EA skiing game

I agree totally that flowing, linking tricks, and choosing lines is where it's at. If I were to design the levels/parks whatever, I would essentially space the features in such a way where you carried the "right" speed naturally (assuming that you popped and landed smoothly lip to tranny. If you're familiar with SKATE2 and the funtrack, you know what I mean. However, I envision a game that reflects how people actually ski. Sometimes people just cruise through the park like a casual slopestyle run, and other times you session a particular feature.
In response to whether or not people would want to hit a jump "4 times", I think you're wrong. Playing SKATE2, I would set a session marker at the drop in of a particular jump (or rail for that matter) and hit the one jump over and over again. I would have specific goals/trick I'd want to do, and I'd keep hitting it until I got it. I think a lot of peeps were on the same page.
Not to mention, I think you'd lose a lot of the finesse aspect if it was a constant "full speed ahead" style of game. People don't bomb it into an urban quad kink unless they plan on just tapping/disastering it.
 
The only problem with flowing smoothly is that you are going downhill, therefore if you miss something, its a bitch to go up the incline and re hit it. So i think that the levels shouldnt be very steep and running shouldnt be very slow. But i agree that the name of the game should be Steeze.
 
yeah, steeze is a sick name. i think afterbang should be integrated,too. like, you have to button mash after to land to get a good afterbang or somethin.
 
This sounds good. Some more things:

Poles Optional.

Being able to hike short distances. Would suck to find a sick box, hit it and then have to go all the way to the bottom and take the lifts up again in order to hit the box again.

Gear that is updated from season to season.

Places to ski pow is absolutely needed.

I'd love to see this happen.
 
if jumping is going to be realistic with speed checks etc, the speed meter should be in there BUT be able to be turned off, cause i can see the average gamer getting very annoyed at why they cant land their 200ft air on a 80 fter, but real skiers could go and turn it off and enjoy the realistic side
 
it would be sick if EA kinda teamed up for apple so you could wirelessly connect from your xbox to you itunes account and play music through it
 
I think your best bet would to be make it a full snowboarding/skiing hybrid, contrary to how popular everyone on here thinks skiing is its not nearly big enough to make a successful video game franchise off, even if everyone on NS bought it the game would fail miserably. I'm not trying to shit on this idea because I would like to see a well made skiing game, but having both sports would ensure a colossal series if they could make it like skate.
 
agreed

i think the hardcore snowboarding community are asking for a game basically exactly like the one everyone on NS wants too... trying to separate the sports would result in epic failure of the game...
 
There should be like a fallow cam that you can look at after your runs. You can save the videos you like to your hardrive. One of the missions of the game should be to peice together an edit with the shots you have. Obviousley the game console cant judge style but it could probably judge like big tricks like 10's and 450's off. The computer will judge you edit and you can get sponsors and more aknowledgment after u put the edit out.
 
Gah! That was my idea! Of course I went with the triggers being the left and right hands, and X/A being feet.
Steeeeaaalllerrr!!! Ahhhhhhh!!!
 
Yeah I read your post about that. But with triggers would allow your thumbs to be able to stay on the analogs. And you could pull it slighty for a little grip or all out for a big grip.
 
honestly it doesnt make sense why you would want the park to be slow, why wouldnt you keep the park groomed and then have their still be powder on other runs that way you can choose. and not be forced to ski the powder
 
ok, now that you worded it like that, it sounds a lot better. I do the same shit in skate2 that you do, hitting the same feature etc trying new stuff,

I thought you meant like you would have to repeatedly hit the same thing just to get the speed right and not keep fucking it up. Obviously there would have to be sketchy landings etc, but otherwise i get what you're saying, it makes sense. i like that idea
 
I agree however that should only be incorperated when your making an edit through the hopefully skate like replay editor.
 
