SSX On Tour Review
Same cake, different candles. Eat it too.
Version tested: PlayStation 2
"I've changed! Love me anew!" it bellows, as an avalanche of personality erupts from a screen that confusingly just had an EA Sports logo plastered across it, fuelled by Iron Maiden and sketchbook presentation - a blizzard of quirky animations frothing around the edges of scotch-taped overlays and spiralling load indicators. "I've got skis too! Monster tricks! Custom characters! I'm a changed game!" It's an alluring façade, unquestionably - distinct and beguiling - and most of the things that I liked about SSX are as hearty as ever.
SSX On Tour is fundamentally still about going fast on a snowboard and performing tricks so that you can go faster on a snowboard and perform more tricks and then go even faster than that and so on and so forth. Like SSX3, On Tour offers a mixture of, shall we say, feature-length races and trick events (the latter dubbed 'slopestyles' - a name I'll remember if I ever found an avant-garde roofing movement) and shorter objective-based undertakings, called Shreds. The core of the game is still "boost = speed". And you fill that boost meter by performing tricks in mid-air - ranging from grabs (shoulder buttons) to Monster tricks. You can also position yourself to grind rails and other straight or indeed bendy edges. Through cunningly measured networks of rails and jumps, you can combo your way down the mountainside without finding yourself on too much open snow.
Monster tricks, immediately, are a new thing - except they're not, not really. Whereas before the most dextrous players could wield "Uber" tricks once enough boost had been accumulated to activate them, On Tour boils the complex finger gymnastics of the past two games down to tugging and later rotating the right analog stick to bring out the Monsters, allowing you to bind your preferred and unlocked Monsters to certain directions. It a reasonably positive refinement, and that sets the tone.

Ski sports #1.
So to the skiing. Over the years SSX's snowboard has grown near-perfectly attuned to the left analog stick, and deft manipulation is now child's play. It's one of the keys to the game's accessibility - that the player's own growth in prowess is largely a reflection of how well he or she can master the d-pad, shoulders and other areas of the pad, rather than initial mastery of board movement. SSX's skis pitch in at a different level, demanding more technical skill because you obviously can't ski sideways in the same way that you board. These twin-tipped prongs can go forward and backward - like rollerblades, effectively - so they're not quite as restrictive as they might be, but the sharper turning and obvious control differences still demand more discipline in manoeuvring. A bit like tarmac racing to the board's rallying, perhaps. It's enrichment rather than sea-change. Sprinkles on icing but still the same cake. I can do these lines all day you know.
Creating your own character? In other areas of the EA empire, character-creation has been refined to the point where you can select belt buckles and probably even crotch-size, but this is SSX's first stab. It's not such a bad thing, but the scope for customisation is relatively limited. Unless you find new costumes particularly exciting, it'll be the changes in equipment and purchase of new attributes and tricks that defines your experience - with this in mind, not being able to pick one of the traditional array of quirky characters, and the loss of the tickling smack-talk, will probably disappoint the odd fan. It didn't bother me particularly, but, well, dammit it did. I want to be Kaori. She's my girl.

Of course.
The customisation of character through purchased upgrades and new tricks is fairly useful though, and seems to align well with the difficulty curve of the main Tour mode. As you earn cash on the mountain you can buy and equip new toys, refining the potential of your "trick stick" and giving yourself a boost, in some cases literally, by improving trad attributes like boost capacity and usage rate, speed out of the blocks and such. The other thing you build up on your way down the slopes is "Hype", earned by completing Shreds, races and slopestyles successfully and by clobbering rival racers and hapless bystanders. Hype unlocks new events - although it feels like you do that in a fairly standard manner of progression anyway - and also contributes to your overall ranking in the game, and that's arguably where you'll be most focused. Initially the Shreds act as a kind of tutorial as well as a proving ground. They have you trying to grind certain distances of rail within a time limit, outrun competitors by a certain distance, accumulate X amount of time in the air and so forth. Toward they end, they become quite obscenely challenging, and fans of the game's "perfect wave" approach of continually trying to perfect individual tasks through countless pause-restarts will love them, even if they do frustrate just as often.
Their addition - again, more of a refinement to SSX3's smaller tasks than a complete overhaul, shifting the game slightly more toward the task-oriented parts of the latter Tony Hawk games in terms of direction - is entertaining but for many the main events are more engaging. Handily they're consistent with past games - heats followed by a final, best points-total over a certain number of rounds, etc. - and like SSX3 they sometimes roll different tracks (or areas of the mountain, if we're to respect the labels) together into longer runs. There's a tremendous amount of variety and any number of approaches at work in Tour mode, and you can also use the main menu's Quick Play option to tackle individual tasks - even using your preferred riders for a quick blast, albeit obviously shorn of their character development.

