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Shaun White Snowboarding Preview

PlayStation 3 PC Xbox 360 Wii
Preview by Johnny Minkley

18 July, 2008

Page 3 of 3. <- Page 2

If you've ever been high up a snow-encrusted mountain on a clear day, you'll know exactly how energising it is to gaze around at the landscape below - and Shaun White Snowboarding does as good a job as we can remember seeing of conveying that sense of the epic. But to those familiar with the breathtaking views from the highest points of Assassin's Creed, this is to be expected.

It bears up less well at this stage when you examine the details; frequently objects appear out of nowhere, particularly trees towards the bottom of the course, and some of the textures are bland and indistinct. The fidelity of the pre-stage cutscene is also worryingly low, although that's surely something that will be upped before release.

We love the camera. There are five set positions to choose from, but it's wonderfully dynamic, intelligently zooming out when you approach a ramp or slope to give you a glorious, widescreen eye-full of your imminent giant leap. There's also a first-person view thrown in or good measure.

Control-wise, the basics are solid and responsive, and within a few minutes we're already achieving some vaguely competent rail grinds and mid-air posturing in amongst the agonising plunges into the icy abyss. There is a very real sense of freedom on the mountain, its varied topography providing all manner of challenges and opportunities.

It's hard to appreciate any subtlety and nuance that may lie within the trick system on what amounts to a very brief playtest. It's clear the game does lean more towards the studied realism of Amped, which is no bad thing. Our biggest issue at this point is with the speed.

'Shaun White Snowboarding' Screenshot 3

Even hurtling down the steepest parts of the mountain, leaning forward as hard as we can, it never quite delivers that sense of exhilaration, that electrifying surge of adrenaline that is the drug of downhill racing. To us, it just feels too cautious, too sedate at present, more Sunday drive than Ski Sunday.

Maybe we're clamouring for the arcade experience the team is consciously avoiding; but we still feel that even a slight boost could make a huge difference to the sense of thrill, danger and excitement we want to feel when we're belting through such eye-poppingly vast environments.

Wii owners necessarily cannot share in the Assassin's engine love-in, so Nintendo's system, as is often the case, gets a unique version with a slightly younger, more casual skew on it. The big draw is Balance Board support, which lets you literally ape the actions of a snowboarder.

After a brief demo we get a couple of runs at this. Our on-screen boarder responds convincingly to our movements. Standing sideways on, leaning forwards and backwards steers, while left and right equate to accelerate and brake. Tricks are accessed through a combination of the Wiimote buttons and the leg pump to elevate you in the first place - performed in exactly the same manner as the ski jump mini-game in Wii Fit.

It's good fun and the instant appeal and accessibility it will have for families is obvious. Whether it can transcend novelty sufficiently to sustain a full price product is another question, of course, and one only extended play will answer. On Wii Shaun White is fully playable either with Balance Board or Wiimote, with slight differences to level design and difficulty to accommodate the differing demands - although board and remote can tackle each other in multiplayer.

'Shaun White Snowboarding' Screenshot 4

Balancing the gameplay is the team's biggest headache here, we're told. And we confess to being a little concerned that, for a game designed originally for the Wiimote (with a post-Wii Fit rewrite to accommodate the Balance Board), we are not allowed to play it with one at this point.

So, with Shaun White Snowboarding, the big task of building a new brand from scratch has at least one big idea, in the player-populated pistes, that should make it one to watch for those clamouring for a new generation snowboarding hero to worship. We're all for thinking big; just so long as someone's keeping an eye on the details.

Shaun White Snowboarding is due to release on PS3, 360, PC and Wii this winter.

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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.

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