Check this game outI like the general motion and the feel of this game, albeit it is a bit too fast and the graphics aren't really up to par but I think its the best out of all the skiing games I've seen.Add a couple grabs, a storyline, better graphics and tweak the engine a bit and I think it could work:
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i dunno about skate i havent played video games in a while, but in tony hawk's american wasteland(the last game i played), there is like the slomo thing, and you can unlock moon gravity. so for any like triple backflip and insane like tricks like 1800 or w/e, i dont think you should be able to do that in non-moon gravity mode. and make the jumps and shit to scale. so going off like a 70 footer gives you the same amount of hang time as going off a real 70-footer. and yes i would buy and 360 or ps3 just to get this game.
 
oh and not just plain rail slides. it would be sick to also have the slides like Will and Andy do in Travelling Circus. i have no idea what they're called, but the game would kick so much more ass if it had it.
 
you should have to cross your skis before you grab mute or tail by hitting left or right button (not trigger) depending which foot you wanna have crossed on top
 
I have thought about this many times, and I would like the game to be exactly like the snowboard game amped 2. And you should have like competitions, like the x-games, dew-tour etc. The grabs have I also thought about, there should be patches up for downloading with like different skiers varieties of grabs. This would be sick. And please don't make a suggestion of a highly unlikely game. those games are no fun, then I rather play Jiberish. YA DIIG?
 
I hope to god it doesn't turn out like this.

I hear what you're sayin' and I agree I just couldn't deal with quad backflips of 100 foot cliffs in a levl that's like 100m wide.

this game wouldn't survive if the creators didn't seriously buckle down and make sure everything was as realistic as possible. no fantasy bullshit.
 
I'm loving pretty much everything i hear in this thread. Someone with time on their hands should start to compile all the good ideas into a word document, to make the whole thing more presentable. I really hope this happens!
 
I think i would go out and actually buy an Xbox 360 and start playing video games if this actually came out.
 
