The concept for the Wii was to make it feel like you’re in the game, hence why Wii Sports was a brilliant inclusion in the box. What developers are failing to do is build on this idea. That’s what happened with SSX Blur.
In the same mold as prior entries, Blur has the player taking control of a character, winning races and challenges to boost stats, and hopefully find everything hidden on the courses. Taking a cue from SSX 3, the menu has been replaced by a full mountain area in which the player snowboards down to find new challenges. Signs can be tough to read at times, though after a run or two down it’s not difficult to figure out where you need to be.
While tricks are a focus, SSX is more about racing. Mammoth mountainsides contain wildly fun course designs, crafted to keep players looking for another shortcut regardless of how many times they make a run. Trick opportunities, used to earn boost and work up the possibility of performing an Uber trick, are plentiful. They’re laid out in a way so dedicated players can piece together ridiculously high combo scores once adequate practice is completed.
It’s the controls that make this harder than it should be. Using the nunchuck, turning is now assigned to both the analog stick and motion controls. The analog stick only allows for a slight turn. Twisting the Nunchuk is supposed to provide an additional lean to carve a proper curve. Its inconsistent nature and frustratingly touchy nature when it does work make this the first adjustment you’ll make in the option menu.
The trick system is the second victim, this succumbing to the Wii Remote. Flailing the controller in the air is enough to produce results, eliminating the need to focus on what tricks you’re doing to keep things fresh. In its PS2 incarnations, the four shoulder buttons were combined in a manner that allowed for full control. Here, you just swing the Remote in conjunction with a button or two.