SSX

Last updated
SSX
SSX box art.jpg
Developer(s) EA Canada
Publisher(s) EA Sports BIG
Producer(s) Larry LaPierre
Steve Rechtschaffner
Programmer(s) Jon Spencer
Artist(s) Ian Lloyd
Series SSX
Platform(s) PlayStation 2
Release
  • NA: October 30, 2000
  • EU: November 24, 2000
Genre(s) Snowboarding
Mode(s) Single-player, multiplayer

SSX is a snowboarding video game, the first in the SSX series. It was developed by EA Canada and published by EA Sports BIG for the PlayStation 2 in October 2000. It was the first title released under the EA Sports BIG publishing label, which specialized in extreme sports titles with an arcade feel.

Snowboarding games are a genre of computer and video games that emulate the sports of snowboarding and sandboarding. Most snowboarding games are seasonal and come out sometime between October and March. The genre peaked in the late 1990s and early 2000s. Many online casual games have been made for the genre recently. Likewise, several games have been made for iOS and Android mobile devices.

<i>SSX</i> (series) video game series by EA Sports

SSX is a series of snowboarding and skiing video games published by EA Sports. It is an arcade-style racing game with larger-than-life courses, characters, and tricks. While the general focus of the series is racing and performing tricks on snowboards, the underlying gameplay of each edition alters slightly; for example, while the original SSX relies on a working knowledge of speed and trick boosts, SSX On Tour requires players to complete different "phat" combos and "monster tricks". SSX is intended to be short for "Snowboard Supercross", but the complete title has almost never actually been referred to in any way in the marketing or promotion of the games or within the games themselves. According to 2012's SSX the acronym in Team SSX means: Snowboarding, Surfing, and Motocross.

A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer. As with book publishers or publishers of DVD movies, video game publishers are responsible for their product's manufacturing and marketing, including market research and all aspects of advertising.

Contents

SSX received widespread critical acclaim and commercial success, while also receiving numerous industry awards and was widely regarded by critics as one of the standouts of the PlayStation 2's launch library. The Academy of Interactive Arts and Sciences gave SSX five awards, including "Console Sports Game of The Year" and "Racing Game of The Year". The executive producer and creative leader of SSX was Steve Rechtschaffner, who was also the inventor of the now Olympic snowboard event called Boardercross, which served as the inspiration for the game.

Subsequent titles in the SSX series include, in order of release: SSX Tricky , SSX 3 , SSX on Tour , SSX Blur , and a reboot released in 2012, SSX . Rechtschaffner lead the development of SSX, SSX Tricky and SSX3 before moving into the Chief Creative Officer role for EA Canada. He had no involvement in the other titles in the series.

<i>SSX Tricky</i> 2001 video game by EA Canada

SSX Tricky is a snowboarding video game, the second game in the SSX series published under the EA Sports BIG label and developed by EA Canada. The game is a sequel to SSX. The game was released in 2001 for PlayStation 2, GameCube and Xbox and was later ported to the Game Boy Advance in October 2002.

<i>SSX 3</i> 2003 video game by EA Canada

SSX 3 is a snowboard racing game developed by EA Canada and published under the EA Sports BIG brand. The game was initially released on October 20, 2003 for the GameCube, PlayStation 2, and Xbox. It was later ported to the Game Boy Advance by Visual Impact on November 11, 2003 and to the Gizmondo by Exient Entertainment on August 31, 2005 as a launch title. It is the third installment in the SSX series. The game has become part of the Xbox backwards compatibility program and an enhanced version was released on the Xbox One on April 17, 2018.

<i>SSX on Tour</i> 2005 video game by EA Canada

SSX on Tour is a snowboarding and skiing game, the fourth title in the SSX series of video games for the GameCube, PlayStation 2, Xbox and PlayStation Portable. It was released in North America on October 11, 2005 and in the PAL region on October 21, 2005. The PlayStation Portable version was released in the Europe on October 28, 2005. In 2007, a prequel titled SSX Blur was released, which took place between SSX 3 and SSX On Tour. The GameCube version contains Mario, Luigi, and Princess Peach as playable characters. This was part of a deal Nintendo had with EA Sports to have Nintendo's intellectual properties appear in EA franchises.

Gameplay

Players may choose one of a number of riders, each with their own statistics and boarding style. A course is selected, and the player is given the option of racing down the course or participating in a competition to do tricks.

Each course is filled with ramps, rails, jumps, and other assorted objects. Performing tricks fills up the player's boost meter, which can then be used for additional acceleration, making tricks important even in a race. While some tricks do have origins in snowboarding, many of the more advanced tricks are not realistic to actual physics. This matters little in games of this style, as the larger and more extreme tricks count for the most points and are the most spectacular to execute. Players also have the option of practicing or exploring courses in "freeride" mode.

There are a total of eight playable characters. The playable characters are Mac Fraser, Moby Jones, Elise Riggs, Kaori Nishidake, Jurgen Angermann, JP Arsenault, Zoe Payne, and Hiro Karamatsu. Mac, Moby, Elise, and Kaori are available at the start, while the other four are unlocked by earning gold medals. Earning the first gold medal unlocks Jurgen, the second gold medal unlocks JP, the third gold medal unlocks Zoe, and the fourth gold medal unlocks Hiro.

