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SSX Blur- Who's getting it?

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Old 02-28-07, 11:13 AM
  #26  
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Originally Posted by darkside
I was completely unable to even play something as simple as Excite Truck.
What couldn't you figure out? I thought it was a pretty intuative and easy game to pick up. Almost too easy IMO.
Old 02-28-07, 11:33 AM
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From the Games Radar review:
SSX Blur - 9

"With a control system that’s not merely a novelty but is genuinely superb, and unquestionably a more enjoyable way of doing things"
source: Games Radar
Old 02-28-07, 12:39 PM
  #28  
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Originally Posted by steebo777
What couldn't you figure out? I thought it was a pretty intuative and easy game to pick up. Almost too easy IMO.
Never got the tilting equating to stearing thing. Never felt in control of the truck and gave up on it after a couple of hours of playing.
Old 02-28-07, 02:43 PM
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IGN gave it an 8.4

Review

Something that jumped out at me:

One of Blur's most plaguing issues, however, isn't going to be the lack of replay value or control, but the sheer difficulty of the game. SSX Blur isn't a pick up and play game, and it isn't newbie friendly. EA has made it sound as though the game is Wii-ified in order to make it more simplified, but it's quite the contrary, and the added motion control for every element of the game makes it one to separate the men from the boys. Ubertricks are hard to pull off, and the tutorial mode will most likely be played for at least 10 to 15 minutes by the average gamer to actually become comfortable with the system's many different moves. Some players may never fully take advantage of each ubertrick as well, since the game demands perfection, or at least some serious coordination. In addition, simple tricking with the use of both the left and right hand, including tilting, moving, and button presses can come off as very difficult for some gamers, resulting in a "tap your head, rub your belly" feeling. This isn't Wii Sports Snowboarding… it's SSX. EA has made a hardcore boarding game, and only the hardcore gamers need apply.
Old 02-28-07, 02:45 PM
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@ at EA calling it "hardcore snowboarding"
Old 02-28-07, 02:56 PM
  #31  
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Originally Posted by huh?
IGN gave it an 8.4

Review

Something that jumped out at me:

One of Blur's most plaguing issues, however, isn't going to be the lack of replay value or control, but the sheer difficulty of the game. SSX Blur isn't a pick up and play game, and it isn't newbie friendly. EA has made it sound as though the game is Wii-ified in order to make it more simplified, but it's quite the contrary, and the added motion control for every element of the game makes it one to separate the men from the boys. Ubertricks are hard to pull off, and the tutorial mode will most likely be played for at least 10 to 15 minutes by the average gamer to actually become comfortable with the system's many different moves. Some players may never fully take advantage of each ubertrick as well, since the game demands perfection, or at least some serious coordination. In addition, simple tricking with the use of both the left and right hand, including tilting, moving, and button presses can come off as very difficult for some gamers, resulting in a "tap your head, rub your belly" feeling. This isn't Wii Sports Snowboarding… it's SSX. EA has made a hardcore boarding game, and only the hardcore gamers need apply.
This pretty much explains it. Good game if you want to deal with the learning curve.
Old 02-28-07, 06:38 PM
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I was really looking forward to SSX Blur but now I don't think I want to invest that much time in learning the controls. Plus, GRAW 2 comes out next week.
Old 02-28-07, 07:59 PM
  #33  
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I picked this up on my way home tonight. I gotta tell you, the controls are not difficult to learn at all. I went through the tutorial in about 10 minutes, and was off to my first freeride in no time.

I haven't got the knack of the uber tricks yet (only pulled off a couple), but this game is not difficult to control. Actually its a lot like real snow boarding (where you shift your weight to your heals and toes). In this game you tilt the nunchuck side to side to make the boarder shift.

I found the controls very responsive and they are becoming second nature after only a couple of hours.

My inital impressions are that this is up there with Tricky.
Old 02-28-07, 10:22 PM
  #34  
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After about 90 minutes with this game my experience with it so far is the complete opposite from huh?, above.

I did go through the turorial rather easily (except for the ubertricks - more on that later). But when it came down to playing the actual game, I just couldn't get a handle on it, at all. Every trick would run too long and cause me to wipe out. Whenever I did land something, it would be a total accident. From jumping, to turning to grabs, NONE of it felt right. And that's the main problem with the game - it is completely unintuitive - so much so, that it's not even fun, at all.

