Saw this linked over at
Platformers and my pants exploded. I've always been a fan of the SSX series, and the fact that Blur looks to completely disregard On Tour, plus this control interview, makes me happy beyond measure.
http://uk.wii.ign.com/articles/753/753208p1.html
US, January 4, 2007 - Late last year, Electronic Arts released the first gameplay trailer for its Wii-based snowboarding game, SSX Blur. The trailer, while short, showcased stylized graphics and a very smooth, clean snow-filled racing world. But as good as the title looked, Wii owners have ever since wondered how it would play and, specifically, how it might be different control-wise from other SSX titles. IGN Wii recently chatted with EA Montreal's Eric Chartrand, lead designer for SSX Blur. Here's what he had to say about the new control scheme -- and don't forget to check out exclusive new screenshots and a trailer in our media section.
IGN Wii: Does SSX Blur use both the Wii remote and nunchuk attachment?
Eric Chartrand: Our goals for SSX Blur were exactly that -- to max out the hardware and really utilize the controls that we felt translated so well to snowboarding. That is the basis of our On-the-Ground and In-the-Air control scheme, with the nunchuk used for the former and the Wii remote for the latter. The main use for the nunchuk is to enable your rider to carve down the mountain by pitching the nunchuk left and right to emulate turning. The Wii Remote is used for everything in the air, which includes moving side-to-side for spins and up and down for flips.
IGN Wii: Can you explain what both the nunchuk and remote do?
Eric: The Nunchuk is used for all on snow controls, hence the term "On-the-ground." Carving is now so much fun and intuitive. You simply tilt the nunchuk right and left to turn your character down the mountain, and the joystick is used for finer control adjustment if you really want to dig into a turn. You also use the nunchuk to jump by doing a quick up motion. In terms of buttons, the Z is for boost and the C is for a quick pivot on skis or a tail press on a board.
The other functionality of the nunchuk is for grabs while in the air. You can perform a variety of grabs by pressing the Z button and tilting the nunchuk left/right/up/down.
The Wii remote is used for tricks while in the air or on rails - this is the "In-the-Air" portion of our control scheme. It's really basic actually. To make your character spin, you swing the remote left/right and for flips you swing it up/down. In terms of buttons, the A and B buttons are used to finish your tricks and to "auto-land," which rights your character from mid-trick to the proper stance to hit the snow.
You use both the nunchuk and the Wii remote together when you fill up your groove meter and are set to perform an Uber Trick. For these, there are a series of shapes that you can draw with both controllers to unleash a bigger move. Think of your nunchuk and remote as paintbrushes, painting shapes in 3-D space. These tricks are really rewarding when you hit them as we have made them a little tougher to master.
IGN Wii: Does Blur use the Wii remote's internal speaker or built-in rumble functionality?
Eric: Yes. The internal speaker is used for non repetitive sounds like snowball throwing and the rumble functionality is used when you bail.
IGN Wii: Do you think this new control setup feels more intuitive than a traditional controller?
Eric: This is a totally different experience for SSX and for the Wii overall. But, I have to say that it is way more fun! We are really proud of how we have maxed out the potential of the controller and have really hit our target of bringing the soul of the SSX franchise to the Wii.
You get a better feel for the control of the character when you are turning and carving, which is so much more natural. Introducing the physical experience is just not possible on traditional consoles and it translates so well to the franchise. We really blow this out with our Uber Tricks. Not only is it physical, but it is more fun and even a bit artistic. The level of satisfaction is so much higher than pressing buttons.
IGN Wii: Is there anything that you can do in Blur with the Wii remote and nunchuk that can't be done with a traditional controller?
Eric: The Wii hardware finally gives us the feeling of actually bombing down a mountain in a way that I have never experienced before. There is no better way to play a snowboarding game than with the motion sensor controllers and this is the first thing you will feel when you pick up SSX Blur. You can now feel your movement, where before it was purely visual. So I guess the answer is - everything you could do on a traditional controller is now completely enhanced on the Wii and then some. Hard to compare them as they really are apples and oranges. SSX Blur puts the Wii controls at the forefront and I can't imagine playing it any other way.
IGN Wii: Are you using the Wii remote pointer functionality for pixel-perfect menu navigation or for any other control features?
Eric: We used the pointer of the remote as pointing device to select and navigate and the rumble feature is used to let you know if you hit a button.
