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* AudienceAlienatingPremise: ''SSX Blur'' was a {{UsefulNotes/Wii}}-exclusive entry that used motion controls for its tricks and steering. It turned out that the number of fans who wanted to play using relatively unproven motion controls and people who wanted to play a snowboarding game whose motion controls weren't very reflective of snowboarding was not a large group. The game's failure would then put the series on ice for the next 5 years.

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* AudienceAlienatingPremise: ''SSX Blur'' was a {{UsefulNotes/Wii}}-exclusive {{Platform/Wii}}-exclusive entry that used motion controls for its tricks and steering. It turned out that the number of fans who wanted to play using relatively unproven motion controls and people who wanted to play a snowboarding game whose motion controls weren't very reflective of snowboarding was not a large group. The game's failure would then put the series on ice for the next 5 years.



* {{Sequelitis}}: The fanbase may disagree as to whether or not ''Tricky'' or ''3'' was the best game, but it's generally agreed that the series started getting stale with ''On Tour'', which was still a good game but dialed back the character and zaniness of the franchise. ''Blur'', the series' entry on the UsefulNotes/{{Wii}}, brought back the larger-than-life personalities but polarized fans with its motion controls, while ''SSX 2012'' went DarkerAndEdgier in such a manner that left fans cold (even after it was toned down from the original ''Deadly Descents'' trailer). The franchise has been dormant since.

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* {{Sequelitis}}: The fanbase may disagree as to whether or not ''Tricky'' or ''3'' was the best game, but it's generally agreed that the series started getting stale with ''On Tour'', which was still a good game but dialed back the character and zaniness of the franchise. ''Blur'', the series' entry on the UsefulNotes/{{Wii}}, Platform/{{Wii}}, brought back the larger-than-life personalities but polarized fans with its motion controls, while ''SSX 2012'' went DarkerAndEdgier in such a manner that left fans cold (even after it was toned down from the original ''Deadly Descents'' trailer). The franchise has been dormant since.



* SurprisinglyImprovedSequel: ''SSX Tricky''. The original ''SSX'' was a great launch title that showed off what the UsefulNotes/PlayStation2 was capable of, but there were a great many issues with it, such as a flat personality and overly-demanding tracks, especially early on. ''Tricky'' had a much gentler learning curve, introduced the revolutionary Ubertrick system, and was injected with tons of appealing party personality.

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* SurprisinglyImprovedSequel: ''SSX Tricky''. The original ''SSX'' was a great launch title that showed off what the UsefulNotes/PlayStation2 Platform/PlayStation2 was capable of, but there were a great many issues with it, such as a flat personality and overly-demanding tracks, especially early on. ''Tricky'' had a much gentler learning curve, introduced the revolutionary Ubertrick system, and was injected with tons of appealing party personality.
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* OlderThanTheyThink: Many familiar elements of ''SSX'' are pulled directly from the real-life sport of boardercross, a rather niche Olympic winter sport. Like the games, boardercross races take place over multiple heats of head-to-head races (4 riders per race) across linear courses filled with high banked turns and jumps, and knockdowns are not exactly encouraged, but do happen (no boost award for doing so, however). The races even have a starting gate that drops like in the games.
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** Sid from ''SSX On Tour'', though it's mostly a DieForOurShip thing due to him being paired with Kaori and leaving her canon love interest Mac in the cold.
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Dewicking Just For Pun


*** Kick Doubt is, [[JustForPun without a doubt]], the hardest Freestyle event in the game. It's comparatively short next to the previous peaks' Slope Style events, not leaving you much time to surmount Psymon's insanely-high gold score requirements, which essentially mandate going out of your way to hit at least a couple 10x multiplier-enhanced Ubertricks. These all require stringent timing, boosting and accuracy to reach, especially whilst maintaining a high combo. It's not uncommon for even seasoned players to have to replay this track several times to get the gold medal.

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*** Kick Doubt is, [[JustForPun without a doubt]], doubt, the hardest Freestyle event in the game. It's comparatively short next to the previous peaks' Slope Style events, not leaving you much time to surmount Psymon's insanely-high gold score requirements, which essentially mandate going out of your way to hit at least a couple 10x multiplier-enhanced Ubertricks. These all require stringent timing, boosting and accuracy to reach, especially whilst maintaining a high combo. It's not uncommon for even seasoned players to have to replay this track several times to get the gold medal.
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* AudienceAlienatingPremise: ''SSX Blur'' was a {{UsefulNotes/Wii}}-exclusive entry in the SSX franchise that used motion controls for its tricks and steering. It turned out that the number of fans who wanted to play using relatively unproven motion controls and people who wanted to play a snowboarding game whose motion controls weren't very reflective of snowboarding was not a large group. The game's failure would then put the series on ice for the next 5 years.

to:

* AudienceAlienatingPremise: ''SSX Blur'' was a {{UsefulNotes/Wii}}-exclusive entry in the SSX franchise that used motion controls for its tricks and steering. It turned out that the number of fans who wanted to play using relatively unproven motion controls and people who wanted to play a snowboarding game whose motion controls weren't very reflective of snowboarding was not a large group. The game's failure would then put the series on ice for the next 5 years.
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None

Added DiffLines:

* AudienceAlienatingPremise: ''SSX Blur'' was a {{UsefulNotes/Wii}}-exclusive entry in the SSX franchise that used motion controls for its tricks and steering. It turned out that the number of fans who wanted to play using relatively unproven motion controls and people who wanted to play a snowboarding game whose motion controls weren't very reflective of snowboarding was not a large group. The game's failure would then put the series on ice for the next 5 years.
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*** At the very least, Tokyo Megaplex is only really difficult in the race events, and is somewhat of a BreatherLevel for the Showoff trick events, providing many opportunities for big air and long grind combos. The same cannot be said for [[PalmtreePanic Aloha Ice Jam]], the final level from the original ''SSX'' game, which is difficult in ''both'' the Race and Showoff events. Tight turns around almost every corner, awkward shortcuts and sudden jumps and drop-offs that reset you behind the pack if you fall into them. It's also a very short course, and while the Showoff medal scores are lower than the others to compensate, achieving them is still tough thanks to the dearth of ramps to trick off of and fewer score multipliers, which are pretty far out-of-the-way.
** A couple of Peak 3's Freestyle events in ''SSX 3'' are very tough:
*** Kick Doubt is, [[JustForPun without a doubt]], the hardest Freestyle event in the game. It's comparatively short next to the previous peaks' Slope Style events, not leaving you much time to surmount Psymon's insanely-high gold score requirements, which essentially mandate going out of your way to hit at least a couple 10x multiplier-enhanced Ubertricks. These all require stringent timing, boosting and accuracy to reach, especially whilst maintaining a high combo. It's not uncommon for even seasoned players to have to replay this track several times to get the gold medal.
*** Much-2-Much is the final Big Air event, and not only is maintaining your combo throughout the run almost essential to getting the gold medal, it also has several ramps that kill your run and your combo if you don't approach them in just the right way ''and'' time your jumps in very tight windows. Worse still, the course is littered with large crags and rocky outcroppings that cause you to bail if you even so much as brush up against them, which can spell doom for your run if you hit a ramp in the wrong direction.
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*** Once you fill your Tricky meter, you get to hear it again with an added siren basically saying "You've earned it -- go ''nuts''."

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*** Once you fill your Tricky meter, you get to hear it again Rahzel chimes in with '"T-R-I-C-K-Y equals SUPER d-d-DUPER boost!" along with an added siren that basically saying says "You've earned it -- go ''nuts''."

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