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About the product
- Players will drop into nine of the most iconic mountains ranges and regions on planet earth and each of these iconic mountain ranges have then been exaggerated to deliver a gameplay experience that is true to SSX.
- SSX introduces arevolutionary physics engine that will allow players to ride and trick off almost anything in theenvironment
- From boards of varying speeds to wing suits that let you glide for longerdistances, upgrade your gear to ride faster, trick higher and survive longer
- Characters include: Elise, Mac, Kaori, Psymon,Moby, Zoe, Griff, Ty, Tane and Alex.
- Defying the laws of reality, SSX will enable players to pull off tricks that would make even theworld’s greatest snowboarders cringe.
- Conquer the Planet's Mountains - From Antarctica to Africa and the Himalayas to the Alps, players will drop into nine of the most iconic mountains ranges and regions on planet earth. Using NASA topographical data and our proprietary Mountain Man tool, each of these iconic mountain ranges have then been exaggerated to deliver a gameplay experience that is true to SSX.
- Advanced Physics - Harnessing the power of the current generation of consoles, SSX introduces a revolutionary physics engine that will allow players to ride and trick off almost anything in the environment, unrestricted by invisible walls and barriers.
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A modern day reinvention of one of the most critically acclaimed arcade franchises of all-time, EA SPORTS SSX will allow players to experience the franchise's signature fun and adrenaline-packed gameplay across iconic mountain ranges all over the world. Utilizing NASA topographical satellite data, we've mapped out a Massive World for players to explore. Using a Google-Earth inspired interface, navigate throughout nine expansive mountain ranges and regions, each with multiple peaks and multiple drops. SSX packs reality-defying gameplay into every run letting players Race, Trick, and Survive down huge open mountains. In addition, Explore, Global Events and RiderNet - SSX's recommendation engine - headline an online feature set that will revolutionize social competition for gamers, making it fun and easy to compete with friends on your schedule.
SSX is a snowboarding game for Next-Gen game consoles that continues the over-the-top Arcade style fun that the long-running SSX franchise is famous for. The game features racing and trick gameplay both in single player and multiplayer options, with runs set across the mountains of the world using real-world NASA topographical data. Additional features include: new and returning franchise favorite characters, global events and the ability to race against ghost images representing a friend's time on a run, real-world conditions like avalanches, rockslides and freezing temperatures, and more.
Iconic Snowboard Racing Returns
A modern-day reinvention of one of the most critically acclaimed franchises of the last generation, SSX returns packing adrenaline and reality-defying gameplay into every moment. In this over-the-top snowboarding extravaganza players jump into the boots of your favorite SSX character -- including those featured in previous releases in the franchise -- and race, trick, and survive the world's most iconic mountain ranges. Based on real-world NASA topographical data, each mountain range delivers an experience true to the franchise's rich history, allowing you to defy reality and own the planet.
Along with racing and trick performance gameplay in which you pull off runs and sick jumps to build point multipliers and earn in-game currency, SSX includes the ability to explore the gameworld with minimal barriers as to where you can go. Additionally the game contains multiplayer options including the ability to compete in live events against real people in real-time on every drop in the game or to race against the posted times of friends in which ghosts of your friends' runs are visible in your world showing you exactly how they performed. Improve on these runs and earn in-game cash and if your ghost beats opponents reap additional benefits the next time you sign in.
Key Game Features
- Conquer the Planet - From the Alps to the Andes, the Himalayas to the Rockies, ride some of the most iconic mountains in the world. Developed using real-world NASA topographical data and SSX's own proprietary Mountain Man tool, every region delivers an exaggerated gameplay experience that is true to the rich history of the franchise.
- Race It - SSX goes way beyond your typical racing experience. With wide-open terrain, multiple elevations and starting points, and no invisible walls, it's up to your skills and imagination to discover the fastest line down the mountain.
- Trick It - Defy the laws of gravity by pulling off tricks that would make even the world's greatest snowboarders cringe. Nevermind a 1260° Double McTwist - in SSX, you're still a beginner if you still have both feet strapped to the board while spinning 200 feet in the air.