The whole point of the Wii's controller is simpliciy. And the way they set this thing up runs totally contrary to that - it makes the older games' controls (either with the Dual-shock or the S-controler) seem like simplicity itself. I just feel like I have little to no control over my character. And then there's the ubertricks - they are just flat-out impossible. I even tried practicing them in their own menu without the gameplay - and I could only get an "okay" 1 out of maybe 20 attempts - and each time I did get an OK, I had done nothing differently than when the game thought I didn't do it right. It is just fucking pointless.

Ultimately, the controls just kill this game and drain all the fun out of it. While palying, all I could think of was having a Dual-shock in my hands instead. Whoever came up with these convoluted-ass controls needs to be shot - they go way further than being akward like patting your head with one hand and rubbing your belly with the other. No, it's more like rubbing your head with your left pinky-toe, and picking your nose with the middle toe on your right foot. That's actually a horrible analogy - a better one would be to take how you play a FPS, now reverse the Y-axis from what you're used to, and switch the jump button with shoot. Do you think you'd have fun with that?

I'm gonna keep trying, but as of now I just don't want to, because it's just not fun (oh yeah, and the tracks are boring - these are the most bland courses SSX has ever had).
Old 03-01-07, 01:52 AM
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i saw the game at a local Wal-Mart yesterday and came close to buying it. I passed and came home to find that GameFly had just shipped me a copy. I have a feeling I just saved myself about fifty bucks.
Old 03-01-07, 07:37 AM
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Gameznflix still doesn't have Blur available for rental (or Sonic).
Old 03-01-07, 09:10 AM
  #37  
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Originally Posted by slop101
After about 90 minutes with this game my experience with it so far is the complete opposite from huh?, above.

I did go through the turorial rather easily (except for the ubertricks - more on that later). But when it came down to playing the actual game, I just couldn't get a handle on it, at all. Every trick would run too long and cause me to wipe out. Whenever I did land something, it would be a total accident. From jumping, to turning to grabs, NONE of it felt right. And that's the main problem with the game - it is completely unintuitive - so much so, that it's not even fun, at all.

The whole point of the Wii's controller is simpliciy. And the way they set this thing up runs totally contrary to that - it makes the older games' controls (either with the Dual-shock or the S-controler) seem like simplicity itself. I just feel like I have little to no control over my character. And then there's the ubertricks - they are just flat-out impossible. I even tried practicing them in their own menu without the gameplay - and I could only get an "okay" 1 out of maybe 20 attempts - and each time I did get an OK, I had done nothing differently than when the game thought I didn't do it right. It is just fucking pointless.

Ultimately, the controls just kill this game and drain all the fun out of it. While palying, all I could think of was having a Dual-shock in my hands instead. Whoever came up with these convoluted-ass controls needs to be shot - they go way further than being akward like patting your head with one hand and rubbing your belly with the other. No, it's more like rubbing your head with your left pinky-toe, and picking your nose with the middle toe on your right foot. That's actually a horrible analogy - a better one would be to take how you play a FPS, now reverse the Y-axis from what you're used to, and switch the jump button with shoot. Do you think you'd have fun with that?

I'm gonna keep trying, but as of now I just don't want to, because it's just not fun (oh yeah, and the tracks are boring - these are the most bland courses SSX has ever had).
I found the turning, grabing, flipping, boost, spins and grinding to be very intuative and easy. However, I'm at a loss on the uber tricks so far. I need to spend some time with the tutorial I think. So far, pulling off uber tricks is WAY too difficult.

That, said. The regular controls were very easy for me to pick up.
Old 03-01-07, 09:38 AM
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Go Nintendo had an interesting and long article about SSX Blur and it's controls:

http://gonintendo.com/?p=13947

GoNintendo “End of day” thoughts - The controls of SSX Blur

Wii owners are no strangers to wildly varying reviews. This happens on other platforms as well, but it seems that with the Wii, many outlets are left either loving or hating a game. SSX Blur may be the worst case yet. One review tells you that the controls are spot on, while another tells you they are absolute garbage. What’s going on here exactly? I believe that some reviewers are acting very stubborn when it comes to Wii titles. With the Wii’s unique control scheme, you have to take your time and learn the nuances of each game. Some are as straight forward as possible (Wii Sports); others require a lot more practice (Red Steel). It doesn’t seem like these reviewers are taking the time to learn these new controller setups. It’s almost as if they try a game for about an hour, and if it doesn’t click, they bash it. While about half are getting frustrated, the other half are finding SSX Blur deeply rewarding. I have a feeling that all the reviewers would find SSX Blur rewarding if they only calmed themselves down, and took the time to learn something new. They could absolutely hate the graphics, gameplay, and everything else in the game…I am only talking from a control aspect. I think my experience with Blur today shows how patience can really open up a game to you.