im just gonna stockpile all this info into one response
Possible Name: steeze or ski
I'd like to see a complex control scheme ala SKATE, that features a fairly steep learning curve that encourages trial and error. I think what's so special about SKATE, is the sense of achievement you feel upon mastering tricks. I like the idea of aping the "different buttons correspond to different body parts" system used in skate.
I'm definitely in favor of a behind the skier view.
(XBOX360)
Riding:Left Analog (Body/Hips): Left and right control turns (pressure sensitive). Holding "up" causes the rider to take an aggressive stance/tuck. If the rider is in the flats or has completely stopped, up skates. Double tap to holding up causes the rider to sit on his/her tails for maximum speed into jumps. Pulling back (down), causes the rider to scrub speed (pressure sensitive) by snowplowing, or quick speed checks, to an all out hard stop by pulling all the way back.
Right Analog (Skis): Left and right, in conjunction with the left analog being pressed in the same direction, makes as sharp a turn as possible. Pulling all the way back or forward, causes the rider to prepare to pop off of either tails or noses respectively. A quick "SKATE ollie/nollie"movement=small pop, where as a slow and deliberate movement that allows the "crouch animation" to complete=max pop. Pushing halfway forward or back causes the rider to enter into a press. The degree/duration of press is dependent on skis used, and snow type. Buttering is accomplished by pulling halfway back* (*while riding forward, everything is reversed for switch riding/tail butter spins), then swiveling 180 degrees (left or right) to forward accompanied by pressing the Left Analog stick in the same direction. Amount of spin is affected by speed of movements, and terrain (doing so off of a knuckle or over a roller will cause you to spin more).
Digi pad:Player chosen gestures. Ideas: Down=rideaway/bang Up= fist pump/claim Right= Goggle fix/Headphone adjust Left= Pull Pants up/crotch grab thing others: Candide one arm behind back-slight crouch, pole clap, bird, sarcastic racer/gaper tuck, etc.
Back: Toggle i-pod controls --> at which point LB and RB skip through playlistY: Toggles TrailmapB: click in/out of bindings when stoppedLB/RB: Look left/right while skiing straightLT/RT: Handplant WHEN "quick" ollieing over a jib/knuckle. Player must pull back on left analog stick and press LT/RT/both to handdrag. Timing is critical. Releasing the trigger to late will cause the rider to fail to "pop" of his hand(s).X/A: Zoom in/out
In Air:Left Analog: 2 of the 3 rotation axis. After ollie/nollie Left and Right will cause the rider to spin upright. For bigger spins, the player must quickly throw the left analog stick in the opposite direction of the intended spin just prior to takeoff before throwing back in the other direction (direction of the spin). For non inverted off axis spins (bios and corks), the player rolls the left analog stick either forward or back respectively after setting the spin either left or right (at about 180). Up and Down cause the rider to flip. Diagonals control inverted spins (d-spin, rodeo, misty).
LB/RB: Control the 3rd axis of rotation. When pressed without the Left Analog stick, the rider will do a "ear to shoulder" lincoln loop. If used in conjunction with Left Analog, depending on timing, the rider will over/underflip. Experiment.
Digi Pad: customizable. Goof/old school tricks. up=superman, down=laid out backie, left=spread eagle, right=screamin'. others: urlacher, boner, mannequin (for zeros), rollin' the windows up, etc.
Right Analog: Controls "orientation" of skis. When not grabbing, left and right cause the rider to shifty/twist at hips. Pressing the Right Analog stick in the same direction as a spin will make the rider spin faster. Pressing forward will bring the noses up and forward towards rider (think lifting toes), back will drop the tips and bring the tails closer to the rider's butt (think curling toes down). "Orientation" of ski affects which grabs you will do....
LT/RT: Left/Right hands. Grabs! Either LT or RT alone will do a safety, both will do a truckdriver. When combined with the Right Analog stick, the rider will do different grabs. I won't list them all, and I think the "arsenal" should be customizable, but here are some ideas.LT/RT and down = Blunt/TrueTail, LTandRT and down = Octo, LT/RT and up = true nose, LTandRT and up = rocket/double nose...you get the picture.
B: bail!
On Rails:Case sensitive, controls affected by surface type and width.
All controls still apply, and jibbing is really just an extension of the control scheme and is open-ended.
For example: Popping and spinning onto a wideish box. If the rider 270s onto the box, he will continue to spin on the surface. Unleeesss......He grips the edge!! Which brings us to:
X/A (Left foot/Right foot): Scissor/grip jibs. Rider pops, spins a right 270 onto a flat box and lands right foot forward. Pressing A will cause the rider to grip edge with front (right) foot, thus stopping the rotation. This allows the player to straight slide and simply "fall off" the end of the box and spin 90 degrees in either direction to land switch or reg, OR pretzel 270 (and up) out. This is done by quickly ollieing with the right analog stick and spinning (in this case left). Same principle applies for any sort of swap. Front or blind (on a box) is determined by which side to the box the rider lands on. Popping onto a box left foot forward to the right side and pressing X will initiate a blind swap toe dip. Landing left foot forward on the left side and pressing X will initiate a front swap toe raise.
