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| The SSX 3 Weekend! |
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| From: grandmort
| Posted: 8/3/2003 2:49:39 PM | Message
Detail |
August 3rd, 2003 Dolphingirl and
Happymachines are a few floors above me. FirebrandX, Gondee and
Krispy24, just a little down below. It's 01:30 AM on Sunday Morning
and we are all sitting in our respective room in the Four Seasons
Hotel Downtown Vancouver, British Columbia, Canada. Today, the
emotion level is on the high rise... From the 23rd floor windows of
my room, I stare at the twinkling skyline and ponder on how lucky we
really all are... Lucky to have met, to have talked and especially
to have shared such an incredible experience as the one we have
today!
Today, all of us got to play SSX 3! Not just for a
few minutes or a little taste, but all day!
E.A.Canada flew
us to their headquarters on Friday, plugged us into 6 PS2s at 09:00
AM sharp on Saturday, and then they let us run wild...
As
Nucleus put it on another thread, "What I think he (Gondee)
has been alluding to, is that a bunch of the high-profile skilled
community members got an invitation to play-test SSX 3 at
E.A." Well, Nucleus was right on the money!
We will
soon tell you all about it, on here and on the SSX Fan
Site…
In the mean time, just know that what we saw and
experienced today in the stylish E.A. building, was definitely quite
incredible…
Thank you
E.A.!
:) --- Grandmort "...I've seen things you
people wouldn't believe..." |
| From: ssx4ever
| Posted: 8/3/2003 6:20:38 PM | Message
Detail |
Sounds awesome grandmort. You guys must be
having the time of your lives.
But why the heck are you
sitting in your room? Go on, get back out there and have a few beers
with your new found friends. This opportunity must come around once
in a lifetime.
Did they give you a take home evaluation
copy? --- "These pretzels are making me thirsty!!" |
| From: elgen
| Posted: 8/3/2003 9:29:41 PM | Message
Detail |
Oh my shibby!
Now _that_ would be an
awesome weekend for me! Enjoying SSX3 w/you people..
yeh!
grandmort, as s4e said, hurry up and turn your mind into
SSX3 (if you haven't done so yet).. ---- elgen - johan
rasmus eira. |
| From: gondee
| Posted: 8/3/2003 10:35:15 PM | Message
Detail |
Yeah. It was kinda OK.
...
Naw,
it was friggin' awesome, heheh. First off I want to give a
huge, overweight THANK YOU to our lovely hostess from EA - (you know
who you are) for a wonderful time. We all will be e-mailing you
shortly I'm sure. Now, for everyone else - we all have pictures...I
will try to get mine published by mid-week, but a few people may
have some up faster. Grandmort took digitals but mine are plain old
film, though I did take quite a few more than anyone else,
heheh.
I know you all want to know as much as possible about
the game. We'll try to have the goods for you by mid-week, but in
the meantime, ask away! :D
--- Think you're good at SSX
Tricky? Prove it! Visit the Merqurycity.com SSX Tricky
Scoreboard: http://www.merqurycity.com/ssxtricky.html |
| From: gondee
| Posted: 8/4/2003 1:24:25 AM | Message
Detail |
By the way, to answer your questions ssx4ever:
We were sitting in our rooms because we were all bone tired,
heheh. We had been up all morning (I'd been for about 38 hours
straight 30 minutes sleep) by that point) and played all day. EA had
taken us out on a fancy yacht to see a fireworks display last night
(it was a holiday weekend in Canada) and we were all pretty beat by
the time we got back. Also, if you were worried about us having a
few beers, we didn't need them. The boat had an open tab. ;-)
The security at EA was very serious. We were not allowed to
even take cameras inside. They didn't even let us take pictures
OUTSIDE the building. So no, we didn't get an evaluation copy of SSX
3 - the Playstations we played them on were specialized versions
unavailable to the public anyway. If someone had been stupid enough
to had taken one of the disks home, our hostess would have been
fired (and the thief probably would have been arrested.) But
obviously, that was never, ever an option at any point because we
all felt spectacularly privileged and glad to have been there at
all. --- Think you're good at SSX Tricky? Prove it! Visit the
Merqurycity.com SSX Tricky
Scoreboard: http://www.merqurycity.com/ssxtricky.html |
| From: happymachines
| Posted: 8/4/2003 1:40:10 AM | Message
Detail |
actually, at 1:30 am on sunday i was wandering
the streets of vancouver and scoring myself some cheap
pocky.
the whole weekend was a ton of fun, with the only
drawbacks being my inability to speak or hear properly, running a
nasty fever, lots of dizzy spells, and having my plane struck by
lightning in chicago. other than that, things were awesome. when i
dont feel so crappy from travelling (only 12 hours today, as opposed
to the 15 on friday) i shall add my voice to what is sure to be a
choir of ssx reports. |
| From: FirebrandX
| Posted: 8/4/2003 2:15:38 AM | Message
Detail |
I have to agree with something Gondee said. The
coolest part was meeting the other forum members. They were all just
too cool and Dolphingirl really saved my butt at the airport (thank
you!).
For me, playing SSX3 all day was just icing on the
cake compared to meeting the other players. And WOW, that tour Larry
gave us on the making of SSX3 was AWESOME! Imagine the SSX Tricky
DVD extras, only you're there in person to ask questions and give
feedback! Too cool!!
--- Workshed
|
| From: gondee
| Posted: 8/4/2003 2:22:14 AM | Message
Detail |
Did you have a hard time getting back through
Customs, FBX? Let me know via e-mail if you could.
EA also
gave us a few "extras" as well, including two free games, an EA hat,
and coolest of all, that awesome SSX 3 T-shirt (only 10 in the whole
world! Here I come E-bay! Heheh, j/k.) The only thing I wish was
that I had gotten all the guys at EA to sign them when we were on
that phenomenally unbelievable tour. --- Think you're good at
SSX Tricky? Prove it! Visit the Merqurycity.com SSX Tricky
Scoreboard: http://www.merqurycity.com/ssxtricky.html |
| From: dolphingirl
| Posted: 8/4/2003 5:01:30 AM | Message
Detail |
Heck yeah... ^_^ ...what an experience! I still
feel speechless (or is that the exhaustion)...!? I'm too tired right
now to further the conversation...so, perhaps tomorrow! But
yeah...meeting everyone was so awesome, more so than imaginable!
FirebrandX... ^_~ ...don't worry, you're little fem-finned friend
was happy to look out for ya...that goes for the rest of you guys!
We're officially not just internet acquaintances...heheh!