With scores ranging from low 50s to high 80s, I was pretty interested in finding out what was going on. I have been an SSX fan for a few years now, ever since it started on the PS2. I kind of fell out of the series once On Tour came out, but Blur looked to offer a lot more new ideas that made it worth checking out. A design facelift, a revisit to old tracks, and an entirely new control scheme warranted a purchase in my book. As I was driving home from the mall, I was mulling over what my experience would be with Blur. Did the reviewers that panned the game take enough time to learn it? Perhaps the reviewers that praised were just following the Wii hype train. This had been my thought process for the entire week.

The purpose of this impressions article is to discuss the control setup in the game. I had a good two and a half hours of playtime, but I didn’t do much of anything besides learning how to use the Wiimote and Nunchuck. SSX Blur offers a tutorial mode that shows you just how the game is played. They teach you everything from basic moves like steering, up to advanced situations like Ubertricks. If you plan on purchasing this game, you absolutely have to run through the training mode. It would be silly to hop right into the game, seeing that there is so much more to learn here. Completing the training mode will give you a much greater understanding of what’s going on, and will definitely enrich your experience.

Starting off with the basics, you learn how to shred down a hill. The analog stick allows you to move your character left and right, but only slightly. It’s really more of a weight shift than it is a full turning method. To really cut into the mountain, you have to tilt the Nunchuck left or right. This causes sharp turns depending on how far you go with your tilt. The first portion of the tutorial asks you to hit 6 markers on the mountain. All you have to do is steer through them as a counter keeps track of how many you touched. My first run down the mountain, I managed to hit one marker. The second run I didn’t hit a single one. The third I managed to grab one once again. Where steering your character was extremely straight-forward in previous SSX titles, Blur changes things up a lot. As I restarted the tutorial over and over, I slowly began to understand the controls. I knew what the tilting and analog stick did; it was just a matter of tuning myself into them. There was one run down the mountain where I managed to grab three markers…and that’s when it clicked. All of a sudden, the perfect combination of tilting and analog stick control popped up in my head. I started my next run and nailed all six markers no problem. The steering controls aren’t cumbersome, they are extremely intuitive. You really do have to relearn the basics with Blur. I can’t remember the last time I played a game where the most rudimentary moves were so deep. I really believe that a lot of reviewers were turned off right from the beginning, and never took the proper time in the training mode to figure things out. If they didn’t get this stuff under their belt, they most likely threw the controller against a wall when it came to Ubertricks.

After learning basic movement, the tutorial goes into teaching you tricks and jumps. These moves were a non-issue. You flick the Nunchuck up to do a jump; it doesn’t get much simpler than that. For tricks, you flick the Wiimote up, down, or side to side. A combination of these will rotate your character into different move sets. Landing these tricks isn’t a problem anymore, thanks to the inclusion of a “trick end” button. While flipping and spinning through the air, you can hit the A or B buttons to end a trick. This will put your character right-side up so that he/she can land a move. There’s nothing worse than pulling in a huge combo of tricks, only to see the points fade away because you didn’t land correctly. Blur helps you get your character back on their feet before they even hit the ground. There is still a bit of strategy in this. It’s up to you to decide when to hit the button to land properly. I often found myself trying to squeeze in one last rotation before I hit the land button, which would lead to me crashing. I’m just too damn greedy!

