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Instead of pressing one of the Triggers, let go, press again one of the Triggers+left stick down and just let go somewhen. It levels from alone anyway if you arent too near to the ground(if you are high enough it even flips further when its safe). Thats how you make a flip to the right in Steep.
The controls feel so basic...dunno what you mean that they are similar? The Trigger Buttons in IA arent for jumping, they are for precharging Spins/Flips. You jump with a flick on the right stick(ok, or press both triggers). Or you can flick the right stick for an olli and then flick the left stick(in different directions) to make flips/spins.
And grinding...how do you control grinds in Steep
And im not sure if you know the game Skate? You know what happend when you let go of the buttons in a flip before you leveled again? You bailed. Still fun game.
Im with you that the flips are hard, quite a bit too hard but saying Steep has the better controls is like...a big slap into the face from HB Studios. Ubisoft does many things right with Steep but the controls arent one of the things
It is being treated differently, I think, because it doesn't really have a precedent (not that I'm aware of anyway). People are looking for SSX or other snowboarding games in this when it's not trying to be those game (I'll add that a lot of people are also looking for SSX in Steep to, which also doesn't make sense). Really, while the game does have its problems (limited feature set and over-reliance on user made content, in my opinion), the develoeprs should be praised for the boldness in direction.
The fun is in learning the controls and seeing what you can do once you begin nailing it. It may sound like an excuse but it is indeed a valid one. If you don't find that fun then the game just isn't for you.
Steep is okay, but games like Amped and Stoked did that kind of semi-realism better I think.
I tried one of those NBA-games on PS4 a few months ago, and was shocked how horrible it was. I'm from the old era with the Commodore 64 and Amiga, and I'm used to games where you press a button to shoot. In NBA, you need almost as many different combinations of buttons and stick-movement as a fighting game to even pass to another player. I got through the tutorial with some effort, but once I tried a real match, I didn't remember a third of the essential controls. Even worse, I still don't understand why I had to learn so much just to play the game. All I need is one button to pass to another player, one button to shoot and one button to jump. That's it. It does everything I want to do, and it's so easy even my grandmother can figure it out.
That's what I mean with realism for the sake of realism. I don't find that fun at all. Or take UFC, a game I found in the bargain bin and bought mainly because I collect games. In just about every way imaginable, it's yet another fighter. Two fighters, one arena. The main difference from "normal" fighting games these days is that it's in 3D, so we can move around in the arena. But even this has been done before with great success. However, in games like Street Fighter, Mortal Kombat, Dead or Alive and so on, we (usually) have one button for a light punch, one for light kick, one for hard punch and so on. Some have one button for each hand, and one for each foot.
UFC, though? I barely even remember the controls, but it was something like push a button, twirl the stick in a semi-circle and push yet another button for a simple grab. Then you do a much longer and more complicated combination to hurt the opponent, or to throw him to the ground. You would think you could then mash a button repeatedly to keep punching, but nope. You have to keep pressing button combinations to stay on top of your opponent too.
And again, that's my problem with Infinite Air. I've played a lot of snowboarding games, and they all have very simple controls. Even Steep. As I said, it's very similar to Infinite Air in most ways. The biggest difference is that in Steep, all you have to do is flip the left stick to, uh, flip or roll. That's it. Couldn't be simpler. In Infinite Air, you need to charge up everything first, then release at the exact moment to be able to do anything. And even when you do flip or roll, it's not *you* who does it. It's the game telling you that you released at the right moment.
Another issue with this is the landing. In Steep, it's not a problem to flip and roll all you want, but you need to time it well to be able to land correctly. This is easiest by simply stopping the flip in midair. In Infinite Air, it's not that simple. You pretty much roll and flip until you land, and there isn't much you can do about it. And even if you do a successful flip, you can't simply stop it and go into a roll. It's do or don't.