AFAIK, SSX Blur is a Wii exclusive, right? It sounds like the sweeping, carving gestures could be done with the PS3's Sixaxis, but I'm really kind of stunned that I'm excited over how an EA title could take advantage of burgeoning technologies.
Posts
I think that Sixaxis only detects change in the angle of the controller. That might let them do part of the carving gesture control described above, but not all of it. It certainly wouldn't allow for the 'paint in 3D' stuff described.
edited to add - I should have mentioned... I have enjoyed playing SSX, but its never been a must-have title for me. This one sounds great; I'll probably be reserving it soon.
I'm so psyched for this game, and the fact that they aren't just half assing it.
The SIXAXIS couldn't do it, because they make it sound like you need two seperate motion sensing devices. It could be pulled off with some tweaking, but that would miss the point really.
Get SSX3, it's great. Probably the best snowboarding game I've ever played, actually.
On Tour I'm finding hard to love, and SSX3 seemed a bit forced in the free roaming aspect. The original is good, but Tricky is basically a mastered version of it.
[spoiler:007a6adac1]THERE IS NO SUCH THING AS ON TOUR[/spoiler:007a6adac1]
I'm sure the thing couldn't be ported wholesale to the PS3, but I'd wonder if at least the movement aspect couldn't be mapped to the controller. The Wii controls sounds sexalicious the way the designer describes Blur, though.
I mean, the thing sounds like a $3 toy's speaker. It's awful.
I doubt it will be used for anything more then blurting out... Awesome, Tubular, etc. The controls definitely sound shit hot though, thats the thing that excites me about the wii so much or is it gets my wii excited. The fact that we finally have another way to look at all these games, control-wise.
VOLUME CONTROL
INSTAGRAM
Battle.net: Fireflash#1425
Steam Friend code: 45386507
Turn it down a little and the remote sounds fine.
Seriously. Turning the volume of the speaker down a bit helps a lot. I thought it was terrible at first also until I lowered the volume.
I had the same problem at first with Ultimate Alliance. Tilting the nunchuk controls camera movement. For a while I had the camera constantly spinning.
But now that you know to lower the volume, it's not a problem anymore, so you can stop complaining, right?
Well played, EA.
Also, some games sound great on full volume. Like WiiSports. It tells you when it is your turn, and I refuse to play tennis without being able to hear my sound effects. But yeah, it was awful in Zelda and remained off pretty much the whole time.
Anyways, I'm sure that game makers will begin to realize that less is more, when it comes to the speaker.
When it comes to picking my favorite SSX game, I'd go with 3. I'm a big fan of the open mountain style of play.
INSTAGRAM
No, it sounds less shit. I've turned it down to 1 and while I like it in say, Wii Sports, it's really, really off-putting in Zelda. If the bow didn't sound so good, I'd turn it off completely.
For real, just mute it geeeez.
Wii Code: 1040-1320-0724-3613 :!!:
0087-5796-7152 (Jeremy, Heliord)
i just hope to god they include create-a-rider again, and they dont half ass the options. that said, my only fear is having both the carving and the jumping mapped to the nunchuck. i know for awhile itll be sloppy playing, jumping when trying to carve, carving when trying to jump.
360 Gamertag: Baronskatenbass Steam: BaronVonSnakPak HgL: AnsonLuap
I've only played 3 and On Tour; I like them both, though 3 is golden while On Tour is somewhat awkward, and I miss the free roaming. Even on the strength of those two games alone, though, I think SSX is one of the best mainstream franchises going - the aesthetic really, really works; it's not OMG XTREEEEEEEEEEEEEEEME ololo rammed in your face or anything; the gameplay is a thing of beauty and the licensed soundtracks are just fantastic. 3 has one of my all-time favourite soundtracks and On Tour's not far behind. So yeah, I suddenly want this a whole lot more.
Read my book. (It has a robot in it.)
CONFIRMED: BRIAN IS THE NEW MEG!
... shut up Meg....
Wii Code: 1040-1320-0724-3613 :!!:
If this is as good as 3 I will be very happy.
I actually thought they nailed the sense of speed even moreso in On Tour then in SSX3. Not to mention I thought the course designs were even better. I really dont know why On Tour gets such a bad rep, It was a fantastic game.