Anyway...gotta go get some shut-eye... -_- --- "...seven
for a secret, never to be told..." |
| From: P
31 | Posted: 8/4/2003 6:06:50 AM | Message
Detail |
so, i hope all those that got the inside track
will be banned from the high score board....
Not that i'm
bitter or anything.
And where was my invite for the UK
version.
THIS IS NOT CRICKET.
WE NEED TO BE
TOLD. --- "There can be only 1" |
| From: nucleus
| Posted: 8/4/2003 6:34:51 AM | Message
Detail |
"Well, Nucleus was right on the
money!"
Do I win a prize now? :) Like a weekend playtesting?
;) |
| From: countercycle
| Posted: 8/4/2003 9:13:15 AM | Message
Detail |
Hey, nobody else seems to, so I'll ask two
questions about the game, if you can answer them (i.e. no
NDA):
1) How were the courses? I know you can freeroam
around, but when you got to an actual showoff or racing challenge,
were the courses good? As good as Tricky or SSX?
2) How does
the manual change the game? Does it resemble Tony Hawk (in that the
emphasis is on stringing together huge chains of tricks by using
manuals), rather than SSX (which seems more about getting big air
through flakes)? Hey, do snowflakes even exist anymore? |
| From: FirebrandX
| Posted: 8/4/2003 12:48:57 PM | Message
Detail |
I'll try to answer those:
1). That to me
is the best feature of SSX3. The world design is so huge, you can
play for hours and yet stil miss 2/3 of the game! On the race
sections, you can still find your way down to the finish-line, only
now you have so many options on your path that it will take a LOT of
practice and research to find the best line. Most of us were sort of
tripping over our newbieness and just sort of falling down the
mountain. Even that was cool ;-) You can fee-roam in between events
as they are now phyiscally linked together as part of the giant
mountain... Excuse me, "gi-normous" mountain (inside joke).
2). This was an issue they took seriously and I even
mentioned the lame multi-million score on Tony-Hawk I kept getting
from players strining a simple combo together. What's planned on is
to sequentially add combo scores together instead of geometrically
multiplying them. Obviously with the Tony Hawk method, you'd get
insane scores with this game and we wouldn't want it to get like
that. Zach would be better to explain here as this was his main
interest in the game. Mostly he was yelling for a meter on the
hand-plants ;-)
--- Workshed
|
| From: FirebrandX
| Posted: 8/4/2003 12:57:27 PM | Message
Detail |
Almost forgot:
For those that are
wondering, the tracks from SSX and SSX Tricky just don't compare to
these at all. We're talking a ten-fold improvement above and beyond
anything from the previous SSX Tracks. One thing I was happy to see
is that they were still easily able to give each event its own
"feel" and variety in graphics. I was worried a long time ago that
doing a one-mountain theme would make all the tracks look the same,
but after play the game, I can assure you there is all sorts of
different track themes and graphics. There's even a couple of
Merqury City-type tracks!
I think my favorite area has to be
peak 2. There's a spot early on where you jump through a cloud layer
and become blinded by it. The suddenly you break through the bottom
of the clouds and appear in beautiful forest during a snow storm.
The mist effects were amazing!!
--- Workshed
|
| From: krispy24
| Posted: 8/4/2003 1:02:39 PM | Message
Detail |
Hey all,
I'd also like to add that at the
bottom of every peak their is a Big Air, Slopestyle, Race, and
Superpipe event. This time, every event has it's own track but
sometimes peaks have more than one of each event. So you have to
look around... The latter three events have replaced show-off.
The tracks are big and open, so you can't just go down the
track, crash into signs, and win. Like FirebrandX said, you really
have to find the best lines.
I guess that's all for now, I
hope I made sense. |
| From: gondee
| Posted: 8/4/2003 1:31:44 PM | Message
Detail |
I'll add my own thoughts to those questions as
well.
1)Tracks: No need to worry about the tracks, at
all. They were very impressive - and they had a wide variety as
well.
Racing courses are long, and really focus on the
player trying to find the best paths over a variety of terrain.
There aren't going to be any more easy "oh, here is the shortcut"
type moments to find the best path - you'll have to cut hills and go
through trees and really, really challenge yourself to find the best
path. The tracks are humongous in racing, and you'll have plenty of
things to look for.
In a previous review on the internet,
someone mentioned that slopestyle replaced showoff. That's not true
- slopestyle is just ONE aspect of showoff. It's more like they
split showoff up into 3 or 4 different events. Big Air requires you
to beat a very tough score on a very short course with very limited
jumps, so you'll really be challenging yourself to get that score by
the time you reach the finish line. As generic as "Superpipe"
sounds, it's an absolute blast, especially when you are playing
early in the game and really want to see the Ubers. Slopestyle -
well, it's exactly true that it's an absolute blast, and all about
finding the right "line." When you bust an uber to a rail grind to
another uber to a tail plant, onto another Uber, you will be amazed.
The track design is phenomenal.
2) Tail Plant/Face
Plant (i.e. Manuals) - These are critical in trying to continue
your combos and racking up combo scores. One thing I didn't see
anyone mention in previous reviews is the fact is that the Plants
are now completely assigned to the right analog stick. You push
Up/down to start it, and then rotate it as needed to keep your
balance, and the character spins right along with you. There was
still some tweaking that needed to be done, as the window to do a
Plant off a jump was a little liberal - you could tap Up/Down
halfway into the jump and hold Down and the character would land in
the Plant. You jump just fine out of the plant, but it's rather
tricky to hold your balance on the rail with it for a long time.
Fighting no longer uses the right analog stick - it uses the
shoulder buttons on top of the controller when you are on the ground
(in air, shoulders still do grabs). L1 punches left, R1 punches
right, and R1+R2 block. The cool thing is that you can POWER up your
punches, and your fist starts to glow. But the fact is, you need to
power up your punches now because just tapping R1 and hitting a
person will no longer knock them down, just make them spin
out.
Keep on asking questions - I can't remember everything
until someone asks a question, so ask away! :) --- Think
you're good at SSX Tricky? Prove it! Visit the Merqurycity.com
SSX Tricky
Scoreboard: http://www.merqurycity.com/ssxtricky.html |
| From: gondee
| Posted: 8/4/2003 1:42:10 PM | Message
Detail |
I keep on remembering stuff as I go. I really
thought it was important to mention the dynamic features of certain
tracks. First off, I will second (and third) the mention that
Firebrand made about how awesome the tracks look. We played Tricky
after playing SSX 3, and we were kind of embarrassed at how archaic
Tricky looked now, and it had impressive graphics when it came out.