The Yeti signs (see the background) highlight different routes.
As ever, the sensation of speed is excellent - the graphical reaction to boosting is that of piercing some sort of intangible barrier - and the vivid colour schemes and variety in course design is impressive. That said though, the character graphics appear a little simpler this time, and the texturing and geometric detail - certainly on PS2, which is the version tested - is pretty basic, perhaps because the tracks are more cluttered with grinds and incidental detail than ever. The range of special effects is probably equivalent - I particularly like the night-time and snowstorm effects - but there are less fireworks going off literally and figuratively. Over its three-term course to date, SSX has felt more and more vivacious with each new launch, but it's less of a jump here, if it is at all, which is a shame - although it's important to note that it's still alive with more personality than a handful of its EA Sports stable-mates.
The course design itself is arguably an improvement - there's much less resetting-to-track, as promised, and you can find well-defined new routes to explore. That said, you could equally argue that it lacks the purity of old-school SSX, where you had to work hard to remain on the higher path. That's not so much the case now - exploration is almost accidental, go-anywhere and haphazard in a way that, thanks to the interchangeability of the various routes, perversely calls to my mind the way one used to spin off course into new and interesting places in Sonic the Hedgehog. Hey, I could even just about get away with a Mario vs. Sonic comparison - where SSX1 and Tricky saw you mining for uncharted terrain with a certain amount of deliberation and measure Mario-style, On Tour presents so many options you can't always meaningfully pursue them. Which is fine for people who care more about what happens on the journey than the route itself, or who revel in variety, but worth bearing in mind for those of you who prefer to be able to see all ends.

Back to the grind.
Lauding the general course design, meanwhile, doesn't demand as much couching. Continuing combos is still tricky but is aided somewhat by a sense that you can throw in quick tricks in-between without upsetting things because the courses are geared toward continuity, and there's definitely more going on in every area - so much so that I've seen people complaining about it.
SSX also remains the most accessible of the extreme sports games, despite the confounding nature of the middle of this paragraph. Thanks, as I've said, to the brilliance of left-analog-manoeuvring, you're capable of exploring the rest of the pad's abilities without becoming utterly overwhelmed. You actually have to use the d-pad as well as the left-analog to get the most out of the trick system, as well as all four shoulder buttons, the right analog stick, the boost and jump buttons and, assuming you want to bank some extra points on rails, the rail-trick and handplant buttons to boot. The way the game works sounds nuts to newcomers reading about it, I'm sure, but it's quite gently bewitching, as potentially tricky things like landing correctly are mostly automatic - you can angle your descent with the left analog stick, but if you stop twisting with the d-pad in mid-air you'll generally level out, and it becomes a matter of judging when to stop twirling rather than how, which is good.
SSX On Tour's undeniably a good game, then, but one that demands all sorts of arguably's and plenty of clarification. It's hard to see where else it can go now - it's such a maxed-out game, demanding everything of everyone to some degree, and demanding literally everything of the PS2 Dual Shock (to the extent that it'll inevitably suffer a bit on other pads). Short of binding some hitherto unimaginable brilliance to the Select button, or making fundamental changes to the way you control your snowboarder, it's hard to guess what the inevitable SSX5 will do. As for today, the law of diminishing returns isn't quite worth invoking on this occasion, but it's getting there. The best way to sum up SSX On Tour is probably by saying that it's a different game without being a different game. Enjoyable without being extraordinary. And now I need to stop doing those sentences and let you decide whether to buy it or not. It has LCD Soundsystem on the soundtrack, if that makes any difference - although it's not "On Repeat", which might've been the obvious selection.
8 / 10
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Comments (39) Latest comment 6 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Not enough games go this extra mile.
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SSX5 is going to be on next-gen consoles, surely? If that's the case it will be intriguing to see what they come up with in terms of a graphical overhaul.
Bigger/more tracks and a graphical overhaul would be enough for me to go and buy it, certainly (but then I am a huge SSX fanboi).
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The last one
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I am that odd fan. I really liked playing as Elise in SSX 3 and hearing her various sayings when I pulled off a good trick.
"Un-be-lieeevable!"