- Survive It - Escape avalanches, rock slides, freezing cold temperatures, and more as you take Mother Nature head-on in hope of surviving some of the most treacherous descents on earth.
- Explore - Explore every drop in the massive world of SSX. Set your fastest time on Race Drops, post your highest score in Trick Drops, and descend as far down the mountain as you can in Survival Drops. Instead of a traditional leaderboard showing friends' times to beat, ghosts of your friends' runs are visible in your world showing you exactly how they performed. Challenge your friends' ghosts or let your ghost chalk up wins and losses as you dominate your way to the top of your friend leaderboards.
- Global Events - Compete at every drop point in the SSX universe. Compete in live events against real people in real-time on every drop in the game. An event can last for a single run, hours, or even days and can support up to 100,000 participants, with your friends and closest competitors phasing in and out of your immediate surroundings at all times. Post a time and move up or down the leaderboard even if you quit out and turn off your console.
- RiderNet - Inspired by the incredible Autolog engine that powered NFSHP, RiderNet will guide you through the incredible world of SSX by allowing you to 'like' your favorite drops, recommending new drops and friends, guiding you to where your friends are, or drops that their ghosts are dominating, and directing you to the biggest and best global events for your level.
- Legendary Characters and All-new Icons - Favorite fan-selected characters, including Elise, Kaori and Mac make their return, joining new faces on the slopes.
- Every Moment is a Rush - A revolutionary physics engine pushes the boundaries and defies the laws of reality, allowing you to ride and trick off anything, unrestricted by invisible walls and barriers.
Defy gravity in Trick play.
Chase the times of friends.
Race in global events.
Survive treacherous conditions.
Top customer reviews
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I would give this game less than one star if I could. It is utterly pointless, unless you want to sit there and play by yourself. I understand that they probably left out the multiplayer option so they could push the graphics harder. But what is the point? Did they do it so I could sit there by myself and gawk at the great graphics? I can picture myself sitting there by myself saying "Wow, that looked good...did you see that?"
I would return this if I could. I am sad that I gave EA another $60 of my money.
A brief history: SSX has evolved continuously over the years. While some feel the games weren't different enough, I think it's one of the few series that varied greatly over it's iterations. The only SSX to not add or change much was SSX On Tour. Thankfully that is not the case with the new SSX. Fun fact: when EA got rid of EA Sport Big, they decided to start making EA Sports Freestyle, a more casual focused company, and the head of that sub company specifically said they would not be making a new SSX. Thank goodness that didn't stay true!
What's new: a rail riding button, extra gear required for certain courses which changes gameplay and adds additional concerns to keep track of, a whole new button configuration option (which is the default), rewind, no punching, no grabs (where you grab an edge and stay), no reset button, no halfpipe, and no freeride mode. Accidentally going 'off course' has been replaced by chasms of death that you have to 'rewind' out of or die. Also, new to the game, is death. snowflake multipliers have been replaced by geotags and snowflakes that give either experience points or money. The game also feels incredibly fast. In a developer interview, he said outside SSX, the biggest influence was Burnout Paradise. It shows. The new grind button is almost optional, since you can still grind without it, but it's harder. You can no longer grind if you hit the rail at an odd angle, which I found a little less fun.
Game modes: The game has 3 modes: World Tour (story), Explore (traditional SSX Medal score mode), and Global Events (psedo-multiplayer).
In Would Tour mode you open up playable characters. When you beat events, it doesn't matter what place you are as long as you aren't last. On feature that's interesting is if you keep failing an event, it will offer to simply pass it for you. I expected this would not give me my completion check, but there are no signs that I didn't beat that stage. If you wanted to go back and try it later, you'll have to remember what stage it was on your own. It also gives you any money and experience you would have received. This mode is mostly there to open up characters and reveal the 'story'. Each character has a motion comic video that plays to introduce you to them. Unfortunately, one of the biggest problems with this games vs the old games is that it lacks character. The characters are very vague, lacking the bite they used to have. As much as I love the old SSX characters, they might have well as used 'Male Racer A' or some generic build-your-own character. You'd think this mode would be all about building more out of those characters, but it just falls flat. As such, this mode is just there to slowly introduce you to elements of gameplay, mostly the new gear. This could easily have been done in a single level of Explore mode. Because it doesn't really work on both of these points, this mode ends up being mostly pointless, though it does give you a good feeling of 'progression', as opposed to simply earning money and opening up levels and medals. I also find the mode very unbalanced, because sometimes I'd beat the goal by a ridiculous amount, follow by a course I have to play 5 times, and back again. The XP and prize money don't really reflect difficulty either.