But that's how far ahead of Tricky that SSX 3 is.
Another
important thing to mention is that the tracks are really interactive
now - if you are skiing through an ice cave and you jump too high
and hit the ceiling, you will break off ice boulders that fall, hit
the snow, and start an avalanche. That avalance then becomes a
runaway train, blurring up your vision with snow, knocking you and
other riders down, and affecting the terrain as well.
In the
forest, if you crash into certain trees, they fall and then become
rails for you to grind. On the city levels, you have to contend with
traffic, you have to contend with a train - the levels are
brilliantly designed.
Each peak gets more rugged and has
it's own design (and it also true to a real mountain.) Peak 1, lower
on the mountain, has lots of snow and trees, and the jumps are not
as steep. Peak 2 has lots less trees (higher up where it is harder
for them to grow), and also has many more rocks and steep jumps.
Peak 3 is really for all intents and purposes, a battle against the
elements on a glacier, and the wind and track designs are
extraordinarily challenging.
Like I said, no need to worry
about the tracks. ;) --- Think you're good at SSX Tricky?
Prove it! Visit the Merqurycity.com SSX Tricky
Scoreboard: http://www.merqurycity.com/ssxtricky.html |
| From: Publi99
| Posted: 8/4/2003 1:46:13 PM | Message
Detail |
| heh so pretty sweet eh? 2 bad if i had known
that u guys were going i probably coulda met u there cuzz my friends
dad is the lead programmer and some nba games and i can go into ea
wit my friend .. just a ques did u guys mind all the hittable
objects like trees and rock and wat did you think about the turning?
o btw did u guys figure out how to get debug mode on?? hehe my tour
dude showd me and i had mad stuff, full stats and stuff pretty cool
.. o and how far into the building did u guys get to go and did they
let you use the employees game shop in the main hall thing? |
| From: grandmort
| Posted: 8/4/2003 1:57:19 PM | Message
Detail |
Yes, and I also want to add on the snowflake
question. Yes, they are still here, even with some new
silvery-black 10X multipliers! (Very hard to reach of
course!) Among other things also hanging around in the air, we
found some blue cubicle shapes and some red diamond-like shapes. We
are not sure about these as we have been told some of them could
just be place holders for future snowflakes... Other goodies can
be found also at various places on the tracks. Some of them will
reward you with a fixed amount of bonus point as you pass through
them, others will activate some mini-challenge within the event you
are playing (hehehe right Gondee, like that 5 seconds maximum air
time thing, lol!)
:)
--- Grandmort "...I've
seen things you people wouldn't believe..." |
| From: krispy24
| Posted: 8/4/2003 2:05:08 PM | Message
Detail |
Yes, we got debug mode and a bunch of codes to
play however the hell we wanted. Cheats are now entered Tony Hawk
style.
Unfortunatly, many of EA's facilities are closed on
the weekends. But their was so much more, we didn't really fuss over
it too much.
I'd like to ramble as Gondee has done, but I
don't know where to start... Anything else you guys want to
know?
Oh, I guess I'll post my long opinions on the
characters, my favorite aspect of SSX a little later. |
| From: gondee
| Posted: 8/4/2003 2:10:04 PM | Message
Detail |
To answer your question, publi99 - yeah, the
turning is still bad, but for some reason it was easier to turn with
the left analog than with the directional pad. FBX and I had big
problems with that, and we let them know it. They mentioned that
fixing the turning would definitely get some attention in the
future.
We got to tour the main parts where they made SSX 3 -
hands down the tour was the ABSOLUTE BEST part of the entire day.
Larry LaPierre (you see him on the DVD) spent more than an hour and
a half with us (in his outrageously busy schedule) and took us all
around. He showed us just about everything with the game - it was
awesome and really made everyone's day. (Grandmort and I were
freaking out - "look at all this stuff we wish we had for Merq
City!" heheh.)
To explain in more detail about the
multipliers - YES, they are still there, but they are MUCH smaller.
Here is the breakdown:
All multipliers are now X's (they
look a little like the x-box X, heheh). They no longer rotate, so no
worries on missing them like in Tricky. Green X = x2 Blue X =
x3 Red X = x5 Black/Chrome X = x 10!
There are also
several other icons you may have seen in the videos: Blue Cube -
3000 point bonus (just a one time bonus) Red Cube - 5000
points EA Big symbol - If you catch this, you immediately do an
"EA Big Challenge". This is the type of thing where you have to go
down a particular section of mountain without getting 5 seconds of
air. (Which grandmort failed in like 10 seconds, and we all thought
was impossible, and then happymachines passed on his first time!
Freaking gaming genius, lol.) Crystal snowflakes - $500
bonus
That's about all I can remember. There may have been
others, but those were the main ones I remember. Keep
asking!
--- Think you're good at SSX Tricky? Prove it!
Visit the Merqurycity.com SSX Tricky
Scoreboard: http://www.merqurycity.com/ssxtricky.html |
| From: grandmort
| Posted: 8/4/2003 2:26:36 PM | Message
Detail |
Gondee, I believe the "turning" issue was
already fixed in the version Larry showed us in his office... The
"prewind with sluggish spinning" wasn't, but that's when Larry
showed us all the possibilities they have to access and change such
parameters via those incredible (and complex) on-screen
tools...
Correct me if I'm wrong here (as I'm sure some of us
are interpreting some of what we saw and heard quite differently;
our perception being altered by the amount of info we received, the
fatigue, the excitement and so on...) but for example, I always
thought that the snowflakes would actually rotate in the final
version... From what I understood, they were not in any ways final
in their positions, behaviors, or even X-box-like shapes when we
played the game...
:) --- Grandmort "...I've seen
things you people wouldn't believe..." |
| From: grandmort
| Posted: 8/4/2003 2:38:27 PM | Message
Detail |
While I think about this, and just for our
friends in the U.K. (or is it all over Europe, damn, I can't
remember?) Larry HIMSELF confirmed "online" capabilities for the PAL
version of the game!
And how about talking to your opponent
via a USB headset, that would be neat... Well, that too you shall
receive! Note though that no more than two players will be able
to compete against each other "online" (a FirebrandX waiting list
might be implemented,
j/k!)
;) --- Grandmort "...I've seen things you
people wouldn't believe..." |
| From: gondee
| Posted: 8/4/2003 2:42:24 PM | Message
Detail |
That's true, I forgot that there IS going to be
online gaming in Europe! :D Glad you remembered that.
