Mark McMorris Infinite Air (PS4)
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| Regional areas: | 3-4 business days |
| Remote areas: | 3-5 business days |
Status:
Complete and Play Tested
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Developer: HB Studios
Publisher: Maximum Games
Genre: Sports / Snowboarding
Release: 2016
Mark McMorris Infinite Air attempts to bring realistic, physics-based snowboarding to the PS4, taking a very different approach from the arcade-style SSX games. Instead of focusing on spectacular tricks that can be performed with simple button combinations, the game uses analog controls and physics to make players feel as though they are actually controlling a snowboarder.
The concept is promising, particularly with its enormous mountains, procedural terrain and World Editor. Unfortunately, the execution is inconsistent. The controls have a steep learning curve, trick execution can be frustrating, and the sparse presentation makes the game feel more like a framework for snowboarding than a fully realized sports title.
The defining feature of Infinite Air is its control system.
The analog sticks are used extensively to control carving, rotation, flips, grabs and other tricks. The intention is to provide a more authentic representation of snowboarding, with the player needing to understand momentum, positioning and timing rather than simply memorizing button combinations.
When everything works, successfully landing a complicated trick can be very satisfying. There is a genuine sense of accomplishment when you finally understand how to control your rider.
Unfortunately, the controls can also be the game's biggest obstacle.
Rotation and landing can be difficult to control, particularly when attempting more complicated combinations. The game doesn't always communicate its mechanics effectively, and the tutorial does little to prepare newcomers for the complexity of the control system.
Physics-based approach feels different from arcade snowboarding games.
Analog controls provide considerable control once mastered.
Tricks can be very rewarding to execute.
Carving and movement feel relatively authentic.
Plenty of room for advanced players to improve.
Steep learning curve.
Trick controls can feel unintuitive.
Mid-air rotation is difficult to manage.
Landing complicated tricks can be frustrating.
Some inputs feel unresponsive.
Respawning after a failed attempt can be awkward.
The game provides large areas of snowy terrain that can be explored freely.
Players can use a helicopter to drop into different sections of the mountain, allowing them to choose where they want to ride rather than following a completely linear progression.
The sheer scale of the environments is impressive. There are opportunities to discover jumps, cliffs, rails and natural terrain that can be used to create runs.
However, the environments can feel strangely empty.
The procedural generation creates a large amount of terrain, but much of it lacks personality. Instead of feeling like a carefully designed mountain resort, some areas feel like collections of slopes and obstacles.
This makes the game impressive in terms of scale but less successful in terms of atmosphere.
Mark McMorris Infinite Air is an ambitious snowboarding game with some genuinely clever ideas. Its physics-based controls, enormous mountains and excellent World Editor provide the foundation for a much deeper experience than its relatively modest presentation suggests. Players willing to spend time learning the controls can find considerable satisfaction in mastering complicated tricks and designing their own courses.
Unfortunately, the game's biggest ambition is also its biggest weakness. The controls are difficult to learn, trick execution can be frustrating and the sparse environments lack the excitement and personality of the best snowboarding games. The career structure also doesn't do enough to encourage players through the learning curve.
Mark McMorris Infinite Air is therefore best suited to dedicated snowboarding fans who appreciate realism and experimentation rather than players looking for an accessible, fast-paced arcade experience.
Score: 6.5/10