Things were moving along nicely, no issues whatsoever. I learned a few more moves through the tutorial, and then the Ubertricks section came up. This was the part I was really looking forward to. The topic of much heated discussion in all of the SSX Blur reviews. The game explains that your Groove Meter must be a certain level to do Ubertricks. For the purposes of the tutorial, your meter would always be high enough for an Ubertrick. Basically all you have to do is hit a jump with enough speed, get enough air, and than you can perform an Ubertrick. A little sign pops up on the bottom of the screen showing you an example of an Ubertrick. The sign shows you how you need to move the Wiimote (sometimes Wiimote and Nunchuck) in the air to complete an Ubertrick. They range from a simple loop, to a Z figure, to a double loop. There are many more Ubertricks than this, but this is what you have to work with in the tutorial. You must hold down the A button at the start of an Ubertrick, and release at the end. It looked simple enough to me. I hit forward on the analog stick and started to speed towards my first ramp. I hit it perfectly and launched into the air. The little Ubertrick symbol popped up, asking me to do the simple loop. I held A, drew the loop in the air, and let go. Absolutely nothing happened other than me landing on my face. No big deal I thought. I got back up and tried again on the next jump, and the next, and the next. Run after run, the only move I could pull off was a face plant. I couldn’t get these damn tricks to happen no matter what. I had no idea what I was doing wrong. I paused the game after a good 15 minutes to see if I could read up more on Ubertricks. I found a practice section that let you learn how to draw Ubertrick figures. I hopped in and started practicing.

I drew the loop on the practice screen, and nailed it. I ran through it about twenty more times, and had no problems at all. I moved onto the Z figure. After a few screw-ups, I learned the correct way to draw the Z. I did the Z figure a number of times, and then moved onto the double loop. It’s actually a lot more complicated than that, but I can’t think of a better name to call it. It has you starting one loop, drawing downwards into another loop, and then coming back out of it. I actually found this Ubertrick easier to do than the Z figure. Okay, now I was set; ready to take on the mountain once again. I was raring to go, feeling much more assured through my practice. The rider started down the hill, I made top speed for the first jump. I launched high into the air, and the double loop Ubertrick popped up. I held A, went through the motions, and let go…into a face plant. There are roughly three good jumps on the test run, and I would screw all of them up. Over and over, the same thing kept happening. For the life of me I could not complete one Ubertrick. How was this possible, what was I doing wrong? The practice session showed me that I was drawing the figures properly, so where was I screwing up? I kid you not; this went on for about a half hour. To total things up, this would put me at 45 minutes of nothing but screw-ups. This is it, this is the point where I had my eyes opened up to the viewpoint of the negative reviewer.

Be it through the training mode, or the actual gameplay modes, this is what those reviewers were experiencing. They hit a snag in the Ubertricks section. Yes, it’s possible that they never got a proper handle on steering in the first place, and that could throw them off track for the entire game. I don’t think that was the case though. I believe they were met with the Ubertrick tutorial, or a portion of the game where you have to Ubertrick to gain enough points to succeed. It makes perfect sense as to why they found the controls to be broken. If you can’t control the game, then you can’t play it. If you can’t play it, then how in the hell can you give it a good score? This was the turning point that reviewers hit. It may have come easier to some, but there’s no doubt in my mind that everyone faces some bit of a hurdle here. I wasn’t about to give up, I was going to learn how to Ubertrick no matter what. I didn’t care how long it took me to figure out what I was doing wrong; I was going to come out successful. I was not going to be the jaded reviewer; I was going to play the game how it was meant to be played. I wiped the sweat from my brow, buckled down, and went at it again.

From mountain to practice menu, from practice menu to mountain. I kept going in and out of both trying to see where my issue was. I tweaked anything that came to mind; I tried everything I possibly could to help myself. Nothing was working; I couldn’t pull off a single Ubertrick. I put down the controller and picked up my laptop. I went to several messageboards looking for Ubertrick threads (happy to see that I wasn’t the only one with issues!). I downloaded previous Blur videos that showed people playing the game so I could study the hand movements. I read what others had to say about their Ubertrick experiences, and suggestions for how to accomplish them. After spending some time hunting down all this info, I went back into the game for another shot. Time was running out, my afternoon/evening off from the site was drawing to an end. I had about 20 minutes left to get these tricks to work. I wanted to succeed, I didn’t want to come back later in the morning to pick up at this roadblock. Time to take everything I read/watched and put it to good use.

