Race, trick and survival modes demoed for new SSX

The development team behind the new SSX presented their latest build at a community event yesterday. The presentation showed fans all three gameplay modes and announced that Psymon Stark would be a returning character.


SSX is still in early stages. Creative Director Todd Batty describes the title as being in a ‘pre-alpha’ stage, which means that some of the content and gameplay mechanics are yet to be put into the game. It’s refreshing to see the game’s continuous progression, but I worry that the fan criticism will disrupt the development and direction of the final product.

First up was a sneak peak at the Psymon Stark. It was only concept art at this point, but to be honest I was a little bit disappointed by the chosen styling and gear. Psymon has always been the insane maniac of the franchise, cackling wildly with spiked hair and aggressive one liners such as “Gimme Air Or Gimme Death!”. This version has seen his eccentric personality curbed significantly, with a tame tuft of brown hair and combat trousers. Hopefully some of his unlockable outfits will give players the chance to kit him out with some more of his more famous garments, such as the straitjacket from SSX 3 or the white vest in Tricky.

Todd Batty started out with the hub menu, which was sparsely populated by a rotating globe and selections for ‘campaign’, ‘explore’ and ‘global events’. It looked a little bare to be honest, although I imagine that it’ll feel more impressive once all of the online features and feeds have been put in.

It’s been known for a while now that the SSX team are using data from NASA to recreate some of the mountain ranges and snow conditions. However, this presentation was the first time that I recognised the scale of the data and just how influential it will be on the level design. It won’t mean that each level is a boring, real life depiction though. The developers used this technology to construct the core of each mountain, later sculpting and changing them into the surreal, over the top courses that we have come to love in the SSX franchise. Todd Batty promised that each mountain range would be extremely open and have specific themes that make them unique.

The race event was set on Kilimanjaro, pitting Kaori against Mac and Elise in a quick descent. The starting gates are gone this time around, replaced by various drop points that bring each rider together. What ensued was classic SSX gameplay, encouraging players to earn boost by tricking along the way. A section through an underground cavern felt particularly impressive, offering multiple paths and jumps. Todd Batty stressed that he wanted the speed to feel like ‘Burnout on snow’, edging players to a point where they would always feel slightly uncomfortable. For the most part it seemed to work, although I would stress that the race felt very short – nothing like the all peak rides found in SSX 3.

Unrealistic and mind blowing stunts are a staple of the SSX franchise. The trick segment of the game took place on a mountain with the great wall of China, allowing Mac to take each obstacle at his own pace. The character animations and flow of the game looked particularly impressive, although a minimalistic HUD seemed to play down the role of uber tricks. Todd Batty later explained that there would be a series of signature tricks that could be unlocked after ubers, taking influence from past iterations. Fingers crossed for guillotine, eh?

‘Survive it’ is the new mode for SSX this time around. It represents the trend toward big mountain riding and peak descents in modern snowboarding, acting as ‘boss stages’ throughout the campaign. Players are pitted against extreme environmental conditions, such as cold, darkness, thin air, gravity, snow, rocks, trees and white out. The demonstration showed off snow, launching the rider in front of an avalanche in North America. A reverse camera angle was used to show off the scale and atmosphere of the disaster, which was undeniably impressive and over the top. The viewing angle meant that it looked quite hard to control the direction of the character, although I’m sure this will be addressed before shipment.

The feedback section brought up a whole host of smaller announcements such as custom soundtracks, new riders and organic snow models. Although none of these would make headlines, I recommend checking out the Ustream above if you’re interested in the game. I came away from the presentation happy, but not blown away by the how the game is developing. The development team has a lot of great ideas, but I’m sceptical that they’ll be able to execute them all in the final product. The colourful personality of SSX (or lack of) was what concerned me the most, with characters and levels looking subdued and reserved. There’s still plenty of time for development though, so hopefully these issues will be addressed in the coming months.

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