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Shaun White Snowboarding Preview

PlayStation 3 PC Xbox 360 Wii
Preview by Johnny Minkley

18 July, 2008

Page 2 of 3. <- Page 1Page 3 ->

"Everything that's come out in the past has been close to snowboarding or gone completely arcade, and we're looking for something that sits nicely in the middle and appeals to both crowds," Mitchell explains.

The free and open nature of the environments is reflected in the team's relaxed approach to progression. From the very start of the game, whatever your skill level, every area is ridable - just as it would be in real life.

"Anyone can pick up the controller, relax and just ride," says Mitchell. "Everything is open, everything is unlocked - you don't have to unlock a mountain to get to the next one. If you want to go ride a peak of the mountain, you can go there right away."

Players can therefore pick and choose routes and challenges across the vast expanses of the game's four mountains as they go. So Ubisoft has come up with a novel wheeze to reflect your improving skills and achievements over time.

"You start the game as an amateur and your arms move around a lot more,your riding is less stylised," Mitchell states. "As you get hold of the controls and get the hang of it, you start landing properly and learning more advanced tricks like axis rotations and that sort of thing.

"Then eventually as you start to win competitions, you win new sets of animations - you're going to see a visual progression as you move on." Unsurprisingly, your ultimate goal is develop the exact technique of ol' Whitey himself.

On the evidence of the E3 build we see, the team is playing it safe with the trick system and just making sure it gets the basics nailed so it can concentrate of ensnaring gamers with its more adventurous elements.

'Shaun White Snowboarding' Screenshot 1

We'll get onto those in a second, but first let's give you an outline of the control scheme: on 360 (the version we play), left stick is for body control; right stick for feet (enabling manual slides and shifts); right trigger is knee control. In mid-air the right stick is used to move the board around, with all the various tricks and grabs accessed in combination with the left trigger. Jumping off your board and going for a stroll requires noting more than a press of Y - and while Ubi is tight-lipped on the details, there will be rewards for the indefatigable off-piste explorer.

So far, so straightforward. So what happened to all that thinking big? Well, connect a console up the Internet and Ubisoft claims the standard extreme sports experience will be transformed into a persistently populated game world where the traditional distinction between single- and multiplayer melts away.

Whichever mountain you're riding, and regardless whether you're playing solo through the career mode, or challenging chums, spare spots on the slopes will be filled by other human players doing their own thing, just like you.

'Shaun White Snowboarding' Screenshot 2

"We really wanted to get across the idea of the community as it's really important in snowboarding," says Mitchell. "Everybody snowboards with their crew; you'll have a group of friends that you always go out with. It's essentially a large lobby, being able to bring all of your friends where you are, participate in a competition, film one another going down the hill and upload the videos to the website. It's important to have it seamless."

Recording and sharing videos online has proved a tremendous boon in other extreme sports titles, so should cater well to the show-offs assuming the interface is slick enough. If you're offline, AI riders will take over, but we admit to be rather taken with the idea of capering around a mountain, checking out the crazy skills of the best real boarders, while sneering at the shambling calamities of amateurs. As we would on real slopes, in fact.

Sadly, this is not something the team is currently showing off. Instead we get to grips with a single mountain in offline single-player. Heli-lifted to the summit, we can either follow our fellow AI boarder's descent, or just do as we please. The scale and the draw distance, as we've said, are superb.

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Comments: 1-14 of 14 in total

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syphaa
18/07/08 @ 09:23
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Looks so so good.
Really holding hope for this title!

The realtime multiplayer sounds awesome. Love the idea of jumping on the slopes with some mates and just chilling by a spot and watching other people bailing.
Mentalist(air)
18/07/08 @ 09:24
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Snowboarding is really the perfect application for the wii balance board, I really hope this works.

Mind you, it's perhaps a bit worrying that the wii version mind end up a stripped-down poor cousin of the 360 and PS3 ones.
kangarootoo
18/07/08 @ 10:11
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Sounds really positive. Could this be the sb game I've been waiting for over the last few years?

And someone release a bluetooth balance board type add-on for the PS3 already!
Rizzle
18/07/08 @ 10:29
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Essentially, if this turns out to be better then SSX Blur (which I think is excellent) then I'm buying Wii Fit. Looking forward to hearing more.
spekkeh
18/07/08 @ 11:04
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I take it the persistent multiplayer thing is not going to happen on Wii, what with Nintendo's broken online service?
NBAoz
18/07/08 @ 12:18
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After watching the gameplay videos, I'm a bit concerned about three things...

1. It's looking a bit too easy to nail landings. I sure do hope that it requires skill to land like in Amped and Amped 2.

2. The animation when you land a trick doesn't look like it has enough weight and momentum in it and therefore doesn't look very convincing... you sort of just land standing straight with your guy barely bending his knees on impact...

3. When your guy walks through the snow, there are no foot prints left behind in the snow!!! I know this is nit picking, but surely this sort of detail is achievable on current gen systems.

Other than these few quibbles, it sure does look good and heaps better than the atrocious Amped 3. I can't wait!
kangarootoo
18/07/08 @ 15:07
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@NBAoz

"When your guy walks through the snow, there are no foot prints left behind in the snow!!! I know this is nit picking, but surely this sort of detail is achievable on current gen systems."

With an online title, the traffic caused by trying to update every client with the footprints laid by the other players would be a huge waste of bandwidth. I agree it would be a really nice touch, but its not something that an online should include on principal, given everything else they will be trying to achieve.

Hmmm, on that note though, an interesting question is raised regarding whether they update all clients with info on the carving line left in the snow by other snowboarders. Screenshots suggest trails are left, but are they propagated between online players?


Only issue for me is that few of my snowboard buddies play games, and vice versa. I haven't actually been boarding for 2 seasons now, so the "roam the slopes with your friends" angle is actually pretty appealing (reading that back, that is kind of sad).


Also, I am surprised nobody has wheeled out the usual Guitar Hero oriented "why not just go snowboarding" angle on this one :)
spekkeh
18/07/08 @ 18:24
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I reckon it won't be that hard. Just propagate a small vector, a line of say three points, behind every player and send that to the other machines together with the location of the players and looking direction that you already have to send. Then have the receiving computer render the footsteps or board imprint on the place of the line. It doesn't have to be really precise to look nice. Of course the prints will disappear after a few meters, but still.
NBAoz
19/07/08 @ 10:26
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Yeah, even just a few foot prints that fade after a certain amount of time or after a certain amount of prints have been left in the snow they start disappearing in order from oldest to most recent, but to tell you the truth, I am much more concerned about the other points I mentioned.
sneetch
21/07/08 @ 10:20
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@kangarootoo

Why would you send a client footprints, as such? The client knows the location, direction and rate of travel of each player in the game anyway (otherwise they wouldn't be able to display and animate them properly) the clients can figure out each characters footprints/lines in the snow for themselves.
jlaakso
22/07/08 @ 12:24
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I't been way too long since Amped 2, the only proper snowboarding game there is. So this is very welcome. But how does the snow feel?

I'm still worried about their approach a bit - the SSX series never did anything for me, Amped is where it's at.
Curry_mad
24/07/08 @ 18:33
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This sounds mint!!!!

Wonder if the mountains featured will be based upon any real world ones?

Only downer is that it's not out till November - Bah!!
Edited 1 times, most recently on 24/07/08 @ 19:38
Sainsational
09/11/08 @ 10:16
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looking forward to it. saw some scenes on mtv, looks sweet!
db3
10/11/08 @ 13:25
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Would be great if it didn't have tricks and was just about racing down the mountain.

Comments: 1-14 of 14 in total

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