I strongly disagree. I've always prefered the "easy to learn, hard to master" types of games. They should be so simple to pick up and play that my grandmother can do it, but also deep enough that you can sit for months trying to be really good at it. A good example here is Guitar Hero or Rock Band. On Easy Mode, all you have to worry about are three buttons. That's it. (well, that, and the strumming obviously.) Couldn't be easier. On Expert Mode, you have five buttons, but also techniques like hammer-on's and pull-off's, tapping, multi-button notes and so on, and there are a lot more notes to deal with. They also move a lot faster, giving you even less room for error. So while easy mode is "grandma mode", expert mode are for experts. That makes the game so easy to pick up that anyone can enjoy it, but it's also so difficult that anyone will struggle with it. Win-win. :-)
Infinite Air, though? You either learn the controls, or you don't. Once you've learned them, there isn't much more to learn. Hard to learn, easy to master. Which is the exact opposite of what I think a game should do.
And once again, all I want is learning a bit from Steep and making the controls more intuitive. I'm not saying they should scrap the current control scheme, but maybe give us an alternative?
You strongly disagree because you don't find it fun, where as I and others do. Again, it's just not a game for you.
Should other simulation developers make changes/additions to their games because they're not as 'pick up and play' to get into as easier arcade equivalents? No.
Just play Steep instead if it's more your thing.
Sorry, but it just hears like you want it as easy as it goes. The controls arent intuitive because you dont know them. Just...learn them?
The problem i have with threads like this is because i saw exactly the same threads and talks as Skate came out. I hated the controls at first, as a THPS and co veteran it just feeld...weird. But as i got out how to play it it was just epic. Same goes for IA(beside the flips of course).
Or you wrote UFC or NBA arent good because they use too much buttons and are too complex. Like "wtf". All that games are more or less Simulations of specific sports. They NEED to be complex. Do you remember SmackDown on PS1? The big Tekken time. It has today still similar controls but got more complex of course, was just not possible before.
Hey! Skate 3 had an easy mode. But you know what? If you let lose from a flip too early you still bailed
Maybe the game isnt for you, i dont know.
The game isnt easy to master. Haha, far from that. Its not hard to learn either. You just want to be a master from hour 0 like in Steep and other arcade games.
Its all about preferences and this game(and most likely all Simulator games) just arent something for you. I bought Steep too, maybe we see us there on the mountain
But I wouldn't want the developers to make changes/additions because of that. I would be annoyed if they did because it would betray the direction they went in with the game in the first place.
Again, they deserve praise for being bold enough to make a snowboarding game like this (and not just emulate Amped or SSX). Unfortunately (though unsurprisingly) it doesn't look like it will be influential enough to inspire other developers/publishers to try their hand at more realistic snowboarding games, but I do hope we see a Mark McMorris Infinite Air 2 at some point.
I'm not saying that because of any preference either (SSX 3 remains my favourite snowboarding game). It's just different, and diversity is a good thing.
I agree though that IA's control scheme is at times overly complex. Several moves could surely be simplified without compromising control and finesse. I have gotten used to it, but it is obviously a big hurdle for new players.
So, while IA will take a bit more of a time investment to learn it's well worth it to have the freedom of control that it gives you. Steep will be easier to pick up but you might end up feeling a little more restricted in what you can do. To each their own... both are good games and are certainly targeted towards slightly different audiences.
I think you've answered your own question, with which game you want to be playing. From what you said. You are an "arcade control style" player.. This is not that. I was hoping for IA type of controls in steep since my favourite game was "STOKED big air" and was hoping to get the same deal. I was disappointed.. Infinite Air gave me what I wanted and love this game.. Infinite air 2 NEEDS to happen. And I wouldn't touch the control style just enhance onn it.
Steep is a great game in its own rights but it isn't a True snowboarding game. Its a Polished winter/extreme sports game. I only come back for the wingsuits these days. Missing the ability to hit rails is a big negative point. That is one of the pillars of skating/skiing/snowboarding with park riding. imagine you couldn't grind in SKATE. Exactly.
The grabs/flips/grinds they are all how they would be IRL for the most part. I've almost bailed a few times doing double/triple cork and remembered, letting go and grabbing the board again making the player compress, will let me get the inch of rotation further I need and ends up so satisfying when it works and you STOMPTHEGODAMNS***OUTOFIT!!!!. sorry I got excited there a bit
Great work devs really..
Again.. If this isn't what you want in controls. steep is Def more for you.. Nothing wrong with that.. Each to their own.
P.s. Would you guys consider modding tool possibilities or making it more open. Since we won't see another games for a year or two.. Just saying
Which new parks would you reccommend?
Also: is there a way to rate parks? Or search popular ones for example?