I went into the practice mode again, and continued to draw the figures. I could do that no problem, so I took that off my list of possible issues. I was picturing myself drawing these during gameplay. I had to keep focused while in the air, instead of rushing through the motions to pull off the trick in time. I needed to make sure I got enough speed for big air as well. I wanted optimal time to pull off an Ubertrick. I started down the hill again, and failed once more. I failed on the second jump as well. All I had left was the third jump. Time to switch things on the fly. Instead of trying to make everything fit while in the air, I was going to take my time with the move. I launched into the air, and made a big sweeping circle for my Ubertrick. Not the small, short motions I did in practice which registered correctly. I wanted to make sure I was completing the full figure in the air. I held A, drew a big loop, and let go. The game slowed down, a sparkling loop popped up on screen, and I started the Ubertrick. I had finally done it! I screamed at the top of my lungs (waking Mom Brain up), I had finally pulled off the trick. I landed it with a face plant, but that didn’t matter. After over an hour of trying, I finally pulled off the move. Now the only thing I had to do was figure out how to make that happen over and over again.

I am sure there are those of you who are having trouble with Ubertricks, or are holding back on a purchase of the game due to controls. I am going to give you my step-by-step directions on how to do an Ubertrick. First thing’s first, make sure you have enough speed going into the jump. Also make sure to line your jump up properly with a ramp. Once you are in line with a jump, hold down the A button. This will make your player crouch, and semi-lock them into line with the ramp. As soon as you hit the top of the ramp let go of A for a little kick to your jump. Now, wait until the Ubertrick sign pops up on the bottom of the screen. This should happen almost the instant your board leaves the ramp. If you are just learning the Ubertricks now, IGNORE what the sign tells you. If it wants you to do a double loop or Z figure, ignore it. All you want to focus on is doing a simple loop. This is the easiest Ubertrick there is, making it the perfect one to practice on. Once you learn the loop, you can move onto the harder figures. Okay, so you have let go of A, you are flying through the air, and the Ubertrick sign pops up. Hold down the A button, and do a nice big gesture with the Wiimote. As soon as you are done, let go of the A button. While making a big gesture with the Wiimote seems like it would take too much time, it actually doesn’t. You can finish a big loop in about two tenths of a second. This is more than enough time to complete a few revolutions and stick your landing. Once you let go of the A button, let the trick play out for a bit, then hit A or B again to land it. If you have done the Ubertrick correctly, time will slow down a bit, and you will see a sparkling loop in the air. You will always have visual confirmation of an Ubertrick, and it will appear as a sparkling version of whatever trick you did. Keep practicing the simple loop until you have it down to a science. Once you have 100% accuracy with that, move onto the other moves. That’s exactly how I did things, and it works perfectly. I moved from the loop into the Z figure, and can pull it off without a hitch. The same goes for the double loop. I even left the training to go to the half pipe to practice there. I could do all three moves from the training, as well as the heart shape Ubertrick we have seen in trailers. That is a Wiimote/Nunchuck move (requires you to move both through the air). When I pulled off that Ubertrick in my first try, I knew I had things right.

Is there a steep learning curve in Blur? Without a doubt there is. Is it a rewarding experience, and worth your time? More so than any other game that I’ve played. Some games on the Wii make gaming extremely simple. You want to swing a bat, you swing the Wiimote. You want to fish; you use the Wiimote as a fishing pole. Than there are other games that utilize the Wiimote/Nunchuck in different ways that completely change games we have played before. First person shooters become much more tactile, and require a lot more attention and focus. If you stick with it, you can become much more accurate than you ever were with a traditional controller. SSX Blur really does something new with the series. Yes you are snowboarding down a mountain just as all the others, but the new control experiences make this feel like an entirely new game. Once you learn basic snowboarding…and I mean really learn it, you won’t want to go back to a traditional controller. Simple analog stick movement won’t match the intensity and depth of the analog stick/Nunchuck controls. You really get the feel and sensation of controlling your character. Ubertricking is one of the most rewarding experiences I have had in a game, as well as on the Wii. It was a tough go from the start, but I stuck with it. I wanted to break through that wall that some reviewers hit. I would not let this game best me; I was going to get it to do what I wanted. The developers made the controls like this for a reason, and I was going to experience it. Now that I finally know how to Ubertrick without a problem, it feels amazing. Pulling off these moves looks fantastic, opens up the gameplay to you, and gives you a humongous sense of accomplishment. The Ubertrick controls DO work, the snowboarding controls DO work…they have to be learned. When you do get them (and trust me, you will), you will find yourself having an amazing experience. Hell, all I did was play through the tutorial and half pipe modes, and I was addicted. There’s a whole game waiting to be played!