Also,
for everyone who is reading - probably most of what we say should
appended with the following statement: All we mention is subject
to change. The build we got was from last Thursday - which is a
full two months before the game comes out. There were still areas of
it unimplemented, so it's possible it could be different in the
final version, like grand...mort says. ;-) --- Think you're
good at SSX Tricky? Prove it! Visit the Merqurycity.com SSX
Tricky
Scoreboard: http://www.merqurycity.com/ssxtricky.html |
| From: Dreaming
Gamer | Posted: 8/4/2003 2:53:54 PM | Message
Detail |
You lucky devils. ;) I'm glad you all had a good
time. It must have been awesome meeting each other face-to-face.
Hopefully, this will be the first of many live gatherings between
SSX players.
Of course, now that you all have had a chance
to play this game, you know what that means...this experience will
have made everyone just all the more excited for the game to come
out this October. *big grin*
Did any of you get a chance to
meet Bif Naked? I remember happymachines saying she was going to be
in the area.
Hmm...since you discussed the tracks to some
extent, I'd like to ask what your impressions were of the
characters. Krispy24 and I have been going back and forth about them
for a little bit in the forum and I was curious to hear all of your
thoughts, especially from you, krispy. ;)
Are the general
character designs as good or better than the previews have been
showing? Is there good balance between the characters in terms of
racing, knockdown ability, and showoff attributes? From what you
could tell at this point, do any character or characters have a
definite advantage or disadvantage over the rest in terms of
gameplay? Finally, how is the general voice acting for characters?
Heaven knows I've ranted on enough about this last point, as
krispy24 and ViviFF can certainly attest...heheh.
Also, was
there any opportunity to test the multiplayer aspects of the game,
either from the same PS2 or from a local network? If so, what did
you think of it?
Sorry about all the questions...it's just
that I'm SOOOOO pumped to hear all the "juice details" - both about
the game and the gathering in general. This is really terrific of EA
to go to the trouble and expense to set this meeting up in such
style.
Oh, I forgot, one last thing...Does this mean we'll
get a chance to see all of you highlighted in SSX 3's DVD "extras"
section? ;) |
| From: Dreaming
Gamer | Posted: 8/4/2003 3:22:17 PM | Message
Detail |
Sorry, I just thought of a couple more quick
questions. First, what was your impressions of the music in the
game? Second, was there an introductory video and/or theme song for
the game? The second is a minor point, but I personally enjoy little
touches like that.
Heheh...I stop now and let you all get
some more well-deserved rest. Eagerly looking forward to your long
review of the characters, krispy. :) |
| From: Dreaming
Gamer | Posted: 8/4/2003 3:26:23 PM | Message
Detail |
| Bleh...I meant to say "juicy details" in the
earlier post, not "juice"...er...whatever...you know what I mean.
Later! :) |
| From: jump33
| Posted: 8/4/2003 3:32:40 PM | Message
Detail |
Definately - and from my experience with EA New
Zealand, they really do care about their gamers and what they have
to say about the games etc. And this is shown with the unbeleivable
opportunity that these select few gamers have been given the past
week or so.. If you EVER get the chance to be involved with anyone
from EA, DONT turn it down!
EA New Zealand have flown me
around New Zealand, had me in TV commercials, mag and paper
interviews.. If I need a game I email them and they have it in the
mail the following day, I even have an opportunity to take home a
fully working copy of Rugby 2004 in a coupla weeks which isnt
released til mid September!
Yet all of this is NOTHING
compared to what you guys have achieved here! Obviously the best
Tricky gamers in the world - I envy you all!!!!!!
Hopefully I
can add a little more feedback regarding SSX3 after this weekend!
|
| From: countercycle
| Posted: 8/4/2003 3:32:58 PM | Message
Detail |
2 is a little disappointing, but 2 people done
well is better than 6 done poorly. And the headset is great
news.
Do you know if the netcode will have rankings and/or
ladders, tournaments, etc? If not, we should totally do something
ourselves. |
| From: gondee
| Posted: 8/4/2003 3:50:13 PM | Message
Detail |
I'll start citing people's questions to answer
them better. Questions will be in italics:
Did any of you
get a chance to meet Bif Naked? I remember happymachines saying she
was going to be in the area.
Sadly, we didn't, but she is
back doing the voice of Zoe. See below for my indepth impressios of
voices.
Hmm...since you discussed the tracks to some
extent, I'd like to ask what your impressions were of the
characters. Are the general character designs as good or better than
the previews have been showing?
Character designs are
FANTASTIC. Very, very detailed, very beautiful (both for women and
men models.) Much, much better than Tricky. Best of all, when you
are customizing your character, you can zoom in on extreme close ups
of them to really get a good view. I mean, I was seriously impressed
- the character models are superb.
Is there good balance
between the characters in terms of racing, knockdown ability, and
showoff attributes? From what you could tell at this point, do any
character or characters have a definite advantage or disadvantage
over the rest in terms of gameplay?
Initial Attributes
mean nothing anymore - all characters are blank slates when you get
them and have 0 on all attributes. Likewise, you can power them up
to 10's in all character (may change, but I doubt it) to make them
as strong as you want. Mac is no longer the best showoffer, Elise is
no longer the best racer.
Even Ubers are customizable now -
you can buy different ones and assign them to different buttons in
the character customization screens.
Finally, how is the
general voice acting for characters? Heaven knows I've ranted on
enough about this last point, as krispy24 and ViviFF can certainly
attest...heheh.
Of all the voices in Tricky, Bif Naked is
the ONLY celebrity coming back to voice Zoe. Mac's voice is the same
(DJ Whatshisface), but everyone else's is different.
And
yes, I did ask why Jim Rose did not come back to do Psymon. The
short answer was scheduling couldn't be arranged, but the long
version is that the programmers were really looking for more subtle,
non-over-the-top stuff from the voice actors. They said that Jim
Rose has one volume level on a scale of 1-10: 11. He was too over
the top for this game, they said, and they also said that the new
voice guy they got can apparently do the low growls and groans that
fits this game. I didn't press much more, though I would have likely
rather had Jim Rose than a new guy. He's the core of Psymon, I
think.
Likewise, Nick Maliperriman will NOT be back to do
the voice of Moby. Same reason as Jim Rose - he's only good when he
does extreme voices.
Krispy can give you his impressions of
the voices, but here's what I remember:
Elise - VERY GOOD
voice acting. Very strong, subtle and (in some cases) sensual.
