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SSX

SSX

Wingsuits, course-altering pick axes, avalanches.

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Yet despite that impressive array of features putting the extreme back into the world of SSX, what really stands out during our first in-depth look and play of the returning snowboarding series is what's cooking away unseen in the background.

Ridernet is SSX's own online social system. Openly stated as a converted take on what Criterion did with its Autolog system, its innovations look set to surpass that source of inspiration to become the new standard for competitive-heavy titles.

The process is simple yet logical for the world of SSX. EA promise no lobbies in the game; everything is tapped into from the main menus or races. Plunge down any of the 180 drop points dotted around the world - all based on real-world mountain data, with a SSX twist - and your time and score will automatically appear over that drop's name, and an update will appear on your friends' menu screens.

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A touch of a button and they'll drop straight into that course to challenge your run. Do so, and their run becomes the new run to beat. Respond and win, and the challenge turns into a Rivalry. EA promise the option for social network updates and phone apps to keep you always connected to the game, just so you know you're being owned even when away from the console.

There'll be global events set by the developer as well, ongoing tournaments of different length and time across multiple ranges, mini-leaderboards recording who's top of the tier, and how much time is left to compete. You've the option to set your own challenges, which can be open for a few hours or days, and whether to keep it private between friends or open it to the public.

EA is currently juggling just how many riders you'll see on the slopes alongside you at any given time. Its talking ten to fifteen currently, with the game basing choice on friends and relevant competitors. You'll also be joined by ghosts of your previous runs, a welcome addition to learn race lines as well as for those cutting through snow offline. A long digital tail snakes out behind them so you're always sure what route they've taken.

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Accumlating cash is as important as bragging rights; an in-game store lets you purchase gameplay-effecting upgrades, be they better wingsuits, boards or night-vision goggles. We only get a cursory glimpse of this during the run down of the modes, but it looks promising and adds another layer to racking up bigger scores and faster runs.

Of the courses themselves we only saw two. One, used during the presentation of the game's features was a whistle-stop tour down an untouched mountain top, the other a weave through tight valleys laced with oil pipes which we could grind over, the move set as ludicrous as you'd hope for. Anyone that's played SSX before will slide into the controls with relative ease and start racking the odd score multiplier even while learning the new tracks, and an optional rewind feature is in place for those looking for an unblemished run.

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Of course, while beautiful - crystal white never looked so inviting - both are relatively mundane in design, and its to the tracks that most will be looking for assurance that this will offer the same quality thrills of previous SSX games. The developer assures that while mountain data makes for quick creations, the studio is taking the time to inject the type of insanity only found on a SSX course. It's focusing on the new elements to the series right now, and it's making a convincing case that these additions will better the brand rather than dilute it. And from the strength of content we're seeing, we're happy to come along for the ride.

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SSXScore

SSX

REVIEW. Written by Jonas Elfving

"The snows glistens nicely, and there are no technical hick ups such as slowdowns or pop ups to report."

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SSX slides into top spot

SSX slides into top spot

NEWS. Written by Mike Holmes

It was a stunning week for EA, with both SSX climbing to the top of the UK sales charts and FIFA 12 storming back into second.



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