Its also quite neat to have someone from the SSX team here on our boards. I am incredibly fascinated by the development history of the SSX franchise and how the internal politics of a company as large as EA have shaped the tone and quality of each game in the series. More specifically, I'm curious as to why On-Tour was such a departure (stylistically, gameplay-wise, UI-wise and overall tone) from the rest of the games in the franchise.
I can't speak too much to the earlier games. Though we have folks on the team that have worked on almost all the iterations, I wasn't one of them. This was my first SSX.
From what I've heard, I think a lot of the stuff in On-Tour was because that specific team wanted to make something that really stood out from the other iterations. They wanted to make their mark, I guess. You can see somewhat of the same thing with our game, trying to make a game that's ours as much as it is a sequel, and the delicate balance of making that fit in with what the community rightly expects from an SSX game. If you're especially curious about On-Tour I'll ask a few questions to the series veterans on staff to see what they have to say.
Thanks for your candor. The development history of this franchise was always something I've been curious about. From some of the earlier videos your team was releasing it was apparent that members of the core team had come back for this game, which was a reassuring feeling.
Developing a sequel to such a beloved game is a gift and a curse. On one hand you must try to stay true to the roots of what made the original(s) so appealing while at the same time you have to offer a new set of unique mechanics to allow the game to stand on its own. Its a delicate balance but I get the feeling your team has pulled it off. Time will tell, but I'm really looking forward to picking up what you guys have put down.
@coonce How did the controls feel in the 360? Do they translate well from a dualshock with the grabs on the shoulders? I'm curious as I'm picking it up on the 360 and worried it'll weird on an xobox controller.
That's a great point.
I have played every iteration of SSX (sans Blur) on the PS2 and I believe that the game is best experienced with a DualShock controller. The shape and size of the controller make it easy to grapple and thus pull any combination of grabs while spinning. The move to the 360 controller (which is an awesome controller in its own right) took a few minutes to get used to, but felt just fine when I was in the heat of the action.
It should be noted that there is a 'new' control scheme which is the default configuration (and was the controller layout Conor used to kill it in the Quicklook). I'm curious to hear which layout you guys prefer after the game launches.
@coonce: Would you recommend to game for persons not interested in the online stuff? I mean, it's a bummer hearing the guy at the Quick Look saying "It's an extended tutorial mode".
Unfortunately, I did not get to play a ton of the single player campaign. From my understanding, it features some light fiction and does serve as a loose tutorial (in that it introduces you to some of the new gameplay mechanics and mountain challenges).
Personally, I'm not very big into typical online features either, but they are doing some very smart things in this space and these mechanics are so seamlessly integrated into the overall experience that you will likely gravitate to them more quickly than you anticipate.
If you really don't want to use any of the online features, there are around 10 characters (plus some unlockables (Eddie wasn't in the lineup, but has been in some trailers)) to level and more than enough content to keep you occupied for hours.