I am not saying that all games are made better by the Wii. What I am saying is that SSX Blur is one of them. Don’t give up on SSX Blur. Don’t let the learning curve turn you off. Don’t let the game beat you, as some reviewers did. If you do learn how to ride and trick, but still hate the game, then so be it. You may not enjoy these types of games, and that is fine. My issue is that all the negative reviews mainly fault the control setup as the unsolvable problem. If these reviewers actually learned how to use the control setup, and saw that it works WITH you instead of against, they would most likely have given a different score. Should there be such a steep learning curve to basic controls? That is to be debated by all of us. Should we always expect to pick up a game and have controls mastered within ten minutes? That’s a condition that we have learned through gaming from the days of the NES up until now. The Wii is different, and brings different experiences and challenges with it. Whether we are ready to embrace new ideas remains to be seen. It feels comfortable to slip back into pressing button combinations to get a character to do what we want. It feels like this because we have been doing it for so long. If you open your mind and hands to the new ideas of the Wii, you may find yourself coming out with a much deeper experience. Every single game on the Wii isn’t going to have controls that work, and traditional controllers may handle some things better. Let’s hope for our sake that more games take the route of SSX Blur. They help us to learn new ideas, get us to practice them, and show us that in the end they are more rewarding than anything a traditional controller can offer.
Old 03-01-07, 09:46 AM
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I agree with that Go Nintendo article. I actually think the control scheme is very good. The uber tricks are going to take some getting used to.
Old 03-01-07, 10:22 AM
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Originally Posted by DodgingCars
It doesn’t seem like these reviewers are taking the time to learn these new controller setups. It’s almost as if they try a game for about an hour, and if it doesn’t click, they bash it.
I think that just horseshit. The controls should be much more intuitive than they have been in most games, especially with Nintendo's goal for the wii to be more accessible to non-gamers.

I'm sorry, but I don't have much free time and I'm not spending it learning controls for a game. If controls aren't intuitive within the first 30-60 minutes I'm not going to stick with it.

And I see nothing wrong with reviews knocking the controls for being too complicated, especially given the focus of the entire fucking console on offering an easier, more intuitive control scheme.
Old 03-01-07, 10:25 AM
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well, you complain about the controls not being realistic enough, then you complain about having to learn a seemingly intuitive control scheme.

Seems like you have your mind made up Josh
Old 03-01-07, 10:29 AM
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Originally Posted by Josh Hinkle
I think that just horseshit. The controls should be much more intuitive than they have been in most games, especially with Nintendo's goal for the wii to be more accessible to non-gamers.

I'm sorry, but I don't have much free time and I'm not spending it learning controls for a game. If controls aren't intuitive within the first 30-60 minutes I'm not going to stick with it.

And I see nothing wrong with reviews knocking the controls for being too complicated, especially given the focus of the entire fucking console on offering an easier, more intuitive control scheme.
I disagree (to an extent). I think it depends on the game. For some games, I think it makes sense that controls can be a learning curve. I saw someone else compare this to a fighting game. You don't generally pick up a fighting game and automatically know how to pull off a combo... Even if you know all the right button pushes, you're timing may be off.

I have no problem with a game having a learning-curve for controls, if it ultimately makes you better at the game as you learn the controls better (in this case: snowboarding -- much like real snowboarding, you're going to suck at first).

For other games, I think the learning curve should be very low (a platformer, for instance).
Old 03-01-07, 10:33 AM
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Originally Posted by KurrptSenate
well, you complain about the controls not being realistic enough, then you complain about having to learn a seemingly intuitive control scheme.
The two aren't mutually exclusive.

For instance, having a boxing game where the game accurately mimics real punches is both realistic and intuitive.

Bowling is both intuitive and realistic etc.

The problem is you can't have a realistic controlling snowboarding game, and thus this is a genre probably best left to traditional controls.

Motion controls, IMO are only going to work when they're used in a way that makes sense (i.e. your mimicking the real motion and it actually recognizes it like in bowling) or when used more subtly on top of traditional controls in games for moves where it makes sense like the sword in Zelda.

