When the original SSX launched for the PlayStation 2 back in 2000, it included an in-your-face logo screen of EA Sports Big that was complete with a big, booming voice pronouncing the name of the publisher in no uncertain terms. Seven years later, the SSX series has debuted on the Nintendo Wii with SSX Blur, but both the logo and the voice talent have mellowed--less Danzig and more Dan from accounting. To a certain extent, the same is true for the game itself. While SSX Blur has moments of frustration that will have you raising your own voice, it remains another solid--if a bit more mellow--entry in the SSX series.
Forget the poles and skis. All you need to hit the slopes in SSX Blur is your Wii Remote and Nunchuk.
Certain ingredients in the SSX formula never change. Your goals in Blur remain the same: tackle a number of challenging snowy peaks in a variety of events and tournaments that run the gamut from straight downhill blasts to the finish line to trick events that have you pulling off increasingly more complex tricks. You must do all this while taking on a colorful cast of characters, many of whom have returned from previous entries in the SSX series.
While you won't feel out of sorts in the SSX events, the controls are a different matter entirely. As you might expect from any game on the Wii, SSX Blur controls very differently from the other games in the series, as well as any snowboarding game you've ever played. The good news is that for the most part the controls work beautifully. You use both the Wii Remote and the Nunchuk accessory to control your character; the Nunchuk does the lion's share of controlling your character when his or her board is touching the ground, and the Wii Remote controls your character when he or she is in midair. When the controls work well, such as steering your character by using a combination of the Nunchuk analog stick and titling the controller left or right, it feels really good, adding an entirely new dimension and feel to zipping down the mountains. The sensitive controls are buoyed by fine character animations that show off each bump and undulation on the peaks, giving you a real sense of being on the mountain.
Unfortunately, the trick controls don't always keep up, although the basics are there. For example, to execute a jump, you simply move the Nunchuk controller up quickly or press the A button on the Wii Remote. Once in the air, you move the Wii Remote in any direction, and your character will respond with a variety of flips and spins that at first feels like a revelation. But after a while, it begins to feel more than a bit random. Sooner or later, you stop caring about the exact trick you're pulling off and begin moving the remote around in a random fashion, watching your character pull off increasingly bizarre strings of moves that often seem disconnected from the controller.
The ubertricks are the worst offenders. To gain access to ubertricks, you have to fill up your "groove" meter by pulling off tricks. Once you've gained enough groove, you can attempt an ubertrick by holding down the A button and tracing a pattern with your Wii Remote. Small pattern icons pop up onscreen, indicating various ubertrick patterns in your arsenal (and you can earn more ubertricks as you progress through the game). While you can get away without mastering ubertricks early in the game, you won't get very far in the late tournaments without mastering at least a couple because they provide huge point bonuses over your standard tricks. Here's the problem though: They don't always work. We were able to get only the most basic of ubertricks to work on a regular basis and, even then, not so much. It's almost as if the developers understand how tough the ubertricks are because the game provides you with an ubertrick tutorial and a feature that let's you practice patterns over and over (and over) in an ubertrick menu screen until you get it right. Whether it's a matter of the Wii Remote not being sensitive enough, the trick patterns being too complex, or some combination, ubertrick controls in SSX Blur feel like a failed experiment.