Rear Review: Shaun White Snowboarding

By Mitchell Dyer

shaunwhite

The back of videogame boxes tell us a lot about how mesmerizing its story is, or that the explosive action is the greatest thing since Jesus lit that tree on fire with his kick-ass guitar solo. How do these back-of-the-box promises hold up? The Rear Review lets you know how the high promises hold up.

*****

Shaun White Snowboarding is a game that I was extremely excited for. The potential for open world mountains, seamless multiplayer, and chucking snowballs in to my friends’ faces sounded like the ultimate version of Amped. It promised to be fast and fun while retaining simulation, so it would feel fresh and realistic. The back of the box drives these points home. Rather than living up to these promises, however, Shaun White Snowboarding smashes its face against a tree and fills its pants with painful, icy-cold powder.

TOTAL FREEDOM

Enter a vast snowboarding world with no limits. Conquer the extreme peak conditions, create your own paths in the backcountry, or compete with fellow riders in terrain parks. Whether alone or with friends, Shaun White Snowboarding is your season pass to total snowboarding freedom. See you on the mountain!

What this giant descriptor fails to mention is that the entirety of Shaun White Snowboarding consists of collecting coins. COINS. Conquering extreme peak conditions, like icicle walls and crumbling ice bridges, is done by earning goofy power-ups like super-duper-mega-jump and turbo-rocket-snowboard. Going out of your way to walk up a mountain, rather than ride down, to pick up a coin at the end of a rail at the top of a cliff, isn’t fun.

Playing “alone or with friends” isn’t an option — if you want to have fun just riding, tricking, and competing, you will have to play multiplayer. Online is the only place you can create your own paths, because you do have a good amount of freedom to ride where you want. Too bad invisible walls and glitches-galore make it a chore to do anything but move straight ahead.

Ride mountains online with friends and others.

Yeah. You can do this. A mention of how many mountains would have been nice, but hey, it ain’t lying. For the record, it’s four.

Have fun with friends on and off the board.

Having fun “off the board” is a reference to the riveting excitement you can have as you wander around up a mountain wondering where the hell you are, standing in place so you don’t fall down the mountain while assessing where the hell you are, and walking around the resort trying to find something interesting to do. Don’t waste your time. If you’re not riding, you’re bored

Express your styles through tricks, styles and avatars.

With clothing options like “Brown Jacket” and “Blue Jacket” at your disposal, the definition of style isn’t really realized with the character customization. As if that wasn’t enough, the trick system is uninspired. Flailing the right-stick around isn’t my idea of “style” so I’m not sure what they’re really referring to here.

*****


Verdict: Shaun White Snowboarding’s box doesn’t just lie to you, it straight-up makes things up. Having fun off the board? What’s fun about walking? Expressing styles? What does that even mean? At least it tells you that, yes, you can play online with friends. Yeah, you can go wherever you want. The problem is that the game is so riddled with annoying problems and bugs and glitches and fundamental control issues that the already ridiculous concept of coin collecting in a snowboarding game becomes painful.

This is a platformer, which it totally fails to tell you. You’re being deceived, here.

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10 Responses to “Rear Review: Shaun White Snowboarding”

  1. Matthew Altieri Says:

    I’ll pick up the Wii version and check it out. Reason I’m curious is because it uses the Wii Fit board, which suggests either the walking bullshit is cut out, or you somehow simulate walking up a snow-covered mountain on the board. If the former, then it might be closer to the experience you were looking for. If the latter, then at least you can say that it provides excellent exercise. I can’t imagine a more arduous task than shambling through three feet of snow up a mountain.

    I will do these things… as soon as I get my Wii back. It’s bricked.

    *sigh*

  2. Mitchell Dyer Says:

    I heard the Wii version was awesome. I don’t know if it has the coin-collecting thing, but simply using the Wii Fit board would be a blast. You’ve got to imagine that the platforming garbage has been cut, because it’d absolutely kill the game.

    Well, it killed the 360 version, too… so…

  3. Matthew Altieri Says:

    Mario Stikers Charged killed it, actually. My roommate and a friend are probably w/i the top ten best players in the world at that game, and have logged so many hours (probably 8 daily average) that they wore out the drive.

    It’s been nice to not have that game playing as the background for my dreams.

  4. Mitchell Dyer Says:

    Lumines and Puzzle Quest did similar things. I would go to sleep imagining falling gems…

  5. Matthew Altieri Says:

    When SSX (speaking of snowboarding games) came out, I played it non-stop for about 24 hours. I was in college delivering pizza at the time, and was so exhausted while driving that night that I kept hallucinating the red tail-lights of cars as being my snowboard. I kept cursing because I was missing tricks.

    Jump now! NOW! DAMN!!

    Don’t even ask about the night I delivered after playing just as much Twisted Metal Black.

  6. Matthew Altieri Says:

    By the way, I think both Rear Review and the year’s Reviews Review are fucking brilliant.

  7. Mitchell Dyer Says:

    Thanks :)

  8. Dan Says:

    Dammit. We’re working on an article about back-of-box claims and how they hold up. Curse you, internets, for beating print to the punch yet again.

  9. Mitchell Dyer Says:

    Didn’t you hear, Dan? Print is dead.

    :-\

  10. Matthew Altieri Says:

    I killed it.

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