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RockTheCasba
05-28-2008, 03:48 PM
Me being a lifelong snowboarder have been waiting for a great snowboarding game. amped on the original xbox was pretty good but this game sounds awesome.


May 27, 2008 - Shaun White is one of the world's most gifted athletes. His sport doesn't have him slamming down dunks over Shaquille O'Neal or catching deep passes from Tom Brady. Shaun's sports are a little less in the mainstream but no less challenging -- skateboarding and snowboarding. It's on the snow that Shaun first rose to fame and it only makes sense that Ubisoft would latch onto White for a brand new snowboarding IP.

Shaun White Snowboarding may remind you a bit of the popular Amped series. The entire game exists online at all times (though you can play offline if you like). The mountain will have between 16-32 gamers depending on how much juice Ubisoft can squeeze out of the PC, PS3 and Xbox 360. Those boarders will be on the mountain with you at all times. You can free roam and just have some fun, hop into multiplayer modes, or target single-player challenges. Once you finish with a challenge you instantly pop back onto the mountain where everyone else is still boarding.


Rather than go for the over-the-top action route of EA's SSX, Shaun White Snowboarding (or SWS) shoots for realism. The goal is to give gamers a sense of what it's like to snowboard and to inspire n00bs to head to the nearest snow-capped mountain with board in hand. SWS uses the Assassin's Creed engine, which isn't readily apparent considering the gameplay, but means you can expect large environments, awesome graphics and great animations.

SWS is a phsyics-based game that factors in gravity and friction. The board you choose has an affect on your performance on the snow. The snow itself plays its own part. Your board cuts through powder a bit slower and turns wider, while you'll move faster on packed snow. It's easy to tell the difference when on your board and this will lead you to alter your course down the mountain depending on what you're trying to accomplish. Some boards also perform better on different types of snow, so don't think that riding through powder is going to be like cutting through quicksand.

Every move in the game is one that Shaun White has pulled off in some capacity -- and most likely during a mo-cap session. You won't be stringing together dozens of tricks while executing star power or any of that crap. This is a slightly more slow-paced and skill-based game.

Don't expect your gear to give you stat boosts either. Gear is your status symbol -- it lets you have a unique-looking character, but also rewards those who have progressed in the game. And there will be a lot of gear. A lot. Though Ubisoft is still working out contracts, we are assured that Shaun White's Burton collection will be in the mix along with dozens of other major sponsors to follow. Once you've progressed a few hours into SWS, there's no reason you should look anything like your other friends on the mountain.

There are four moutains in SWS, including Alaska, Park City and Japan. Each mountain features up to three different sections: peak, back country and park (or resort). All three offer very different challenges and completely change the way you'll use your board. At the peak, it's all about getting big air, sliding on the lips of canyons and building speed.

The back country is packed with trees. In fact, you can see the entirety of the back country from the mountain peak -- and the thousands of trees being rendered. Here you have plenty of obstacles to avoid and may need to cut quicker. A pro tip is that you can suck up your legs during a jump to help clear an obstacle. The park or resort area is where you find the most pedestrians. There you get cabins, benches and perhaps even the occasional snowman.

Ubisoft was only looking to show off the mountain peak in Alaska for our demo. Seeing the course run several times, you can see the openness of the mountain. Part of the thrill is discovering good jumps and finding new avenues to gain air and then perfecting your tricks. There are four layers of grabs, though we only saw some very basic moves. The right thumbstick is used to add style in the air and the triggers are used to tweak grabs. We saw some truly squirrelly landings that in real life might have lead to total disaster but in the game world could be stuck. But that sense of realism was there in every move despite this.

A multiplier meter builds as you string together tricks, giving incentive to push for more jumps and not just loaf down the mountainside. But it seems undeniable that part of the appeal for SWS is going to be just cruising down the mountain at a relaxed pace. We can expect some hidden goodies as well that reward exploration. And fortunately, there are checkpoints throughout the mountain so you can teleport to a specific area rather than having to start at the top of the mountain for each run. And yes, you can get on foot in certain areas and there will be a reason to do so, though Ubisoft isn't saying exactly what you will do off your board.

One of the most impressive aspects of SWS is the dynamic camera. There are several different camera angles, which are automatically switched to based on the situation. Let's say there is a crevice ahead, one that, due to the topography, you might not be able to see with the default up-close third-person camera. Slowly the camera pulls back so you see the crevice in time and can adjust for a jump. Get major air and the cinematic camera turns on, showing off how slick your created character looks. There's even a first-person camera view.

The multiplayer remains a mystery for now, but we do know that you'll be able to record your sessions with friends to share online. Certainly creating a community of snowboarders is one of the focuses for SWS.

As fans of Amped 2 and 1080, this is the type of game right up the alley for your pals at IGN. Shaun White Snowboarding is in no way an in yo' face X-treme game. It's not at all obnoxious or artificially over the top. Surprisingly, it's a very mellow-looking experience that should give gamers the sensation of snowboarding without the personal risk of breaking bones.

wicked_d365
05-28-2008, 04:15 PM
Sounds sweet, lets just hope they get it right, and then don't ruin it like Tony Hawk.

Enamelized420
05-28-2008, 08:02 PM
yeah I was reading an article recently on this and they were discussing the physics and how indepth they will be... I really liked the fact you could push over and tree and use it for a rail etc....
this should definitely be a cure for the snowboarders that've been awaiting a board game worth playing. looking forward to it here.

Shorezy
06-02-2008, 10:53 AM
Yeah i've been dying for a new board game too.

When I saw this I was immediately excited. That rail detail is sick, and judging by the trailer and this article, the environments should be wicked.

The original Amped was the best snowboarding game for either Xbox, IMO, and if this lives up to the promises it should deliver a slopes game that will keep 360 users busy until they finally release another.

Nice post :cheers: