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PostPosted: Fri Sep 23, 2011 6:59 pm  Post subject: Todd Batty On SSX Ubercast  
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Image The SSX Ubercast has really taken off in the few months since it's debut. CharmyDweeng and Team have done a phenomenal job filling in the details on the development of SSX (2012), and recently they welcomed the Creative Director of SSX Todd Batty on the show. He answered a TON of questions - the vast majority of which were submitted by members of Merqurycity.com!

You can give the podcast a listen on the plug-in at the right, on the SSX Ubercast Homepage or if you'd like a summary of the podcast, you can read it after the break.

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The summary was compiled by Merq.com member whoozwah (thanks again dude!):

  • AI characters in explore mode so there are offline modes outside campaign. These function as baselines for gold, silver, bronze performances.
  • different tracks on each mountain may merge together or split off while going down a mountain.
  • No 30 minute top to bottom run but the runs will be "long enough".
  • No night-time city track like Merqury City/Metro City.
  • There are lots of man-made elements in the tracks though. They just haven't been shown yet.
  • They're working on adding colored light trails off the hands and board of the riders when they go into Tricky mode.
  • Indication that Tricky is not the highest trick mode you can enter.
  • No item pickups (multipliers, speed boost, trick boost)
  • Trick system is called flow. It's designed to eliminate/punish exploits. The multipliers will fluctuate based on your continuous string of tricks and momentum going down a run.
  • If you get a high multiplier and bail, you can still maintain a modest multiplier based on your performance in the run up to that point.
  • You have unlimited boost while in Tricky.
  • You need to maintain a combo to keep Tricky mode alive.
  • Event type choice is determined by the elements in the track. The heirarchy goes Survival>Race>Trick. In other words, if the drop can be a survival drop it can be anything. If a drop can be a race, it can be a trick drop as well. Ultimately this means you can trick on EVERY drop in the game.
  • There will be differentiation online beyond gamer tags via visual customization to some capacity.
  • Visual customization will be akin to Tricky vs. 3.
  • Characters will not be redesigned from their concept art due to time constraints.
  • Moby will have the Union Jack on a few of his alternate outfits.
  • Some gear will be personalized for specific characters
  • stats are based on gear. Your performance is 100% based on what gear you have equipped.
  • Eddie will get a bio published like all the other characters but not a comic.
  • board art is currently not interchangeable. They're working on fixing that.
  • Manuals (nosepress, tailpress) are in the game
  • no handplants. They're counter-intuitive to the flow trick system which is based on forward momentum.
  • The character select/gear select menu will be all 2D. Having 3D generated character model in the menu slows the menu down.
  • They're trying to find the right balance for motion blur.
  • There will be no slow motion on the tricks or shockwave landings
  • probably not a countdown timer for custom race global events unless it becomes an issue in focus testing.
  • characters will have some lines in their native languages as well as in english.
  • certain runs will require equipping certain pieces of gear to either succeed or post top times/scores
  • no customizable session markers.
  • cannot manually change time of day
  • more press events in the coming weeks and months with new footage.
  • the actual character level affects what gear you have access to for purchasing. The higher your level, the better gear you can get.
  • no sixaxis, move or kinect support.
  • there could hundreds of boards in the game due to procedural generation.
  • there will be "quite a few" fan generated board designs in the game.
  • they are prioritizing rewarding the player for doing cool things.
  • there will be collision detection. You can bump into people and knock them over but you cannot actually throw punches.
  • the characters will interact back and forth with the helicopter pilots
  • heli pilots are predetermined by region on the map.
  • Bif Naked is not the voice of Zoe in this game.

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PostPosted: Sat Sep 24, 2011 1:01 pm  Post subject: Re: Todd Batty On SSX Ubercast  
Glad to see my note taking is appreciated! But once again, DON'T just read my summary. This episode of the Ubercast is truly special and everyone should listen to it :)


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PostPosted: Sat Sep 24, 2011 6:26 pm  Post subject: Re: Todd Batty On SSX Ubercast  
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PostPosted: Mon Sep 26, 2011 3:45 am  Post subject: Re: Todd Batty On SSX Ubercast  
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Quote:
The character select/gear select menu will be all 2D. Having 3D generated character model in the menu slows the menu down.

This is actually quite strange. The whole world map is in 3D... so why not the characters?

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PostPosted: Mon Sep 26, 2011 12:41 pm  Post subject: Re: Todd Batty On SSX Ubercast  
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Jonipoon wrote:
Quote:
The character select/gear select menu will be all 2D. Having 3D generated character model in the menu slows the menu down.

This is actually quite strange. The whole world map is in 3D... so why not the characters?

Because part of what Todd Batty's talking about is an option to view the different pieces of equipment in a list and have them appear on a 3D model when you're selecting the character. I can remember a ton of times you see this in games and in selecting a new item the game pauses for a few seconds loading that item. I agree with him on this, it slows the whole thing down and I think it's a good idea for not instituting it in the front end because I doubt the equipment is going to be so stylish that you'll choose it based on appearance - the skins of the characters (different coloring on suits) will probably be the biggest style item, but that can be done via photo and not a running 3D interface.

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PostPosted: Sat Oct 22, 2011 6:57 pm  Post subject: Re: Todd Batty On SSX Ubercast  
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No Bif Naked is kind of a bummer :(
What about Ryan Wall for Mac? I preferred him over Joseph May.

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PostPosted: Sat Oct 22, 2011 6:59 pm  Post subject: Re: Todd Batty On SSX Ubercast  
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He would barely even tell us that much info about Bif or VAs in general, didn't want to push by asking about Ryan. Sorry, but they know how much we want to know this stuff.


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PostPosted: Sat Oct 22, 2011 7:28 pm  Post subject: Re: Todd Batty On SSX Ubercast  
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Ya I figured, but I thought it was worth an ask.

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