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article imageEA Responds to Criticism Surrounding SSX Blur

By Andrewrw     Apr 10, 2007 in Technology
Its Montreal studio explains why the Wii snowboarding game received such a mixed reaction.
SSX Blur was one of the first big original titles for Nintendo's fledgling console, yet it turned out not to be the hit it was expected to be. Much of the controversy surrounding the game was regarding it's use of the Wii's motion controller. Some people believed that they added a new sense of immersion which added to the games appeal (Nintendo Power magazine, for example, gave the game an 8.5/10).
But for every one of these reviewers, there was one who couldn't get past the controls, and felt that they were awkward and took away from the game's overall appeal (1up.com only gave the game a 5.5/10, for example). So what's the real story? Are the controls really that bad, or do they just take some getting used to? Well, Eric Chartrand of EA Montreal, had this to say on the subject:
"The reaction to the game was very... how can I say that... interesting. We got very, very good reviews and very, very bad ones. Some said they thought we provided the best of the control scheme currently on the Wii, while others thought it was the worst. I think it is mostly the same for all Wii games: the public, the game industry and the reviewers are not at all aligned with each other. So those kind of extreme reactions are to be expected. All in all, I think we delivered a damn fine game."
So it seems like what he is saying is that the people who gave the game bad reviews didn't know how to play it properly. But isn't that the point of the Wii? To make games the control intuitively and naturally, like WIi Sports for example. It seems as though the developers are just trying to justify the complexity of the game, but if really is a "damn fine game" then no justification should be necessary. The game should speak for itself, without the developers help.
More about Wii, Electronic arts, Ssx blur
 
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