TheGame
05-08-2003, 12:55 PM
SSX3:
http://ps2.ign.com/articles/401/401289p1.html
"May 08, 2003 - Before SSX, most snowboarding games were fun, but rarely ever great, save for Nintendo's classic, 1080. Then, about the time that the Playstation 2 launched, SSX changed everything. The game's amazing (at the time) graphics and tight gameplay made everyone take another look at the somewhat infantile genre known as snowboarding, and made them realize that the genre still had tons of potential, with many new concepts and ideas still left to explore.
Then came SSX Tricky, a completely overhauled version of SSX that featured more characters, redesigned courses, a new set of moves, and an overall more polished feel. Though officially a "director's cut" of the original game, SSX Tricky had so much additional content and improvements that the title could have easily carried the title of "sequel" with no shame. You could say that the game perfected the ideas first brought forth in the original SSX -- a logical step for a sequel/director's cut.
But what do you do for the next game game in the series? Sure, more levels, characters, and tricks would be enough to sell more than enough copies of the upcoming sequel, especially when you consider how Tricky already did so much so well, but it looks like EA Canada has a different plan in mind. Rather than give us another rehashed sequel with minor improvements, it sounds like the studio is giving the latest SSX another complete makeover, and the new concepts sound intriguing to say the least.
Perhaps the most drastic change in SSX 3 (working title) is the open mountain environment. No longer stuck racing down a set track, SSX 3 gives gamers the opportunity to explore a mountain as they enter competitions, take on Big Challenges (of which there are over 100), and search for hidden collectables. The ultimate goal is to conquer the three peaks, which you can seamlessly board to and fro, found on the mountain, eventually making the mountain yours to reign over. Some of the events you'll find yourself in are Race, Big Air, Slope Style, and Super Pipe. In between events, you'll be in a freeride mode, similar to skating around in Tony Hawk's Pro Skater 4 while not completing goals. Not quite the same SSX you know and love, is it?
But as contrasting as the game sounds to its previous incarnations, SSX 3 will still have many of the winning elements that made the last two games so great. First off, six of the original characters, including Mac, Elise, Zoe, Moby, Psymon, and our favorite, Kaori will be making a return. Joining them will be four new chaps who go by the names Viggo, Nate, Griff, and Allegra. Viggo is a crazy Swede; Nate is a mountain man; Griff is a 12 year-old snowboarding prodigy; and Allegra is your favorite allergy medicine. Actually, we made that last part up. Allegra is just, well, sexy. With ten very, er, unique characters, SSX 3 should provide for some of the best rivalries yet.
SSX Tricky did wonders for the trick system by introducing Uber tricks, the physically impossible, gravity-defying tricks that scored enormous points, especially when combined with a trick multiplier. SSX 3 brings to the table a whole new set of Uber tricks, as well as Uber tricks that can be used specifically on rails. Additionally, players will be able to perform handplants at the appropriate time and place. But as great as new Uber tricks and handplants sound, they are small peas when compared to the new board press tricks (think manuals) that will allow players to string combo after combo, making for some ludicrous scores. If there was one thing that was always missing from the past SSX games, it was a way to thread all the combos in a level together. Now, we're almost afraid to see what types of combos and scores gamers will be able to pull off. Afraid in a good way, of course.
SSX Tricky was so named due to the inclusion of the classic Run DMC song. But the song was more than just a theme for the game. It was almost integrated into the gameplay as gamers tried to max out their tricky meter, if only to have the title track blasting at full volume. Obviously, this isn't SSX Tricky 2, so the soundtrack is going to be much different. Instead of having another song be the audio centerpiece for the game, EA Canada has opted for a series of licensed artists that will include the X-Ecutioners, Felix Da Housecat, Queens of the Stone Age, and N.E.R.D. With a wide variety of musical styles, there should be something in the soundtrack from everyone.
The previous SSX games allowed you to upgrade and customize your characters by way of attributes, snowboards, and outfits, and SSX 3 will continue the tradition, albeit through a deeper customization and rewards system. Medals and trophies can be put on display in your trophy room; the player attribute system will be much deeper; the peaks can be renamed after they are conquered; and musical playlists are easily customizable. And new cheats to create over-the-top characters are promised too. Sounds good to us.
Along with all of these new additions, SSX 3 will feature new graphical effects such as snow that reflects light and blows in the wind, improved shadows, and improved models and environments. To ensure that the visual quality will be up to snuff, EA Canada has an OSCAR nominated Hollywood visual effects designer working on the game. No word yet on whether the game will feature the great voice talent found in Tricky, but the odds are looking good.