Explore Mode is the more traditional SSX fare, with most tracks having race, trick, and sometimes survival courses, with more options for each course than you'd find in World Tour mode. Survival (also in Would Tour mode) is new to SSX. Here you will have to make it to the bottom of the course without dying. The length you need to go to get a gold metal can be longer the course, which means once you get to the bottom, you go right back to the top and start over again. Until you die. This makes this 'survival' mode very different from anything in previous SSX games and can be closely compared to endless runners (i.e. Cannabalt). Trick and Race work very similar to previous titles. There's also a new avalanche mode that feels a bit like a mini-game, but takes the game and lets you play it from a different view. While it wasn't bad, it felt like a demo or mini-game at best, which is probably why I haven't seen it much in the game.
Courses, Death, and Rewind: The courses in this SSX have a very different feel than previous entries. The paths feel off-the-chart and not at all stadium-like. This makes the courses less memorable, but also gives a feeling of realism and each course has a more open feel to it. You don't just have one or two shortcuts, but the whole track feels like one open potential shortcut. I'm not sure if I prefer either type, they both have a lot of potential fun. The ability to die in the game adds some very difficult challenges and I found racing mode suffered the most from it. I also find I just plain think it ruins the pacing and fun of both racing and trick tracks. Previously, in racing, it's all about knowing the track and executing a near flawless performance. This time around though, there are a lot more places to fall and die, which makes you have to rewind. Unfortunately, the rewind only effects your character and the other racers speed ahead. The rewind is in 1:1 speed, so take the time it takes for you to realize you are in a chasm/dead-zone, then your reaction time to that, then the amount of time it takes to get to back to a point where you can safely not repeat the same mistake. You didn't just go from first to second place, you are now dead last. Also, half time time, I found that I'd end up somehow making the same mistake, so while you think you can back up to the exact moment you messed up, you actually have to back up several moments before. Meanwhile, a snail passes you by. Overall, the feeling of the game is entirely changed for racing, from 'getting it just right' to 'oh please don't mess up'. Rewind works better in trick mode, where it reduces your trick points significantly every time you use it. In survival mode, it has a limited number of uses (3, I think), which makes sense. Unfortunately, Rewind is really easy to hit with classic controls, causing me to hit it for some of the more complicated trick. Also, being in rewind is how you place geotags. I accidentally placed at least two geo tags. Rewind should have been mapped to the select button.
Score multiplayer, combo, trick mode, and landing: In previous entries, there was a perfectionism in the precision of taking a big trick, then landing, then chaining it, then doing another trick. Here, you have a combo score and a multiplier. The manual in the game is unclear on how they relate, but at some point there was a loading screen that clarified. And yet, I'm still not sure I get it. And that's sad, because previous entries let you know exactly how the scoring system worked. I still can't tell if doing one long trick on a rail vs multiple is better in the long run. I miss the clarity and find the hud in this very unhelpful. Also, it's easy to accidentally cancel your combo. In SSX3, you had to use the right analog stick to do last minute adjustments. I was sad when this was simplified to a button press in SSX Blur, but in this game it is taken out entirely. You simply land it if you've released all the buttons. And I do mean all the buttons. If you tweaked a grab using the boost button, then you have to make sure you let go of boost before you land. This caused me to crash the first few times, but I got used to it. Now having to adjust before I landed allows for me to call it much closer than I would have in previous entries. I feel it takes a little fun out, but it adds a little risk. The multiplier here works differently too, relying on you keeping up your speed and continuing to do tricks, regardless of whether or not you combo them. As said above, it's hard to get a clear strategy from the game as to which one is more beneficial or exactly how they interact. While I like the idea of speed, I miss the perfection of squeezing out every perfection I could get out of a course. Though, now, you no longer have to worry about time limits, since they multiplier forces you to not go back or it will cancel out.