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Erm... weren't the other three games also 30fps? This new game uses the same engine as far as I'm aware...
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If I can't be Moby dressed as a white knight screaming bollox as he falls over for the third time in a row, the series just won't be the same for me any more.
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Not a bad game by any account, but I'll be playing my Psymon-maxed SSX3 anew with Kaori this winter instead of upgrading to SSXoT. Which would actually be a downgrade imo. It's almost SSX Amped 2...
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Lame. Why would you even consider buying an updated version of an EA game when you hated the previous versions? Especially when reading one or two reviews would tell you that not too much has changed.
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Thats a great a simily. I'm going to pinch that for my own use. And don't expect any royalties y'hear!
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Surely he's jumping on you more like a possessed gibbon?......or chinchilla?.......don't give him the benefit of being as ferocious as a bear. Unless the comparison is with Teddy Ruxpin.
So, back to thread - is this a 'yay' or a 'nay' on xbox? Enjoyed SSX3 quite a bit, but the whole series has never grabbed me like the Tony Hawks franchise - although I definately think the earlier titles had better game structure (for both franchises).
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That said, On Tour feels very different to me, and yet it's very familiar (Gosh, I feel like I'm Tom now). The fact that the awesome established characters aren't playable anymore made me sad, and even though they are still present in the game as your rivals their personalities and looks have been changed into something different. Kaori, for example, now speaks English with an obvious foreign accent and taunts you.
The events and challenges are still fun, but the lack of the freeform travel modes that made the singleplayer of SSX3 so great feels like a step backwards for the series. The collectathon cash icons are far more randomly placed this time around - for some a blessing, others a curse. The multipliers powerups are gone, so say goodbye to that part of the gameplay.
Overall I like SSX3 better. If you've never tried this series out, go grab SSX Tricky or SSX3 for cheap instead of this.
EDIT: Oh, also I forgot to mention that there are somewhat less customization choices for your character, at least in terms of clothing I think. And the stat points are gone too...
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You were always rewarded for knocking people over during races... in Tricky it filled your boost meter right up - best way to get an early start in multi.
I always thought SSX3 lost something from Tricky, by toning the craziness down a bit. Seems like they're going even further with that here... one to get from a place with a returns policy, I guess...
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Your post made very little sense, and I simply pointed out that it was lame. You claim SSX is the worst game series on current gen consoles, and yet you were still considering buying the latest version, despite it being made by a company hardly known for making great advances in its sports games?
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Yeah yeah I know, it is scum like me lining the cash vaults of obnoxious behemoths like EA, but there.
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But I am simple!
Oh, and the difference from on board to another is phenomenal! I have just upgraded from the first nboard to the rental board, and the now I seem to go twice as fast! But when are they bringing out sequels to Shox and Freakstyle?
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Does it stream the entire course so one can go from the top of the mountain to the base without any loading screens?
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You just wait.
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And yes, I'm all softmodrified *cough*www.llawnroc.net*cough*
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Curious to see what it's like but also nervous that every review features 472 uses of the word 'trick' in numerous guises. I've always been more of a fan of the actually head down and go fast part of it and having to remember to pull a super-goofy-daffy-half-piked-leap always seems at odds with the straigtness of just...going...fast.
To be honest, it may be getting long in the tooth now and parts of it are surpassed, but I'm still a 1080 kinda guy when it comes down to it. Long runs with the board planted firmly on the ice/snow - that's more my style.
So not a "woot" and not a "meh" from me.
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You seem to have submitted an 'F' (40%)!
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Of course I'm only jealous - any room for a little one? Always fancied a menage a trois!
And did we need to know that Fluffy 'sucks big time'?
Fluffy love you long time. $10 fluffy, fluffy. Soul brother too beaucoup!!
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Most of the reviews I've read of the game have stated that the game's visuals are pretty much the same as those of SSX3 and a few have said they look worse. Normally developers reduce the framerate in order to improve the visuals so what happened here then...? lol
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Shame on you.
EDIT: What's with this F score on GameRankings?
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The menu interface, completely lovely though it is, is a tad confusing at times. But I won't complain seeing as it's so visually entertaining. I actually think all games should have these types of GUI's.
Anyhoo, I love it.
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1) Characters with good monolog
2) Clearer runs - I've yet to understand where I am in Tour
3) Less guitar music (electronica fan here)
4) Simple race runs with no frills like the early stage of the original
5) Being able to pilot a chopper and drop on to any part of a mountain - totally next-gen
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