Getting stuck is one thing that sadly happens a little too often. ![]() If an uphill section presents itself, you're unlikely to get anywhere at all, but when you do get stuck there's always the option to restart the run or head back to the chopper. There is a clear case of trial and error, as with some courses I experienced nothing more than a straight ride. If you enter the event racing against other users' best times - with the unlock restricted to the core content - it's purely for the fun of discovering an awesome run, but you'll no doubt find plenty of awful courses on your travels. Alternatively, you can be lazy and simply hover the helicopter above the marker. Head to an area of the mountain that looks fun, start boarding down and you'll see locations in the distance for you to head towards. These are a wide selection of custom content and do a great job of introducing you to far more than that basic core content. Thankfully, Infinite Air isn't all about what is already in place, there's much more emphasis on what's available and what could be there with a little effort.īack on the mountain, you'll notice location markers, all coloured according to the style of event. Things like gloves, goggles and face scarves have even fewer options, with the latter only having one 'decent' variation which is a clone of the 'Ghost' mask from Modern Warfare 2 - this is also the only one that requires an unlock. Your selection of trousers/pants consist of about a dozen plain colours, with one or two patterns which must be unlocked. There are plenty of options for customizing your rider, as well as a handful of pre-defined characters, but there's nothing wacky. The core content is made up of various challenges: racing, performing tricks and hitting required performances which unlock new gear. There is also plenty of room for custom content, which conversely proves to be one of the greatest and unfortunately weakest parts of the game. ![]() The majority of Infinite Air is accessed through the in-game menu, either taking to the chopper to venture across the slope, accessing pre-defined routes and challenges which will reward you with new gear and equipment. The left and right triggers are for pre-loading spins and flips, and need to be timed beside the right stick for jumps and tricks. This doesn't make a massive difference but does help variety when you're racking up scores. The right stick is used to perform a jump, either an ollie or a nollie depending on whether you want to jump lifting the rear or front of the board. ![]() This means you're less likely to spin your board losing speed when all you want to do is avoid the 30ft tree straight in front of you. This was initially awkward, but a patch shortly after release seems to have given a little more leeway. Your left analogue stick is used for turning and spinning. Your left and right sticks combine with your triggers to perform just about everything. Starting off, you're introduced to a short tutorial.
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