Pseudo-multiplayer: This game has no real multiplayer. It has, at best, vaguely interactive scoreboards. This works fine for trick mode, which was essentially previously a simultaneous one player experience (not much interaction). Unfortunately, race mode suffers. I no longer feel like I'm racing against people. Not even the CPU. I'm simply racing against a previously known time limit. In some modes, you can still knock the CPU down if you hit them with your character, but most modes have ghosts instead. This would be why they took out punching. Geotags are a new way to interact with other plays over asynchronous multiplayer, but I just didn't care much for it. I can leave it around, and the longer players don't get it, the more points I get for it. I just don't care much, especially when the reward is basically the same as beating a race. On the flip side, collecting them is a little fun, since it's hard to say how much they'll be worth.
Customization: This is a really odd one. The customization in this game can be easily compared to what you'd find in a facebook game. It's very off putting. Just like a facebook game you can spend extra money (real life) for extra credits (in game). The items you can buy are randomly selected and you have 4 options which can range from amazing to useless (especially in the beginning). I can honestly say I can't stand it. The different outfits are just different colors, sometimes they have a perk, but it never tells you the details of the perk other than 'extra boost' or the like. How much extra? It's annoying, because you can see a board you want, but then can't afford. Next time you go to the store it will be 4 different random items. When it comes to gear required for a coarse (such as the wingsuit), if you don't have it, it will randomly put at least on in the list, from what I can tell. But then, in order to play, you are stuck with having to buy that one gear, even if you know there's a better one you can afford just around the corner. Or, you could play another race and come back I guess.
Music: Music and interactive audio has always been a highlight in the SSX series. The series peaked with the soundtrack to SSX Blur, whose soundtrack was done by Junkie XL. Unfortunately, the music in this one isn't nearly as charming or interactive. The soundtrack is more similar to On Tour, which was a mixed bag instead of just doing it's own thing and sticking to it. The tracks also don't have the feeling of interaction that previous entries do. Previously, when you soar in the air, the drums drop out and atmosphere kicks in, with only parts of the music still playing. In this one, there is what sounds like a simple frequency cut off filter. It's still good, but not nearly as intricate as previous entries, especially not Blur. This one does allow you to load your own soundtrack though, instead of the 35 tracks available. The results are surprisingly good. When in the air the low frequency cuts off, when gliding there is a delay/doubling effect. It's good stuff. I wish the soundtrack were a little consistence, but since I can load my own, it more than makes up for it. Hopefully in the next one they'll get one artist to work on the whole thing. I'm hoping for Amon Tobin, who has at least one 'hidden' track in the game.
PS3 exclusive content: 2 different main routs and 6 ways to play it (3 trick and 3 race). I'm happy I own a PS3, but I'm sad to hear xbox fans are missing out. It won't be forever though, the box says content is exclusive until 8/29/12. The mountain is fun, but definitely not an easy course. Both routes feel similar honestly, so it mostly feels like 1 track with both trick and race options.
Overall: While this is a great overhaul of the series, but the overhaul already needs an overhaul. I'm mostly happy with it, but I can see why others might not be. It's a good scoreboard based game, but that may not appeal to some. I think I'll appreciate this entry in the series, even when a newer better one comes out. Hopefully we'll reminisce on how interesting the death mechanic was and how great it was that they took it out, but that it was a neat idea. I look forward to the next one and hope they listen to everyones complaints and ideas on this one. Inject some character back into the characters, get rid of death (my biggest gripe), bring back punching and real multiplayer (local and online), completely rethink customization (no facebook feel), give a variety of tracks (both memorable and open), have an amazing soundtrack, and you may have yourself the best SSX of all time.