Excellent. Griff: Sounds very much like a 12 year old -
actually, I thought he sounded like a 9-year old. Kaori:
Different voice actor - still very Japanese. But her voice is not as
"cute" as the one from Tricky - it's more grown up. Allegra:
Decent voice, however, Tara Strong did NOT do Allegra's voice. When
I asked the guy if Tara Strong did her voice (with an explanation of
Bubbles/Rikku/FFX), he didn't even know who Tara Strong was.
Viggo: Umm....heheh...ummm....I'll let Krispy tackle that one.
lol. Viggo's not quite what we expected...
|
| From: gondee
| Posted: 8/4/2003 3:51:09 PM | Message
Detail |
Continuing DreamingGamer's questions:
Also, was there any opportunity to test the multiplayer
aspects of the game, either from the same PS2 or from a local
network? If so, what did you think of it? I thought it was
just fine. It seemed like you could see more of the track in split
screen now, though that may just be me. We didn't play "online" when
we were all in the same room - it would have been like calling
someone on a cell phone when they are sitting right next to you,
lol.
Oh, I forgot, one last thing...Does this mean we'll
get a chance to see all of you highlighted in SSX 3's DVD "extras"
section? ;) We all wished so, but Larry said there won't be
a DVD "making of" section in the game. He said it took too much time
away from actually perfecting the game, though we did all have to
sign agreements to let EA use our likeness if they so chose, heheh.
First, what was your impressions of the music in the
game? Excellent! There will be more than 30 songs for the
game, and they run the gamut from techno to very fringe alternative.
GREAT variety. Someone might be able to tell you more about
individual artists, but we did her mention that most song lists WILL
be customizable.
Second, was there an introductory video
and/or theme song for the game?
The intro video on IGN
will be changed, they told us, to keep the game fresh. We saw a
rough of the new intro video, and it's pretty damn cool. Tight
tricks with the new DJ (Rahzel is NOT back, just for a change)
explaining how the characters are gearing up for the new "season" of
SSX 3.
Whew! Great questions...keep 'em coming! :D
--- Think you're good at SSX Tricky? Prove it! Visit the
Merqurycity.com SSX Tricky
Scoreboard: http://www.merqurycity.com/ssxtricky.html |
| From: jump33
| Posted: 8/4/2003 3:58:14 PM | Message
Detail |
Likenesses?
I can see it now.. Ill be
playing SSX3 for like the 12th day straight, unlocked almost
everything and then ill finally finish that last trickbook, and low
and behold ill get a pop up saying ive unlocked team "Merq City",
and will get to choose from several riders with names such as
Gondee, Grandmort, and dolphin girl..!
LOL! |
| From: gondee
| Posted: 8/4/2003 4:20:15 PM | Message
Detail |
Do you know if the netcode will have rankings
and/or ladders, tournaments, etc? They talked about
mini-tournaments being set up online, so it's possible. I don't know
how far they'll get or if they have enough time, but I would expect
something of the sort.
Heheh, sadly jump33, when I read the
fine print, the form only asked for permission to use our likenesses
in "making of" videos, promo materials and advertising. I doubt
we'll all be selectable characters, but how awesome would that be?
FirebrandX has some ideas he wants the send the programmers on that
subject, heheh... --- Think you're good at SSX Tricky? Prove
it! Visit the Merqurycity.com SSX Tricky
Scoreboard: http://www.merqurycity.com/ssxtricky.html |
| From: PD
CofC | Posted: 8/4/2003 5:14:01 PM | Message
Detail |
Sounds like I missed a lot Gondee. Customs was a
pain for me that Friday morning. I had them on the phone most of the
morning and they kept telling me about all this paper work that i
would need that I didn't have because I have some legal issues
pertaining to my liscence and whatnot. From what the ones of you
that went have been saying, I'm really sorry I had to tell Katrina I
couldn't go. I was all packed and everything... damn. Well, e-mail
me some cool stuff. Sounds like it's a game for
me. --- PD~ |
| From: krispy24
| Posted: 8/4/2003 5:21:11 PM | Message
Detail |
I don't know how to do itallic, so I'll put your
questions after arrows.
->Second, was there an
introductory video and/or theme song for the game?
The new DJ
is DJ Atomica, and the video shows every aspect of the game and a
look at all three peaks. The game currently has two theme songs
"Higher Ground" and "Let's Get R_tard_d." (Es removed) We were told
that MTV2 will also have a music video of the game, but EA is a
little afraid about the second song offending
someone.
->Oh, I forgot, one last thing...Does this mean
we'll get a chance to see all of you highlighted in SSX 3's DVD
"extras" section? ;)
Larry LaPierre said that their will be
no DVD extras, but a project manager was talking to her intern about
doing a behind the scenes video in the theme of an MTV show. She
might just not have known. But MTV did have "Making of Def Jam
Vendetta" Just hopeful thinking I guess....
-> First,
what was your impressions of the music in the game?
It has a
loving familiarity, but it's all fresh music. I was getting tired
shaking what my mama gave me.
->...finish that last
trickbook...
the standard trickbooks are gone. You gather
money as you go along to get just about anything. You might have to
do some tricks for goals and stuff added later in. ;)
->I
doubt we'll all be selectable characters, but how awesome would that
be?
The coolest thing in the world, but I would be just a
lame composite character of the ones who are their already. Viggo,
anyone?
Oh yeah, at least Grandmort is in the game.
Please wait for my character opinions. I promise it will be
worth your time.
|
| From: gondee
| Posted: 8/4/2003 6:13:41 PM | Message
Detail |
Heheh. Yeah, in case anyone wonders what
grandmort looks like...
He looks exactly (uncannily, even)
like Nate. ;-) --- Think you're good at SSX Tricky? Prove it!
Visit the Merqurycity.com SSX Tricky
Scoreboard: http://www.merqurycity.com/ssxtricky.html |
| From: Dreaming
Gamer | Posted: 8/4/2003 6:18:46 PM | Message
Detail |
Thanks so much for answering my questions,
gondee and krispy!! Great character designs, superb tracks, awesome
graphics, customizable ubers...The more I hear, the more excited I
become about this game!
I really like the fact that now any
character can technically beat any other character (assuming the
same player or two players of equal skill are controlling them),
depending how the attribute stats have been developed. From a
competitive standpoint, this should mean you can start with any
character you want and be able to eventually achieve insanely high
scores...such as we're currently seeing for SSX Tricky. If you so
choose, you don't have to be "stuck" (as some have put it) with just
Mac or a Brodi-type to be really competitive. One now can go with
whomever is their favorite character(s).
