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Pulse 2/28 Edition: Unit 13, Mass Effect 3, SSX, More March Previews

Kevin Furuichi's Avatar + Posted by Kevin Furuichi on Feb 28, 2012

In this edition of Pulse presented by PlayStation Network, host Christina Lee sets her sights on the first FPS for PS Vita, Unit 13. With 36 tactical missions and nine high-value target battles, it’s the perfect showcase for PS Vita’s precise dual analog sticks. Other PS Vita previews include must-play sports titles MLB 12 The Show, incorporating front/rear touch controls and cross platform play, and Hot Shots Golf: World Invitational.

With Mass Effect 3 dropping next week, this week’s Pulse also shows off the unique in-game Argus rifle and exclusive PS3 theme available for those who pre-order from PlayStation Store. Other “Only on PlayStation” content shown in this episode include a look at SSX’s Mt Fuji mountain and Street Fighter X Tekken’s exclusive character Cole MacGrath.

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PULSE 2/14 Edition: Twisted Metal Ready to Roll, PS Vita Ready for Launch

Kevin Furuichi's Avatar + Posted by Kevin Furuichi on Feb 14, 2012

Pulse celebrates Valentine’s Day alongside Sweet Tooth and the release of Twisted Metal. In our new episode, get a taste of this wicked vehicle shooter from David Jaffe and the crew at Eat Sleep Play. Remember: new copies of the game give you access to Twisted Metal Black via PSN.

This edition of Pulse also takes the Mass Effect 3 demo (coming to PSN later today) and SSX demo (coming soon) for a test drive. And, with only a week until PS Vita rolls out here in North America, Christina Lee takes a quick look at the must-have launch titles such as Escape Plan, wipEout 2048, and UNCHARTED: Golden Abyss. We also take you behind the velvet rope of PlayStation Home’s exclusive VIP Club ‘X7.’

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SSX: Mt. Fuji Details and Reviving a Genre

Andrew Terrett's Avatar + Posted by Andrew Terrett on Jan 27, 2012

SSX is just over a month away, and we’re excited to give our PS3 fans in North America some exclusive content to keep you busy on the slopes. Mt. Fuji, the legendary Japanese mountain will only available on PS3 in North America. The mountain that owns the horizon in Tokyo is packed with six unique event drops. Three race drops and three trick drops will have PS3 players carving down and in the majestic landmark in true SSX fashion – with a complete disregard for the laws of physics. From racing through cherry blossoms to tricking off Torii gates, North American Playstation gamers will have something unique to look forward to when SSX arrives on Feb 28th.

Now a few words from the creative director on bringing back SSX from Creative Director Todd Batty.

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SSX Q&A: Better Shred Than Dead

Sid Shuman's Avatar + Posted by Sid Shuman on Oct 12, 2011

ssx

Whether it’s the socially enabled online mode, the deadly new “Survive It” challenges, or the mammoth mountains modeled after NASA satellite maps, the new SSX is hardly short on ambition. During a recent hands-on session, I caught up with art director and series veteran Geoff Coates to discuss how this classic PS2 series is handling the jump to PS3 for the first time.

During our chat, I was able to slip in some questions from the PlayStation.Blog community and squeak out some tantalizing hints of the PS3-exclusive Mt. Fuji level.

PlayStation.Blog: What does the PS3’s technology bring to SSX? What can you do now that you couldn’t do in the PS2 era?
Geoff Coates, Art Director, SSX: I worked on all the previous SSX games, and at the time we had a lot of big ambitions that we couldn’t execute due to technological limitations.

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E3 Replay: SSX on PS3

Todd Batty's Avatar + Posted by Todd Batty on Jun 16, 2011

SSX

To be honest, I was completely overwhelmed by the reaction to SSX coming out of E3. In the early days of this project, there was a lot of debate internally at EA about how many SSX fans still existed and how much interest remained in the market for games like SSX, and even some of the games we have taken further inspiration from such as Burnout and old-school Tony Hawk. The huge reaction to our launch trailer at the VGA‘s was the first indication that the SSX fan base was still very much alive and as passionate as ever, but actually meeting some of these people and seeing their reaction to what we are building first-hand was truly inspirational. Of course, with that passion comes a lot of strong opinions on what else we should be adding to the game or bringing back from the old games. We know we can’t possibly please everyone, but our fans should know that we are listening to everything they say and that the team is killing themselves to try and make the very best game possible.

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