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Snowboarding is a unique sport; it's not as simple as standing on
a board and sliding down a mountain, there's a lifestyle too, a
philosophy even, that's intertwined with every sweeping turn and
ridiculous back flip. At the core of that lifestyle sits freedom;
the freedom of the mountain. It's just you and the snow up there.
Sadly though, the developers of Stoked disagree, they don't think
freedom or philosophies or fun have any place in a snowboarding
game, oh no, they think that the entire ethos of the sport can be
distilled into three words; frustration, annoyance and awfullybrokenanimationsystem.
Which is a word.
Stoked
casts you in the role of a rookie boarder, who you create before
you start playing, then tasks you with working your way up the fame
ladder by completing challenges, beating pro scores and getting
sponsored. You start off on a training mountain, being taught the
ropes by a famous real life snowboarder, whose vocal delivery has
all the charisma and personality of a lethargic punch to the kidneys.
He explains how to pull off the arsenal of tricks at your disposal,
all of which will be entirely nonsensical to anyone less than well
versed in the nomenclature of the sport. Flicking the right stick
up performs a jump, holding it down and then flicking it performs
a larger jump. Steering, spins and flips are the left stick, with
grabs a combination of triggers and the right stick. Quite often
it feels like you need an extra hand.
The
scheme is unnatural and far from intuitive; the reason Skate's flickit
controls worked so well is because there was a direct correlation
between the movement of your fingers and the movement of your character,
here it's more like the things your fingers do are communicated
down a soup filled tube, which is only loosely connected to the
actual game. A prime example of the useless nature of the system
can be found in the tutorials; if you push the left stick half way
down, you perform a sort of balancing act on the tail of your board,
but to push the stick all the way down, in order to perform a big
jump, you have to go past half way down. More often than not you'll
fail the tutorial simply because the game decides you've pulled
off a tail slide instead of readying yourself for a leap. It's shoddy
design, frustratingly implemented and should never have made it
into the full retail release. And things get worse...
The
game boasts of its sandbox nature, that it's one of those go anywhere,
do anything titles the kids love so much. This is a massive lie.
Sliding around the 5 mountains on offer is reasonably pleasant,
once you get past the intricacies of the control system, but if
you want to progress in the game you're going to have to do challenges.
These challenges are focussed on incredibly specific parts of the
mountain, and usually involve beating a computer set score. Fair
enough, you might say, that sounds like a reasonable way to move
forwards, except that the difficulty curve is so steep that even
the hardiest pro-boarder would think twice about trying to conquer
it. You're not dropped in at the deep end, you're hurled, head first,
blindfold, bound and probably severely beaten, insulted as you fall
and offered no help whatsoever, save for the inane bleating of faceless
opponents who goad your every pathetic, rage affirming failure.
After twenty minutes I was ready to hunt down all the voice actors
who had contributed to this work and break each and every one of
their fingers. Luckily, being every bit the consummate professional,
I was able to resist the urge.
The
five mountains you can choose from offer little in the way of variation;
snow, rocks, trees, snow, different rocks, snow covered chalets,
trees, the end. As you beat more challenges you unlock different
equipment, all of which feels exactly the same due to the appallingly
floaty animations; it feels like you're hovering an inch or so away
from the ground at most times, on a cushion of amateurish physics.
The graphics look decent enough in still photographs, but in motion
they're jerky and confused, the camera often pointing in the wrong
direction or entirely obscured by poorly rendered trees. The character
models look like shaven monkeys, and the rag doll physics are some
of the worst I've ever seen. Collision detection is abysmal, and
whether or not you land a trick seems reliant entirely on the mystical
forces of chance rather than logic or common ruddy sense.
The
music is reasonably inoffensive, featuring a swathe of unknown bands
who make noise that compliments your repeated falls, the sound effects
too are pleasant, with snow crunching how you imagine snow would
crunch in the given situation. As I may have mentioned before, the
voice acting is of a level usually reserved for public information
films explaining to dullards that it's best if they don't put their
faces into toasters, and, infuriatingly, cannot be turned off.
The
thing about Stoked is that , somewhere, at the bottom of a swirling
maelstrom of bad ideas, terrible implementation, rage spurring shod
and embarrassing mistakes, there is a good game. It's weak and undernourished,
probably missing a couple of toes from frostbite, but it is there.
The simple joy of strapping something to your feet and pointing
it in a downwards direction has been well captured, but then utterly
destroyed by the repetitive, brain swilling madness of the challenges.
With a bit more experience, and a little more know how, Stoked could
have been an enjoyable diversion, as it is, it's a broken, twisted
shambles, best left out on a bare mountainside without a jumper.
Reviewed by Harry Slater for AceGamez (All Rights Reserved).
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