Development

SSX's development started on the Dreamcast. When Electronic Arts decided to end its relationship with Sega, the development was moved to the PlayStation 2. [1]

Dreamcast video game console

The Dreamcast is a home video game console released by Sega on November 27, 1998 in Japan, September 9, 1999 in North America, and October 14, 1999 in Europe. It was the first in the sixth generation of video game consoles, preceding Sony's PlayStation 2, Nintendo's GameCube and Microsoft's Xbox. The Dreamcast was Sega's final home console, marking the end of the company's 18 years in the console market.

Sega Japanese video game developer and publisher and subsidiary of Sega Sammy Holdings

Sega Games Co., Ltd. is a Japanese multinational video game developer and publisher headquartered in Tokyo, Japan. The company, previously known as Sega Enterprises Ltd. and Sega Corporation, is a subsidiary of Sega Holdings Co., Ltd., which is part of Sega Sammy Holdings. Its international divisions, Sega of America and Sega of Europe, are headquartered in Irvine, California and London respectively.

Reception

Reception
Aggregate score
AggregatorScore
Metacritic 93/100 [2]
Review scores
PublicationScore
AllGame Star full.svgStar full.svgStar full.svgStar full.svgStar half.svg [3]
Edge 8/10 [4]
EGM 9/10 [5]
Eurogamer 9/10 [6]
Famitsu 32/40 [7]
GameFan 92% [8]
Game Informer 9.25/10 [9]
GamePro Star full.svgStar full.svgStar full.svgStar full.svgStar full.svg [10]
Game Revolution A− [11]
GameSpot 9.4/10 [12]
GameSpy 94% [13]
IGN 9.3/10 [14]
OPM (US) Star full.svgStar full.svgStar full.svgStar full.svgStar full.svg [15]
Maxim 10/10 [16]
USA Today Star full.svgStar full.svgStar full.svgStar full.svg [17]

The game received "universal acclaim" according to video game review aggregator Metacritic. [2] In Japan, where the game was ported for release under the title X-treme Racing SSX(エクストリーム・レーシングSSX,Exusutorīmu Rēshingu SSX) on October 26, 2000 (four days before its North American release date), [18] Famitsu gave it a score of 32 out of 40. [7]

A review aggregator is a system that collects reviews of products and services. This system stores the reviews and uses them for purposes such as supporting a website where users can view the reviews, selling information to third parties about consumer tendencies, and creating databases for companies to learn about their actual and potential customers. The system enables users to easily compare many different reviews of the same work. Many of these systems calculate an approximate average assessment, usually based on assigning a numeric value to each review related to its degree of positive rating of the work.

Metacritic is a website that aggregates reviews of media products: films, TV shows, music albums, video games, and formerly, books. For each product, the scores from each review are averaged. Metacritic was created by Jason Dietz, Marc Doyle, and Julie Doyle Roberts in 1999. The site provides an excerpt from each review and hyperlinks to its source. A color of green, yellow or red summarizes the critics' recommendations. It has been described as the video game industry's "premier" review aggregator.

<i>Famitsu</i> periodical literature

Famitsu is a line of Japanese video game magazines published by Enterbrain, Inc. and Tokuma. Famitsu is published in both weekly and monthly formats as well as in the form of special topical issues devoted to only one console, video game company, or other theme. Shūkan Famitsū, the original Famitsū publication, is considered the most widely read and respected video game news magazine in Japan. From October 28, 2011 Enterbrain began releasing the digital version of the magazine exclusively on BookWalker weekly.

GameSpot praised the game's smooth graphics and direct controls, while also drawing attention to the game's dynamic soundtrack, which adjusts the intensity of the background music based on the player's current performance. [12] IGN's review drew attention to the game's deft balancing of tricks and racing, asserting that a mastery of both is a requirement of success in the game. It also mentions the game's tracks as a strong point, calling the Tokyo Megaplex level "a festival of lights, color and one of the most ingeniously designed levels that have ever been in a game." [14] Both reviews noted the presence of some graphical slowdown, but also stated that it was a rare occurrence and only a minor issue.

GameCritics cited the scope of the game's tracks as a strength, but pointed out that there is little revolutionary in the game's overall premise of snowboard races. The 'pre-wind' jump system was also criticised, in that to ensure a good jump, the player must sacrifice the ability to steer long before they reach the ramp. However, the site did praise the simplicity of the trick system itself, and called the game "an all-around solid title". [19]

The game won the title of the PlayStation 2 Game of the Year at Electronic Gaming Monthly 's 2000 Gamers' Choice Awards. [20]

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References

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  4. Edge staff (December 2000). "SSX". Edge . No. 91. Future plc.
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  8. "REVIEW for SSX". GameFan . Shinno Media. November 1, 2000.
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  18. "エクストリーム・レーシングSSX [PS2]". Famitsu (in Japanese). Enterbrain. Retrieved January 16, 2019.
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