Will the day
ever come when video games are button-free? It sounds like a strange idea, but
that was the partial goal of the Nintendo Wii adaptation of the SSX series,
SSX Blur. The concept was to make the game as Wii-specific as possible – that
is, replace the typical analog and button-based scheme of the previous
versions with all-new motion controls.
This
could’ve led to an experience along the lines of Tony Hawk’s Downhill Jam. But
coinciding with other BIG Sports titles, SSX Blur is not like its competitors.
If you thought SSX Blur was going to leave the nunchuck by the wayside, think
again. While most racing-oriented games have involved the sideways-steering
mechanic first introduced with Excite Truck, SSX Blur uses both controller
pieces in a way that has more in common with Zelda than Mario Kart.
It’s
Motion Time!
The Wii
remote acts as your trick activator. Use it to carry out the dozens of spin
moves found in the SSX series. But don’t do it by holding buttons or reaching
for the nunchuck’s thumbstick – moves are executed by swinging the remote in
various directions. The base directions are left, right, forward and backward.
Change the speed and style of the trick by swinging the remote at different
speeds. It takes more than a few minutes to get used to, and made prevalent
where all the worry of “Wii elbow” injuries are coming from. If gamers snap
their arms too harshly in an effort to increase trick speed, they might hurt
something. For the safest and most effective move performance, swing strongly
with your wrists and leave your arms out of the action.
Since tricks
are executed with the remote, it goes without saying that the thumbstick must
control your movement. Or does it? As it turns out, the thumbstick only
controls a small portion of your boarder – the nunchuck itself controls the
rest. In other words, to weave in and out of wide areas, you’ll tilt the
nunchuck left or right. To turn more sharply, apply pressure to the thumbstick
in the same direction as your turn.
Blurry-Eyed
SSX Blur
continues the series’ tradition of sensational speeds and tricked-out gameplay.
You start at the mountain’s peak and work your way down. Each path leads to a
different challenge, and each challenge takes place in that area of the
mountain. In other words, it’s more than just a world map – the area you
explore is also a part of each objective.
The
mountains in this game are huge, and stage access can be tricky. Ski through a
race gate and you’ll automatically jump to that competition. That’s perfectly
fine if that’s what you intended to do – if not, you’ll have to sit through a
few load screens before you can get back to the mountain’s peak and start
over. To get around that, access the 2D map via the pause menu. From there you
can go wherever you want simply by pointing the Wii remote at the desired
location.
But don’t
think that means you’ll never have (or want) to explore the mountain as is.
Dozens of collectibles, including new characters, are hidden throughout each
mountain. You won’t find these items during a race or stunt competition – only
during the exploration phase. Thus, it pays to take advantage of the different
opportunities provided to get ahead.
I Like it
Slopestyle
Race,
Slopestyle, Half-Pipe, Big Air, and Slalom return to the series, providing a
multitude of objectives to overcome. Since everything you do in this game is
tied to motion, every competition type comes out a little different. The race
portion is the only element that feels the same. The Half-Pipe – once an easy
way to score huge point totals – is now an excruciatingly difficult play
style. Sliding up and down the course is no easy task. You have sort of
re-think and re-learn the way you play. It feels great and is a lot of fun,
but you will be tempted to throw at least one of the controller pieces
on more than one occasion.
Slopestyle,
incase you didn’t know, is another competition where point totals reign
supreme. Big Air requires you to jump as high (and as far) as possible while
gaining thousands of points.
Slalom is
the only one that doesn’t work well with the Wii controls. With pure analog
functionality, SSX is great. Judging by other Wii games, it’s easy to assume
that, if SSX Blur’s controls were entirely motion-influenced, it would be even
more intuitive. But these controls are not entirely influenced by motion. To
make a sharp turn, players must also incorporate the thumbstick, and that’s
where unnecessary difficulties are presented.
Picture
this: you tilt the nunchuck or thumbstick to turn. Each method has a wide
range of sensitivities that allow you to turn with several different levels of
power. Now combine the two, and make your hand use both (simultaneously) to
create the perfect maneuver. You can’t tilt the nunchuck or push the stick too
hard to or too softly. If you do you’ll miss your target. Every missed target
adds 15 second to your time. These stages can’t be skipped. The only way to
move on to is to achieve a time within the top three places.
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Gameplay: 8.2
New controls,
familiar SSX atmosphere. SSX Blur doesn’t redefine the series as much as it
changes the way you play. Tricks are executed by swinging the Wii remote – the
type and speed of those tricks are determined by the swing (left, right,
forward or backward) and by how fast the remote is swung. It’s a new challenge
that’s broadened – positively and negatively – by the nunchuck steering.
Graphics: 8.5
An extra boost of
boisterous beauty has been applied to the slopes of SSX, augmenting the visual
aura with an array of colors, lights, and lens flairs.
Sound: 7.0
The catchy,
award-worthy soundtracks of the previous SSX titles are nowhere to be found,
leaving a cluster of repetitive instrumental tracks in their place.
Difficulty: Medium
A new challenge
for snowboarders everywhere. The new control style must be learned before it
can be mastered, extending the difficulty well past the previous SSX titles.
Concept: 8.0
The controls work
great 90% of the time. The other 10% are spoiled by the unnecessary inclusion
of the thumbstick. You use the thumbstick to narrow your turning radius. Aside
from being a contradiction to the control scheme (wasn’t this game supposed to
be motion controlled?), it also keeps you from seamlessly steering down a
slippery slope. Instead of having the freedom that comes along with motion
controls, players must still think about the analog stick – only with much
less precision than they had in the previous SSX games, which did not have any
motion steering mechanics applied.
Multiplayer: 7.9
Split-screen
gameplay for two. Wii is a new console, but the familiar GameCube architecture
is plenty powerful enough to handle a four-player mode. Its absence is hard to
overlook. Up to four can play in a mode where you take turns, but that’s not a
feature that needed to be announced in-game. I can pass the controller to a
friend whenever I please.
Overall: 8.2
SSX Blur doesn’t
change the series as other Wii-exclusives have, but the new and unique motion
controls are interesting enough to immerse you into the game. Anyone who
thought the last SSX was too easy will be excited by the motion-heavy
mechanics, which require more than a few shakes and waves to trigger all those
cool moves the series is known for producing.