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Nintendo said they dropped the traditional controller in favour
of Wii's radical Wii-mote so that anyone could pick up a game and
have instant fun. EA must have missed the point of this concept
though, as their latest instalment in the popular SSX series seems
initially inaccessible, even in experienced hands.
SSX
Blur uses both the Wii-mote and the Nunchuk attachment, but this
tends to leave you feeling bewildered, even after spending an hour
with the extensive tutorials, which feel slightly disjointed in
the way the teach you the basic functionality of the game. The most
irritating aspect of the tutorial section is simply the difficulty;
you would expect a casual difficulty to introduce the player to
the game - but not in Blur. It's almost as if the game assumes that
you should know this stuff already.
The
basic controls are simple enough and carving through the powder
by tilting the Nunchuk is immediately intuitive, but the various
actions required to land tricks like flips, grabs and spins never
feels like second nature, precise or reliable. In fact they feel
downright awkward, to the point where you end up just waving the
Wii-mote around frantically, trying to do anything that will result
in points. I found that I only actually got the trick I wanted about
a quarter of the time, and when I did, it took so long to slooowly
do the gestures that I ran out of air and had to watch my poor character
smash into trees, rocks or other various objects that don't make
for a happy landing.
The
worst culprit is the 'Ubertrick', which requires you to point the
Wii-mote at the screen and 'draw' predetermined shapes in the air
to make your character perform wild manoeuvres. Other than the initial
Z-shape, most are difficult to perform with any degree of confidence,
especially the later ubertricks, as some of the shapes are so complex
to draw that they are almost impossible to pull off. This is a big
problem, as the ubertricks' high-scoring nature makes them important
in later tournaments and because of this you'll find yourself flying
off a high air jump, performing what you think surely must
be the right motion - no, there is no doubt, you did perform
the right motion, so here come the points! And then nothing - no
ubertrick to get you gallons of points; instead, you fly through
the air, not doing any tricks and land having just wasted a big
air opportunity, which of course means that to make up for the points
you lost you'll have to do the more complex ubertricks next time,
leading to a vicious circle that saps all the fun out of what is
a great game on other systems. This really is a shame, as there
is certainly plenty of fun to be had in Blur's career mode - if
you can persevere and master the tricky and irritating controls.
Good luck with that.
The
courses feature many SSX trademarks, such as enormous jumps that,
when the ubertricks work, give you an immense sense of "now that
was awesome"-ness. Outrageously long rails to grind along and huge
swooping corners that you can navigate at a thrilling pace making
the races where the goal is to finish first much more fun to play
than the competitions based around gaining points through tricks.
Pleasingly,
challenges such as races, slalom, big air and half-pipe contests
can be selected instantly from a menu, or you can freely explore
the peaks on your board, discovering events as you progress. The
peaks themselves are huge and diverse in the number of different
routes you can take to the bottom. It can be slightly confusing
to find something however, as if you miss your turn off then you
have to go all the way down to the bottom and back to the top again.
This can be circumnavigated by using the quick jump menu - but where's
the fun in that? There are also mini-challenges, such as snowball
throwing, one-on-one races and items to collect. Success is rewarded
with new upgradeable characters and equipment. Limited multiplayer
options are also available, although the lack of online play will
certainly disappoint.
Graphically
there are few complaints about Blur, except maybe a few hardcore
fans of the series may be a little disappointed with the more cartoony
graphics. Still, they do fit the game very well and have been animated
exquisitely, with plenty of little touches that really do make a
difference, like the characters being covered in powder after having
bailed. The audio side is also very good; the music suits the mood
of the game excellently, changing to fit in with all your amazing
highs when have one of those insane moments that make you wish the
game had instant replay, to the crushing lows that make you glace
over your shoulder to check that no one saw what just happened.
The sound effects are also pretty good - it's easy, for example,
to tell what kind of snow you are on by just listening to the sound
made by your board swishing over smooth powder to sliding over icy
sheet snow. The voice acting is rather cheesy, but then the whole
game has its cheesy moments, so the vocals are not exactly out of
place.
Players
with infinite patience and the strength of will to complete the
game will be well rewarded, but those expecting the same level of
intuitiveness and accessibility as other Wii or SSX games will be
more than a little frustrated. SSX Blur has its moments, where it's
easy to forget all the problems, and while everything is going your
way it's great. Unfortunately, these moments are few and far between,
resulting in an experience that's more irritating than enjoyable,
which is further compounded by how much potential the game had to
be great - if only the controls been more refined and more accurate.
We can only hope that the developers learn from this, because the
Wii's method of control is new and unique, so it's good to see developers
testing the water and trying something new, even if it doesn't always
work out as well as expected.
Reviewed by Scott McCabe for AceGamez (All Rights Reserved).
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