Hmm...DJ
Atomica...name sounds slightly familiar, but I can't place a voice.
It's too bad about Jim Rose not coming back. You're right, his voice
did add so much to the character. It's nice to know that all the
other racers sound pretty good. You've got me really curious about
Viggo, though, heheh.
I like jump33's idea of having an
unlockable "Team Merq". That would be sweet, especially since we
already have grandmort in it, so-to-speak. *grin*
Here's a
bunch more questions. ;)
Did you think that EA's more subtle
approach to the characters and their personalities worked well in
this game? Is it better than the approach taken in SSX Tricky, and
would have SSX Tricky's "over-the-top" character style been a
detriment to SSX 3?
Is DJ Atomica better in the game than DJ
Rahzel was for SSX Tricky?
Are the ubers, particularly the
level 2 and level 3 tricks, as outrageous and "sick" as some have
speculated? Does this new leveling of uber tricks actually work well
during real gameplay?
Is there any type of "Tricky" music
that plays when the ubers trick meter(s) become full? If so, how
annoying or not is it?
The issue of changes in the controller
scheme regarding shoving and tail/face plants has been mentioned.
Are the remaining controls for the PS2 the same as for the previous
games?
Did you get an opportunity to meet all or many of the
SSX 3 creative staff? What did you think of them? Just from what
jump33 has said and the fact that EA hosted this event at all
suggests the SSX 3 developers are some pretty nice people.
I
remember somebody speculating about this, but during any one game,
do interactive aspects of the environment (avalanches, fallen trees,
etc.) remain changed from event to event? In other words, if one
player or character knocks down a tree or causes an avalanche, do
the effects of those events remain present when you return to that
point on the peak?
Are the loading times as nonexistent as
have been claimed? Also, how's the frame rate, especially when there
are lots of characters or action on the screen? This was sometimes
an issue with SSX Tricky.
How does the player interface
(menus and such) compare with SSX and SSX Tricky? Is it better,
worse, or similar to before?
Finally, from the bit of time
you were able to play the game, which character(s) became your
favorite? (You knew somebody would have to ask this
question...heheh).
Geez, that's a boatload of questions,
isn't it. ^^;; Well, that's it for now, thanks!! |
| From: ssx4ever
| Posted: 8/4/2003 6:44:06 PM | Message
Detail |
I was going to ask not so much about the
mechanics of the game, but whether or not it retains the WOW factor
that SSX and SSXT had. The feeling you have when you switch on the
game and just know that this thing is gonna be good. Those little
indiscernible qualities that keep you playing into the wee hours
long after the hype has died down?
But from the sounds of it,
it has this in bucket loads. So I'll settle for one on replays. Are
they as good as their forerunners? Do you get to see the score/time
boost meter? Is there a racing like ghost such as the one in GT3?
But what I really want to know is not so much about the
game, but about the experiences that you had whilst on this once in
a lifetime adventure. How did you feel when you first heard about
it? Were you excited or anxious about meeting your peers. What was
it like when you finally met? You know all the stuff you'd luv to
read in your diary a few years from now when you relive the
experience.
Oh and don't worry about it P31, I'm organizing a
BBQ round at our place in a few weeks for those on the B-list.
Unfortunately you'll have to pay for your own airfare and it's BYOG.
But there'll be plenty to do as we'll be having face painting and a
jumping castle. I'll even try and find something for the kiddies...
Just email me your RSVP ;) --- "These pretzels are making me
thirsty!!" |
| From: Dreaming
Gamer | Posted: 8/4/2003 6:51:52 PM | Message
Detail |
I second ssx4ever's questions. ;)
What
was your favorite moment during the entire trip? Worst? Are the
other elite SSX players what you expected, now that you've met them
face-to-face? :) |
| From: krispy24
| Posted: 8/4/2003 6:53:48 PM | Message
Detail |
-> Did you think that EA's more subtle
approach to the characters and their personalities worked well in
this game? Is it better than the approach taken in SSX Tricky, and
would have SSX Tricky's "over-the-top" character style been a
detriment to SSX 3?
Let me tell you, the characters still
have their personalities, but you probably won't get tired of them.
They arn't hokey but keep it really cool.
-> Is DJ
Atomica better in the game than DJ Rahzel was for SSX
Tricky?
I'd say so. Rahzel was fast paced and loud, which was
motivation in the over the top style of Tricky. But Atomica
constantly gives you "Traffic Reports" and tidbits of info in a
radio host style, which is nice to listen to since you try to take
more time to chill out and explore.
-> Are the ubers,
particularly the level 2 and level 3 tricks, as outrageous and
"sick" as some have speculated? Does this new leveling of uber
tricks actually work well during real gameplay?
Yes, very
well. This time, instead of Tricky you spell SUPER UBER. (First
filling Uber, than Super) and both words give you different tricks.
They are super awesome. You see a whole bunch of new stuff inspired
by everything from dance moves to karate. Even some character
specifics from Tricky are back for other characters. But no
specifics this year. And "monster tricks," which we did not see,
will replace your current ubers later, if you choose.
Oh, And
personally, I especially love rail ubers.
-> Is there any
type of "Tricky" music that plays when the ubers trick meter(s)
become full? If so, how annoying or not is it?
No.
-> The issue of changes in the controller scheme
regarding shoving and tail/face plants has been mentioned. Are the
remaining controls for the PS2 the same as for the previous
games?
Yes, but we don't know where handplants will be
located. They are at triangle right now, but due to Tony Hawk will
be changed.
-> Did you get an opportunity to meet all or
many of the SSX 3 creative staff? What did you think of
them?
So cool, So nice, So smart, So genius. All of
them.
->I remember somebody speculating about this, but
during any one game, do interactive aspects of the environment
(avalanches, fallen trees, etc.) remain changed from event to event?
In other words, if one player or character knocks down a tree or
causes an avalanche, do the effects of those events remain present
when you return to that point on the peak?
I'm sorry, I
played Single Events practically the whole time. But we know if you
anger a character in the first race, they will be angry throughout.
->Are the loading times as nonexistent as have been
claimed? Also, how's the frame rate, especially when there are lots
of characters or action on the screen? This was sometimes an issue
with SSX Tricky.
Loading times have been cleverly replaced
by cutscenes. Framerate was an issue, but it's still a rough
copy.
-> How does the player interface (menus and such)
compare with SSX and SSX Tricky? Is it better, worse, or similar to
before?
You select characters by picking a little silhouette
from all off them standing in a row. Picking a single event course
is off a list, so you don't have to spin around the screen to find
the one you want.
