Finally got round to this today, and came away actually slightly disappointed in that the level design seems to be worse in terms of gameplay so far, in that my son could complete the old 'easy' levels fairly easily and enjoy himself, while you could still get much, much better times if you drove better. These new levels don't have that depth, and cannot be completed by my son at all - balancing out the rider is pretty much required in all of them, partly I think because the driving model has gotten more difficult. Combined with the war theme in the levels, it is decidedly a step backward so far. I'll basically have to find levels for him myself from others, or make my own, if I want him to be able to play this.
How old is your son?
My 6 and 8 year old played yesterday with me. I took them through the license tests and they could do the beginning and easy tracks, no problem. In fact my 8 year old was besting a LOT of you guys.
We also did the local MP where my 4 yo daughter joined and while some maps were way too hard she finished a handful with only 5 faults--and she basically never plays video games.
In fact my experience is the beginner/easy tracks are
too easy. You can finish most with the gas on full throttle and very few adjustments. For great times they seem to really focus on good throttle control or stringing together smooth "lines" (e.g. I was able to shave 4 seconds off the top player on my leaderboard on the easy track with the giant elevator because everyone else on my board, ~ 15 people, were not maximizing their line--easy to get a GOLD, yes, but shaving tens of seconds is very much possible and HARD. Just go see how bad your times are against the TOP leaderboard guys.) I was happy to see later levels have some more of the trademark bunny hops and timed gaps and combo "challenges" that require not just a good amount of skill to get over the individual challenge but you have to stick the best sequence and combo down to pass it, let alone get a good time.
It's not just that balancing out is something you need to be able to do to get anywhere, but it is also already harder, with more momentum in your movements that have to be compensated.
Really, on the beginner bike? To me the beginner bike is not only tougher but much more plodding and forgiving.
I don't want to take away from the game by this - not all games can and should try to please all people, but personally I am disappointed as Trials HD was one of my son's favorites along with Joe Danger. Ah well, that 'problem' will solve itself soon enough.
That is the good thing about community driven tracks, if that is what you meant.
I do wonder how old your son is. My sons had a HARD time with Trials HD. I have been playing it with them again recently to get them ready for Trials Evo and while the 8 yo gets it the 6 yo still wasn't very good.
Turn the page to Trials Evo and the "license" tests with what I think is a better graduation of graded courses and they are doing much better this time. It was one thing I wanted to tell sebbbi: I think RL did a great job of of not over-locking content but (a) creating some basic driving tests and (b) grouping the tracks together. The beginner ones really are beginner courses with a lot of open, free running tracks. Trials HD had a lot of gaps and jumps in the easier tracks that my 6 yo still had troubles making.
I could see if someone played a lot of Joe Danger it would get them out of Trials shape. Joe Danger is one of the worst XBLA games I have purchased IMO. It looks great, has an easy editor, a bit of content, great theme, and the initial impression of gameplay is good. But an hour in and it becomes obvious that it not only isn't a Trials game by any stretch but it is a pretty bland platformer. It forces you to do tracks multiple time, in different ways, to hunt objects down but the gameplay is so simple it isn't very rewarding. And that is my core kevetch on Joe Danger: the gameplay model is like a Pure or other stunt game, but only blander. You can do wheelies or various ariel tricks to get your burst bar up, duck, jump, and even weave back and forth in the air but that is what really grinded after a while: there was little reward for being really careful or trying to really time a jump exactly in an exacting sequence. On the flip side Joe Danger is VERY easy and last year when my one son was 5 he had no problem finishing races. Anyways just the expectation (Joe Danger is very simple and easy to beat on most tracks) and mechanical differences (in Joe Danger you can twist and spin and lean with little consequence whereas with Trials you start leaning too much or too little and BAM crash, like wise Joe Danger lets you do some crazy tricks and land straight down whereas Trials will result in a fault) I think someone who loves Joe Danger and has played it a lot will have a very, very difficult time transitioning to Trials.
Anyway, that is why they make different games for different people. The good news is as your son gets old Trials will be infinitely more rewarding. He may not be able to play now but give him a little practice and a year or two and Trials Evo will be one of those "Go To" pick up games you, him, and friends can play. Now to go kick my kids off the Xbox--the 6 and 8 yo got up early and have played Trials all morning. The 8yo birthday was yesterday and I got him Lego SW III Clone Wars and they played it for an hour last night and went right back to Trials. I had SW all loaded for them this morning and they went right back to Trials.
EDIT: One of the other tips for helping younger gamers is have them do the bike based mini-games, specifically the Out of Gas, Stuck Throttle, and No Lean ones. That will let him be introduced to single mechanics and focus on how to master them. They are fun in of themselves (my favs, I love the bike based mini-games and miss the old giant ball ones, hill climber, cart pull, etc ones from Trials HD--I hope they find their way back) but also teach important skills at a very approachable level.