With abundance of extreme sports sequels, it's always nice to see a big change once in a while. We saw one in the Tony Hawk games, and we saw one in the BMX games too. Oddly enough, the big change we've consistently seen is the inclusion of open environments. Will this approach work successfully for SSX 3? We'll have more details and impressions of the game as E3 continues, so be sure to check back often. While you're waiting, don't forget to click on the media page below for new screens of this anticipated sequel"
NBA Live 2004:
http://ps2.ign.com/articles/401/401386p1.html
"May 08, 2003 - Control. Janet Jackson sang about it, everyone strives for it, and it's the reason the NBA Live series made the leap from pretender to contender last season to run all competitors out of the gym. They call it Freestyle Control to be exact, and it was one of the biggest innovations to hit the hardwood in years. This season, EA Sports returns, jersey already hanging in the rafters, with even more focus on control. Get ready to break some ankles.
Freestyle Control enables ball handlers to juke, jive, and jab step defenders out of their kicks using the right analog stick. Add to that the fact that this season you'll be able to call plays from the point guard position with the press of one button, and you see what we're talking about when it comes to ultimate control. Take John Stockton for instance. You're dribbling the ball up court using the future Hall of Famer and a defender is all up on you trying to steal the rock. What's an old white boy to do? Simply hit the right analog stick to fake your defender into looking like a fool, then with one button call for the pick and roll and deliver a sweet pass to the Mailman cutting toward the hoop. That's Jazz basketball, and that's exactly the same scenario you'll find in NBA Live 2004.
New this season, you'll also find a variety of gameplay sliders that enable gamers to customize different game options, as well as all new animations, player graphics (down to the mesh in team jerseys), and an all new announce team featuring the voices of Marv Albert and Mike Fratello. In addition, EA promises an enhanced AI with more focus on rebound battles and defense. How this will be implemented, however, is still yet to be seen.
But EA's not stopping with just additional gameplay elements, they're running the floor with a variety of cool features as well including historic teams like the Laker and Celtic championship squads of the eighties featuring realism all the way down to the parquet floor of the old Boston Garden. Speaking of stadium detail, every arena will be represented in fully rendered form and will even sport championship banners and retired jerseys in the arena rafters. Referees and courtside photographers have also been added to bump up the courtside realism to unprecedented heights. If that isn't enough, Live's Dynasty mode has also been revamped, enabling gamers to import college players from March Madness 2004.
Online play also looks to have been improved by adding one-on-one play as well as a deeper set of stat tracking. The innovative EA Sports Bio will also be implemented in the game to keep further track of your record and stats, rewarding you with plenty of unlockables across all of the participating EA Sports game titles.
It's still extremely early, but EA Sports once again looks like a top prospect. By adding even more control to an already incredible package, it could be Live that's in control of the sales charts for another year. IGN will have more on this title next week from the E3 show floor."
http://ps2.ign.com/articles/401/401289p1.html
"May 08, 2003 - Before SSX, most snowboarding games were fun, but rarely ever great, save for Nintendo's classic, 1080. Then, about the time that the Playstation 2 launched, SSX changed everything. The game's amazing (at the time) graphics and tight gameplay made everyone take another look at the somewhat infantile genre known as snowboarding, and made them realize that the genre still had tons of potential, with many new concepts and ideas still left to explore.
Then came SSX Tricky, a completely overhauled version of SSX that featured more characters, redesigned courses, a new set of moves, and an overall more polished feel. Though officially a "director's cut" of the original game, SSX Tricky had so much additional content and improvements that the title could have easily carried the title of "sequel" with no shame. You could say that the game perfected the ideas first brought forth in the original SSX -- a logical step for a sequel/director's cut.
But what do you do for the next game game in the series? Sure, more levels, characters, and tricks would be enough to sell more than enough copies of the upcoming sequel, especially when you consider how Tricky already did so much so well, but it looks like EA Canada has a different plan in mind. Rather than give us another rehashed sequel with minor improvements, it sounds like the studio is giving the latest SSX another complete makeover, and the new concepts sound intriguing to say the least.
Perhaps the most drastic change in SSX 3 (working title) is the open mountain environment. No longer stuck racing down a set track, SSX 3 gives gamers the opportunity to explore a mountain as they enter competitions, take on Big Challenges (of which there are over 100), and search for hidden collectables. The ultimate goal is to conquer the three peaks, which you can seamlessly board to and fro, found on the mountain, eventually making the mountain yours to reign over. Some of the events you'll find yourself in are Race, Big Air, Slope Style, and Super Pipe. In between events, you'll be in a freeride mode, similar to skating around in Tony Hawk's Pro Skater 4 while not completing goals. Not quite the same SSX you know and love, is it?
But as contrasting as the game sounds to its previous incarnations, SSX 3 will still have many of the winning elements that made the last two games so great. First off, six of the original characters, including Mac, Elise, Zoe, Moby, Psymon, and our favorite, Kaori will be making a return. Joining them will be four new chaps who go by the names Viggo, Nate, Griff, and Allegra. Viggo is a crazy Swede; Nate is a mountain man; Griff is a 12 year-old snowboarding prodigy; and Allegra is your favorite allergy medicine. Actually, we made that last part up. Allegra is just, well, sexy. With ten very, er, unique characters, SSX 3 should provide for some of the best rivalries yet.