The only thing I've made my mind up about is that the developers don't have a handle on how to best use the controls yet, and that I shouldn't have wasted the effort getting one at launch and just waited a year or two for this stuff to smooth out and their to be a handful of games worth playing on it.
Old 03-01-07, 10:36 AM
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Originally Posted by DodgingCars
I disagree (to an extent). I think it depends on the game. For some games, I think it makes sense that controls can be a learning curve. I saw someone else compare this to a fighting game. You don't generally pick up a fighting game and automatically know how to pull off a combo... Even if you know all the right button pushes, you're timing may be off.

I have no problem with a game having a learning-curve for controls, if it ultimately makes you better at the game as you learn the controls better (in this case: snowboarding -- much like real snowboarding, you're going to suck at first).

For other games, I think the learning curve should be very low (a platformer, for instance).
The best fighting games have a good mix of both. i.e. something like Soul Calibur is easy to pick up and button mash and pull off all kinds of moves, but there's a lot of depth there for people who want to learn.

Compared to something like the Virtua Fighter series which I've always found pretty useless as the learning curve is too steep for anyone but die hard fighting game fans to fuck with.

This game, from reviews, sounds like you have to invest a good bit of time to do anything, and on top of that regardless how good you get the ubertricks will still be hit or miss as the controls are fickle and inconsistent.

It just seems like an extra misfit given the Wiis shunning of hardcore gamers to lure in nongamers.
Old 03-01-07, 10:40 AM
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to go along with your example...


have you ever snowboarded before? If not, would you expect to go out on a mountain, go down a normal slope, and have any sort of success with that?

Even if you have done so, transitioning your weight to different edges has a similiar learning curve that people really have to understand before they would be able to perform the task with any sort of ease.
Old 03-01-07, 10:43 AM
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That's horseshit too. Video games need to be intuitive and easy to play. The real life version doesn't.

By your logic I shouldn't be able to dunk in a basketball game because I can't in real life.
Old 03-01-07, 10:44 AM
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Still, as much as the controls are killing this game for me (actually, the controls where it concerns movement and jumping is just fine - I mostly just have a problem with tricks - grabs and uber-tricks specifically), what pisses me off most about this game is that these are all recycled tracks and courses from previous SSX games that I have already played countless times before - why am I going down the same fucking slopes in a "new" game?
Old 03-01-07, 10:46 AM
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Originally Posted by slop101
...why am I going down the same fucking slopes in a "new" game?
This is just a price we pay as early adopters. Most of the third party games the first 6 months or so are going to be shovelware, sloppy ports or halfassed "remakes" that are just thrown out to cash in on all the new owners that don't have anything to play on their shiny new console once they get through the couple of decent launch games.
Old 03-01-07, 10:50 AM
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Originally Posted by Josh Hinkle
That's horseshit too. Video games need to be intuitive and easy to play. The real life version doesn't.

By your logic I shouldn't be able to dunk in a basketball game because I can't in real life.

not even close, actually.


There isn't a basketball game that mimics real life movement, which requires you to jump, plots coordinates on a Y axis, then compares the difference to the amount of distance required to make your video game counter part perform the same action...

If the control scheme were as easy as you would hope, obviously some of the realism would be lost

example : in the new tony hawks project 8, the nail-trick-mode is a good example of how controls are made more difficult to mimic what a real life person might do to perform the same stunt.

If you would have taken your time with that, its pretty easy to tell that, in order to be good/consistent at using that stunt mode, there needs to have a greater understanding, and consequently, more time spent on perfecting such a move.

For many, that feature really added to the realism of the game, as well as the overall enjoyment as well.
Old 03-01-07, 10:53 AM
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Originally Posted by KurrptSenate
If the control scheme were as easy as you would hope, obviously some of the realism would be lost
I guess you missed where I said above:

The problem is you can't have a realistic controlling snowboarding game, and thus this is a genre probably best left to traditional controls.
Some games will never work with realistic controls and developers shouldn't waste time forcing motion controls on these games. All you end up with is a mess like this which isn't as fun (or well reviewed) as previous games in the series/genre that used traditional controls.

Originally Posted by KurrptSenate
not even close, actually.
For many, that feature really added to the realism of the game, as well as the overall enjoyment as well.
And that's fine...for hardcore gamers. Just seems out of place on a console geared toward non-gamers and away from hardcore gamers.


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