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It does require high skill, but this is the tutorial - it's very difficult because you don't know the mechanic yet, it takes practice. This video may help with knowing what you're supposed to do:
https://www.youtube.com/watch?v=kUCZl0q5TmU
Edit: The LB prompt hint only came 2 levels later...
https://www.youtube.com/watch?v=111Lvf7mAgs
It just comes down to learning the proper timings for jump and roll as well as making sure you roll the correct direction depending on the type of transfer.
I tried to do the flip but I just crash into the other road or don't flip around fast enough and drop down, which reinforced the idea that I was supposed to fly without wings. And they game is so dark that I can't see and verify that the road I'm supposed to jump onto is actually a road.
I'm all for skill, I like hard games. I was going to just refund this because I'm not going to play an awful game with an maybe impossible tutorial that might require 10 hours of practise to verify if it is feasible to complete it! It was suddenly thousands of times harder than any obstacle before. I mean you shouldn't have to learn speedrunner WR strats just to complete your first jump in the tutorial -.-
But I found this thread, which saved the game. I enjoyed it until that point. I kind of enjoyed learning to fly without wings too, but I don't want to be stuck at that point before I get to even know all the controls.
And what is "grip"?
The transfer at 2:00-2:03 I don't use grip at all in either video - you just have to time your jump and roll properly because the roads are tight together. Set the playback speed to 0.25 and watch the input display - I never hit A+D (my grip bind). Even if you're not on keyboard, you can use the input display to see what the proper timings are for jump and roll. A and D are roll, spacebar is jump.
Assuming you're talking about the tight transfer at 2:00-2:03, not the one right afterward - If you jump too late or start rolling late then you'll hit the roof of your car against the opposite road. If you don't jump or start rolling too early then you'll miss the other road entirely and just fall down off the wall. And if you jump too early, then you'll faceplant into the front of the opposite road (it's pretty hard to jump too early, most people jump far too late).
Nothing required to get through the Adventure campaign is anything close to speedrun strats. Yes it's a hard game, it's not supposed to be easy, but it's not that hard, at least when talking about the first campaign. It ramps up moreso later with the second campaign and the Nightmare Fuel level set in arcade sprint mode (as well as quite a few workshop maps).
When you use all 4 jets to push you down, the name of the binding is grip.
Also, how do you enable the cell-shaded graphics style?
Another question, not related to ember - is there a way to rotate during flight? For example if I'm flying and want to land on a road that's above me? I do notice that there are a bunch of controls that are unbound in for a 360 controller - would one of them help if bound to right analog stick for example? Using it for "looking" is pointless anyway.
Stylized outlines in Options>Cheats. Unlocked from the Cheat the System achievement.
With the default controller controls, hold grip (LB) and use left stick to roll while you have wings out. If you prefer, you can unbind the camera controls from right stick (hit Edit Scheme on the controls menu, then tab over to camera, select a binding as if you were going to rebind it, and hit Del to unbind it), then bind wing roll to right stick, so you can roll while steering.
Air roll/pitch is jets only in-air. You want to bind this if your jet controls are the same binds as steering. To make tight turns on the ground while boosting with this config, hold grip while turning.
With the "air" binds, you can only use roation jets while you're in the air (those binds aren't active while the wheels are touching the ground), which allows you to have both steering and jets on the same stick (the default).
With the "jet" binds, the binds are active all the time, both while you're in the air and while you're on the ground.
The tight turn thing is a side-effect of the "air" binds not being active while on the ground. When you use the "air" binds, you can hold grip while turning for tight turns because the "air" binds don't work on the ground. However, if you use the "jet" binds, then you have a bind for the jets set on-ground, which means you can hold the individual side jet bind (roll left or right) + steering turn left/right to make a sharper corner turn.
The main difference is that one only works in the air (which lets you use a single stick config), and the other works both when you're on the ground and in the air (better for a dual-stick config).