-> Finally, from the bit of time you
were able to play the game, which character(s) became your
favorite?
I'm getting technical difficulties, LOL. |
| From: krispy24
| Posted: 8/4/2003 6:55:53 PM | Message
Detail |
->What was your favorite moment during the
entire trip? Worst? Are the other elite SSX players what you
expected, now that you've met them face-to-face? :)
The tour
was the best, leaving was the worst. The other gamers are the most
mixed group of people, but all are great. |
| From: gondee
| Posted: 8/4/2003 7:03:00 PM | Message
Detail |
You've got me really curious about Viggo,
though, heheh. I'll let Krispy expound on that, heheh.
Suffice it to say he wasn't our favorite, lol.
Did you
think that EA's more subtle approach to the characters and their
personalities worked well in this game? Much better. It fit
the game and I don't think I could have taken more screaming, etc.
It really fits the "cool and crisp" environment. It's a shame it
cost a few of the voice actors, but I do understand the approach.
Is it better than the approach taken in SSX Tricky, and
would have SSX Tricky's "over-the-top" character style been a
detriment to SSX 3? Really a matter of opinion, and I think
it depends on the character. For example, I think a screaming Elise
would have been annoying, but it would have been fine for Psymon and
Moby.
Is DJ Atomica better in the game than DJ Rahzel was
for SSX Tricky? Again, matter of opinion, some may disagree
with what I say. DJ Atomica was fine - very energetic and
knowledgeable - he seemed to be more of a "guide" DJ than an actual
DJ like Rahzel. He's more a voice-over narrator than an actual DJ, I
think.
Are the ubers, particularly the level 2 and level
3 tricks, as outrageous and "sick" as some have speculated? Does
this new leveling of uber tricks actually work well during real
gameplay? We only got to see level 1 and 2 Ubers. The Monster
Ubers were not done when we were there and were not accessible on
the build we got. The level 2 Ubers are very much like the regular
Ubers from Tricky - some old ones are even in there like Elise's
Character Uber "La La La Lockstep" - but the difference is all the
Level 2 Ubers are now "holdable". For example, if you do the the La
La Lockstep by doing R1+R2 and keep holding the buttons down, the
character will jump off her board, begin spinning, and continue
spinning until you let go of the buttons, and then she will land
back on her board. Seriously, the uber can last 7 seconds or longer.
The other ubers are pretty sick, but they don't blow the
Tricky ones out of the water or anything. Just consider it this way
- if there's any possible direction that characters can spin the
boards around their bodies, they probably do.
Is there
any type of "Tricky" music that plays when the ubers trick meter(s)
become full? If so, how annoying or not is it?
Nope -
it's just generic "cool electro" type music if anything. To be
honest, one of the problems we had was that there was no music to
determine when your Uber bar was diminishing, and we let the
programmers know that.
|
| From: gondee
| Posted: 8/4/2003 7:03:42 PM | Message
Detail |
The issue of changes in the controller
scheme regarding shoving and tail/face plants has been mentioned.
Are the remaining controls for the PS2 the same as for the previous
games? Yep, pretty much. There were a few other changes - the
Triangle button is now used to do a hand plant - it's that handstand
you see Moby do in movie. It has a very strategic use now, and can
also be used to save you from crashes and to get into areas you may
not be able to access otherwise.
There were smaller changes
that may take place but the hand plant is the biggest one remaining
that we haven't talked about.
Did you get an opportunity
to meet all or many of the SSX 3 creative staff? What did you think
of them? Just from what jump33 has said and the fact that EA hosted
this event at all suggests the SSX 3 developers are some pretty nice
people.
The staff at EA is phenomenal, seriously. We got
to meet most of them on the tour that Larry Lapierre gave us -
including all of the guys who have helped Merqurycity.com over the
years. Such nice people, they appreciate their fans more than any
other company I've ever seen. It's not even a question.
I
remember somebody speculating about this, but during any one game,
do interactive aspects of the environment (avalanches, fallen trees,
etc.) remain changed from event to event? No, I think they
reset, but if anyone else noticed them staying the same, be sure to
pipe up and let Gamer know. :)
Are the loading times as
nonexistent as have been claimed? No, they are good, but not
great. On the version we had, we had to wait for the game to load
just like any other game. It may be better on X-box or Gamecube
though.
Also, how's the frame rate, especially when there
are lots of characters or action on the screen? This was sometimes
an issue with SSX Tricky. Framerate is ALWAYS near 60 FPS -
there wasn't one instance of slowdown, not even in the midst of an
avalanche and all six boarders were on the screen. Very, very much
improved.
How does the player interface (menus and such)
compare with SSX and SSX Tricky? Is it better, worse, or similar to
before? It's not near as clunky as Tricky's was. You can
select things quickly and easily. It's better designed this time, a
lot more similar to SSX than Tricky. A lot of it revolves around the
character's PDA like previous articles have mentioned.
Finally, from the bit of time you were able to play the
game, which character(s) became your favorite? (You knew somebody
would have to ask this question...heheh). As far as new
characters, I liked Allegra and Griff, wasn't really crazy about
Nate (sorry grandmort) and Viggo (ugh, Viggo). The old characters?
Elise and Zoe were awesome - Zoe is back, baby! :D
Geez,
that's a boatload of questions, isn't it. ^^;; Hey, no
problem at all. Keep 'em coming! :D --- Think you're good at
SSX Tricky? Prove it! Visit the Merqurycity.com SSX Tricky
Scoreboard: http://www.merqurycity.com/ssxtricky.html |
| From: krispy24
| Posted: 8/4/2003 7:19:08 PM | Message
Detail |
| Well, I had very minor framerate problem, but
nothing big. And handplants will be removed from triangle, remember
gondee? |
| From: FirebrandX
| Posted: 8/4/2003 7:43:02 PM | Message
Detail |
There were some questions here about the replays
from ssx4ever.
I can tell you I fully documented exactly
what we all want in the replays. Full-screen displays with no
help-icons getting in the way, complete live coverage of the scores
and times during the replays, etc. I stressed it was VERY important
to us, so I'm certain they will make those changes for the final
version. Probably the most important function of the entire game for
those of us who compete on a professional level.
