, players can now flick the right analog stick to leap off a slope.

While that might sound cumbersome, this new jumping method is entirely optional and works well with the wingsuit controls. Picture this: you take off a ramp and accidentally press the jump button twice. Now you're careening into the side of the mountain as you try to recover from accidentally popping your suit.

Jumping with the analog stick prevents this as you can only activate the wing suit by double tapping the actual jump button. I quickly worked out a system where I would jump with the analog stick then press the dedicated button to glide.

Über tricks are also getting an overhaul. When you fill up your trick meter, you can still perform a series of ridiculous moves, only now you don't have to input a combo to do them. All you do is press a grab button while in the air. While I can accept incorporating the analog sticks in jumping, changing the Über combos feels bizarre and far too easy. They should be difficult to pull off and not something just anyone can do if they happen to jump high enough.

What I played was just a taste of SSX's return, but so far I'm pleasantly surprised. Returning to SSX 3 in both style and composition was the best way to restore the series' glory and I hope it continues into the core gameplay.

All I know for sure is that I was able to glide over fearsome peaks as Kaori, and five minutes into the demo I smashed her face into the side of a mountain. That's enough quality SSX nostalgia to make me forget On Tour and Blur forever. 

 
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Comments (4)
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October 11, 2011

I'm also happy to see Elise looking like a skier and not a pair of boobs on sticks. I was a big fan up till 3, so looking forward to this one.

Mindjack
October 11, 2011

SSX Tricky had wonderful interaction between characters, something that was dropped for SSX3. I want that back!

Shoe_headshot_-_square
October 12, 2011

I liked On Tour! But  yeah, it wasn't as good as SSX3, I agree.

Default_picture
October 13, 2011

On Tour fell out of Napoleon Dynamite's notebook. That alone made me haaaaate it.

Then I couldn't play as Psymon durning the "On Tour" events. No sir. Not a game for me. 

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