SSX Tricky did wonders for the trick system by introducing Uber tricks, the physically impossible, gravity-defying tricks that scored enormous points, especially when combined with a trick multiplier. SSX 3 brings to the table a whole new set of Uber tricks, as well as Uber tricks that can be used specifically on rails. Additionally, players will be able to perform handplants at the appropriate time and place. But as great as new Uber tricks and handplants sound, they are small peas when compared to the new board press tricks (think manuals) that will allow players to string combo after combo, making for some ludicrous scores. If there was one thing that was always missing from the past SSX games, it was a way to thread all the combos in a level together. Now, we're almost afraid to see what types of combos and scores gamers will be able to pull off. Afraid in a good way, of course.
SSX Tricky was so named due to the inclusion of the classic Run DMC song. But the song was more than just a theme for the game. It was almost integrated into the gameplay as gamers tried to max out their tricky meter, if only to have the title track blasting at full volume. Obviously, this isn't SSX Tricky 2, so the soundtrack is going to be much different. Instead of having another song be the audio centerpiece for the game, EA Canada has opted for a series of licensed artists that will include the X-Ecutioners, Felix Da Housecat, Queens of the Stone Age, and N.E.R.D. With a wide variety of musical styles, there should be something in the soundtrack from everyone.
The previous SSX games allowed you to upgrade and customize your characters by way of attributes, snowboards, and outfits, and SSX 3 will continue the tradition, albeit through a deeper customization and rewards system. Medals and trophies can be put on display in your trophy room; the player attribute system will be much deeper; the peaks can be renamed after they are conquered; and musical playlists are easily customizable. And new cheats to create over-the-top characters are promised too. Sounds good to us.
Along with all of these new additions, SSX 3 will feature new graphical effects such as snow that reflects light and blows in the wind, improved shadows, and improved models and environments. To ensure that the visual quality will be up to snuff, EA Canada has an OSCAR nominated Hollywood visual effects designer working on the game. No word yet on whether the game will feature the great voice talent found in Tricky, but the odds are looking good.
With abundance of extreme sports sequels, it's always nice to see a big change once in a while. We saw one in the Tony Hawk games, and we saw one in the BMX games too. Oddly enough, the big change we've consistently seen is the inclusion of open environments. Will this approach work successfully for SSX 3? We'll have more details and impressions of the game as E3 continues, so be sure to check back often. While you're waiting, don't forget to click on the media page below for new screens of this anticipated sequel"
NBA Live 2004:
http://ps2.ign.com/articles/401/401386p1.html
"May 08, 2003 - Control. Janet Jackson sang about it, everyone strives for it, and it's the reason the NBA Live series made the leap from pretender to contender last season to run all competitors out of the gym. They call it Freestyle Control to be exact, and it was one of the biggest innovations to hit the hardwood in years. This season, EA Sports returns, jersey already hanging in the rafters, with even more focus on control. Get ready to break some ankles.
Freestyle Control enables ball handlers to juke, jive, and jab step defenders out of their kicks using the right analog stick. Add to that the fact that this season you'll be able to call plays from the point guard position with the press of one button, and you see what we're talking about when it comes to ultimate control. Take John Stockton for instance. You're dribbling the ball up court using the future Hall of Famer and a defender is all up on you trying to steal the rock. What's an old white boy to do? Simply hit the right analog stick to fake your defender into looking like a fool, then with one button call for the pick and roll and deliver a sweet pass to the Mailman cutting toward the hoop. That's Jazz basketball, and that's exactly the same scenario you'll find in NBA Live 2004.
New this season, you'll also find a variety of gameplay sliders that enable gamers to customize different game options, as well as all new animations, player graphics (down to the mesh in team jerseys), and an all new announce team featuring the voices of Marv Albert and Mike Fratello. In addition, EA promises an enhanced AI with more focus on rebound battles and defense. How this will be implemented, however, is still yet to be seen.
But EA's not stopping with just additional gameplay elements, they're running the floor with a variety of cool features as well including historic teams like the Laker and Celtic championship squads of the eighties featuring realism all the way down to the parquet floor of the old Boston Garden. Speaking of stadium detail, every arena will be represented in fully rendered form and will even sport championship banners and retired jerseys in the arena rafters. Referees and courtside photographers have also been added to bump up the courtside realism to unprecedented heights. If that isn't enough, Live's Dynasty mode has also been revamped, enabling gamers to import college players from March Madness 2004.
Online play also looks to have been improved by adding one-on-one play as well as a deeper set of stat tracking. The innovative EA Sports Bio will also be implemented in the game to keep further track of your record and stats, rewarding you with plenty of unlockables across all of the participating EA Sports game titles.
It's still extremely early, but EA Sports once again looks like a top prospect. By adding even more control to an already incredible package, it could be Live that's in control of the sales charts for another year. IGN will have more on this title next week from the E3 show floor."