On a side
note, we (Gondee, Happymachines, Dolphingirl, Grandmort, Krispy and
I) discussed having our own specially designed snowboards added in a
future version of SSX (perhaps SSX4). What I'm going to do is render
them in 3D Studio Max and then send the texture files as Targa
images to our good friends at EAC. I will make them very
professional looking and may attach a small Divx video of them
rotating to show all sides. A sort of commemorative snowboard gift
from each of us to EA as thanks for the wonderful time we had. ;-) I
don't expect anything to happen of course, but I'd like to do that
for them as a token of our gratitude. So Gondee, Happy, Grandmort,
Dolphingirl, Krispy, please send me some sketches or design concepts
and I'll start rendering the geometry asap.
Thanks!
--- Workshed
|
| From: FirebrandX
| Posted: 8/4/2003 7:47:54 PM | Message
Detail |
About the handplants being removed from
triangle:
I actually liked them being there for that button
and I'm not too keen on the circle button switch that was proposed.
I think the best way around that is to simply allow players to
assign buttons in the options screen. Granted the average players
may get overloaded with options, but you see many more player start
complaining in the long run for lack of them later on. So I figured
would be good is to make a "Professional Options" screen that would
be accessed by itself with a strong warning from the game to leave
such settings for more advanced users. This would keep the average
numbskulls in check, but still allow the pros to customize their
gameplay. For me, nothing is worse than saying "Geez! If only I
could set the handplant to
triangle!!"
--- Workshed
|
| From: happymachines
| Posted: 8/4/2003 9:49:05 PM | Message
Detail |
so many questions....
courses: i focused
mostly on the showoff courses. slope style is incredible. i don't
know how we're ever going to figure out the best routes for these.
they're probably the same size as most courses, but because of the
number of paths offered they seem inconcievably huge. superpipe is,
well, superpipe. one big long halfpipe. there's some other things
going on with it (one of them had two other pipes waaaaaaaaaaaaaaay
above the main one, in order to transfer to them you had to get a
"sick" amount of air, then transfer with a handplant). but theyre
all almost so straightforward as to be uninteresting. the big air
courses are appropriately named. they're short (too short), but have
some of the craziest jumps you'll ever see. my biggest problem with
the showoff events is that the score necessary for gold seemed far
too low. i was getting gold medals in most events on my first time
through the course.
manuals (or presses): i was too busy
playing to pay close attention to how the combo scoring system
worked, and how many extra points they added onto your tricks. as
someone mentioned, you get your standard score for completing
tricks, and a seperate combo score, worth a fraction of the original
trick, and which increases depending on the length of the combo. it
is possible that this much smaller combo score is multiplied, but
i'm not sure. my biggest problem was that there was no balance meter
for this (i dont care about having a balance meter for handplants as
they are fairly useless anyways; while you will sometimes have cause
to go into a handplant, there is never a reason you would want to
hold one). it made it very hard to tell what was going on as far as
the press. the press system is a little to forgiving at this point:
you have about a second in between tricks to string them together
into a combo. you can go into a press, go out, and quickly go back
in without losing the combo. furthermore, holding a press does not
increase in difficulty depending on the length of the combo, only
depending on the length of the current press. this makes getting
long combos a bit too easy: within a couple hours of play i was able
to string together 40 presses without falling, and when we were in
the superpipe we had no problem getting combos of 50 or more tricks.
i expect aspects of this to be tweaked before final
release.
spinning: the spinning did seem sluggish, but that
is in relation to tricky, which was intentionally over the top. the
weirdest thing about this for me was contrasting slow spinning to
the amount of air you can get now. it's insane. judging by one of
the multipliers i saw on the first big air course, there is a jump
there that i believe you could pull off 6 or 7 ubers on,
easy.
money snowflakes: the amount of money you get from
these depends on which peak you're on. on peak 1 theyre worth 500,
on 2 1000, on 3 2000.
to hell with the waiting list for
challenging firebrandx. krispy is the new master of ssx
racing! |
| From: happymachines
| Posted: 8/4/2003 9:49:58 PM | Message
Detail |
bif naked was playing there that night, we were
busy watching fireworks, and it turned out to all just be a
coincidence. i know she used to live in vancouver, and possibly
still does; someone mentioned that she plays there quite
often.
characters: don't care. never have. i'll leave
discussing the characters to the human members of the
team.
music: most of the music was pretty good. certainly
better than any other extreme sports game. one of the ea people said
that the music in this game tended to be a lot more mainstream than
the music in the others, and also that with something like 30
different songs has the biggest music budget ever for a ea game.
celebrity voices: to hell with them. i'd rather they spend
the money on the game than buying lucy liu a new ivory
backscratcher.
dj: i liked rahzel a lot better. atomica never
even entered my brain. he was background noise that was pushed to
the periphery.
ubers: i didn't notice a ton of difference
between lvl 1 and 2 ubers, save that the lvl 2 ones were longer and
holdable. if they leave the game the way it is, i definitely see
rail ubers as the big new thing. to perform a rail uber you just tap
one of the shoulder buttoms and try to stay balanced on the rail
(not that its any harder when youre doing ubers. and you dont really
have to stay on the rail, just as long as you finish the uber
animation before you hit the ground. but it is fairly easy to get
onto a rail going very slowly, occasionally give yourself just
enough boost to keep forward momentum and avoid falling off, all the
while busting uber after uber. it was no problem to turn out four or
five ubers off of a good rail.
loading times are still there,
yes.
as for what i said after finding out about this, i am
not allowed to use such language on the gamefaqs message boards.
just know that i expressed positive feelings in a very unique and
vulgar way.
i still have to think about the menu system some
more, but i feel like after a few months of playing i will again
long for the straightforwardness of ssx1
fav moment of trip:
seeing krispy beat firebrand in racing.
worst: trying not to
collapse as i wandered the streets around the hotel looking for a
store that sold ibuprofen. (i was not well during this
trip)
developers said that in single player the framerate
should always be a solid 60fps. in head on head, 30fps. not sure
what it would be online. |
| From: FirebrandX
| Posted: 8/4/2003 10:40:18 PM | Message
Detail |
| [This message was deleted at the request of the
original poster] |
| From: FirebrandX
| Posted: 8/4/2003 10:43:05 PM | Message
Detail |
Hey now, Krispy found a very nice shortcut!
Nicked me by 2 seconds after I tried to close the distance. Gondee
smoked me on the next race, but then I got him back in a rematch
just as badly. I'm more into studying a specific track and preparing
a line then I am just playing a track blind and hoping for the best.
I've never been any good at blind runs.
We ALL got smoked by
happymachines on the slopestyle tracks. He was busy doing deliberate
rail ubers very slowly on each rail (an exploitation he mentioned to
the guys at EAC), while we were just fumbling around looking for
big-air tricks to bust. We lost handily to him on those
tracks. --- Workshed
|
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