Overall the flow of the game and the physics are fun. This game has a great mix of simulation while maintaining an "arcade" feel, it honestly reminds me of the feeling I got when playing 1080 on N64 as a kid (the riding aspect, not the tricks :D). I recommend this game if you want to just relax and ride, but I DO NOT recommend this game if you want to 100% challenges and go for unlocks, the game has way too many glaring mechanical issues when you get into the high-end challenges where you're no longer being challenged by gameplay, rather, you're being challenged by really bad scoring systems (this for real needs some improvement) and physics/limitations. Below are specifics on issues I've discovered thus far: First and foremost, sometimes trick scores just...don't get added to your line score - it is completely random. Missions shouldn't restart if you miss a checkpoint, just trigger a re-shred. Nothing more aggravating than having a perfect run/score to complete a mission, for it to just restart the entire thing over, yet we can re-shred in the middle of literally other other missions. Carving needs some work - you should be able to carve tighter turns. At high speeds or certain tight zones, carving and navigating through is just not effective, even trying to come to a dead stop is difficult...i.e., Corvo - for real Corvo should've never been created. Also Target Acquired is possibly the worst mission in the game :). The 're-shred' system needs work and will reset you in a spot/angle you previously weren't even at, the camera will flip around, and you'll randomly lose all the points in your run. I've used the re-shred halfway through a run to hit a checkpoint I may have missed from wonky physics, then it wipes out my entire run score so I'm not sure what the point is vs. just resetting. If re-shred places you AFTER a trick you did, it shouldn't remove the points or trick you did on that jump. The letters in the SHRED letters challenges need to have a MUCH larger hitbox. There are some challenges closer to end game that are nearly impossible because a) you can't see the letters before approaching a jump and b) have such a small hitbox that hitting them off a massive jump would require you to have grown up bullseye'n womp rates in your T16 back home. The scoring system (being seemingly arbitrary as a whole) for landings is also, again...hit or miss and doesn't seem to follow real logic or reasoning. Some of the cleanest landings will still register as "sloppy" which wouldn't matter.....if it didn't strip your score in half. This needs to be done away with imo, because the physics are so wonky and hard to control, you should only receive bonus points for flawless landings or something, not receive deductions for clean landings that just get scored wrong. Example, one objective is double BS rodeo 720 and score over 5,000 points in a one trick challenge - I landed a double BS rodeo 1980 cleanly, would've been roughly 8,000 points, but it was rated as sloppy and I got ~3k not completing the points portion. The challenge is 'Canyon Jump', and due to the height/distance it's impossible to get a landing that isn't sloppy. I've even just done a single grab and positioned my landing perfectly, it never registers as normal or perfect - it seems the issue is if a jump is over a specific height/distance, you'll never get a clean landing. Trick requirements aren't consistent or clear, e.g., the game instructs you to do a 1080 spin but allows you to perform a spin greater than a 1080, so a 1260 will still succeed - but then it will tell you to do a 720 tweaked grab and fails you for doing a 900 tweaked grab. Or another example is requiring a double rodeo 720 - if you do a double rodeo 1080 it's fine, but a triple rodeo 1080 is a no go? Where's the line here? Also the wench and rail systems (on small obstacles or stairs) are extremely finicky and unpolished, if it weren't for challenge runs I'd just avoid these altogether. Overall the physics in this game do not lend themselves to any small obstacles (i.e. all of Corvo...this area should've never been built :D) the game lends itself better to faster/bigger areas . It's easier to land a cork 1440 100 feet in the air than it is to hit a rail off a 4 foot kicker. I'd say my biggest complaint is how touchy/finicky fast spins/flips are. I think these windows should've been adjusted for greater ease-of-use. Example being, to get a super fast spin you actually jump right before flipping your right stick to the opposite side, but intuitively (and realistically) you unwind your body (flicking right stick opposite) right before you jump, not after. Spins you can get the hang of, but flips are just so inconsistent and nearly impossible to get as fast. I can get a triple cork no problem, but might take me 30 attempts for a triple+ flip. Again, don't let this review from discourage you from playing. It's a fun game and at the end of the day, most people will be looking for a relaxing casual snowboarding experience which this game accomplishes quite well - my gripes are for those of us that are completionists or scoreboard chasers - the game will fight you in this regard.
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