Rails are essentially the same, scissoring is still done with the front foot's corresponding button, but the player must also push either left or right on the left analog stick in the direction of the desired swap/spin out. Example: Urban style down rail on the skier's right. Ollie(nollie) spin right 90 degrees to left foot forward skier slide. To front swap, I would press X (left foot) and left on the left analog to drop my heel. A quick ollie, and a left 180, and voila. K-feds and any combo of swaps/spin outs should be possible.
Back to the initial example of the wide box hypothetical.
If the player takes too harsh of an angle in approaching the box (box on skiers right, starts waaay left, and takes a sharp angle to his right) he will slide off to the right. Landing on either a box or rail directly under the bindings will produce the most stable slide. BUT, landing behind or in front of them allows you to do presses, IF the corresponding direction (up=nose press or down=tail press) on the right analog is pressed.
That's all I got control wise for now.
The option to design parks, move objects, build urban lips, bc jumps, wallrides, etc. would be fantastic.
Obviously, extensive rider customization (ala SKATE) is cruuuuucial. Sponsorship by ski manufacturers, boot cos., outerwear/accessory cos., etc. is important. Ski choice should affect rider's abilities i.e., stiff skis are better for jumps/pipe, soft skis more playful/buttery. Riding Bents in the park should feel different than Walls. Riding a rockered pow ski should feel different than a more traditional big mt. charger. In addition to this kind of customization, there needs to be a "style" feature. Sleepy, steezey, lazy VS. Athletic, aggressive, technical. The style choice should affect animations such as landing jumps, making turns, skating, popping, etc.
I think the inclusion of pros similar to SKATE feels about right.
For the love of god.....no collection challenges!!! I don't care if they're letters, coins, or fucking guitars...it's never fun. Ever. Challenges should resemble those in SKATE and focus on particular set-ups, tricks, photo ops, etc. They should involve all of the skills in the game and should serve the duel purpose of helping the player progress. There should be essentially 2 career paths. Comp skier vs. Film skier. Player chooses his focus. Ultimate goal to have Segment of the Year/Athlete of the Year at Powder Awards, or alternatively win JOSS/X/Dew. Get photos, make edits, earn sponsors as you progress.
Big focus on on-line multiplayer. Also, the ability to freeski and to set "drop in points". Real-time weather simulation.
Environments should be varied, and resorts should feel like living, breathing places. Strong balance between big mt., tree/pow/bc booter, park/jib.
Jibs/Rails: In addition to the Right Analog allowing you to press (by pressing forward or back assuming that your bindings are where they should be for either a nose or tailpress), Left and Right on the Right Analog stick should allow you to "crook slide" (pressure sensitive). Halfway = solid crook, whereas throwing the stick left or right quickly and completely should perform a surface swap.
Taps/bonks should be achieved simply by ollieing (whether already on the rail/jib or not) and "orienting" your skis with the right analog stick in the desired direction. For example: I'm skier sliding an up flat box left foot forward. At the kink, I ollie (quick pull back on the right analog --> quick flick forward) and spin 90 degrees left THEN I quickly push the right analog stick forward at the apex of the ollie, thus "lifting my toes" and tapping my tails on the flat section, before continuing the spin to switch out.
As I said before, X/A would be responsible for gripping rails/boxes (based on the lead foot). Maybe the rear foot further modifies the trick....one footers? Andy Parry style trickery? hmmm... Example: I'm sliding a rainbow rail right foot forward. I press and hold X (left foot) beginning at the apex of the rail and the skier lifts his left foot for a gnar gnar onefooter. OOOORRRR, I'm on a flat box right foot forward and I press X and it initiates a hippy killer or jack knife.
Something I didn't mention about grabs: As in SKATE, grabs can be modified after the fact by pressing the right analog stick in different directions. Example. I'm spinning a right rodeo 5 and I grab trailing safety by pulling the LT (left hand). While holding LT I NOW press up/forward on the right analog stick (remember ski "orientation") and my boring safety becomes the poked out high safety that Sammy Carlson does. Booyah.
Story Ideas:
1.)How about a film company, magazine, or even NS, is having a flim/photo session at your local mt., or a nearby mt., and you poach the setup and kill it. You catch their eye, and are invited to shred?
There should be multiple opportunities to get coverage, and the player should have the freedom to choose which opportunities to pursue or not. Your "career" will be affected by the choices you make, companies you decide to work with, etc.. NS, or an NS inspired website could act as a "challenge manager"...you could enter "on-line" edit contests similar to real contests. And of course, a mock superunknown.
Different Mountains:different resorts:Squaw Valley
breck/keywhistler
alta
ak haines/valdez
are sweden
SLC rails
boulder rails
troy rails
snowpark NZ
park city
small east coast hills
mt snow
japan

Randoms:1. Have powder skiing along with park2. A super unknown like thing3. A large amount of clothing, skis, boots, ect that you can choose from4. Sponsors including smaller companies like ninthward, moment, sweet5. Realistic tricks (no quad backies or 1800's)6. A sick story line7. All the main stream pros and then the smaller guy's like LJ and Steve Stepp8. Different career paths you can take9. and of course AFTERBANG
 
You should make a leveling up feature. For example, the more comps you win and the more time you play, the more steezy and bigger tricks you can do.
 
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