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REVIEW WWE SMACKDOWN VS RAW 2008 |
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PUBLISHER
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THQ
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DEVELOPER
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YUKE'S
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GENRE
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SPORTS
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PLAYERS
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1-4
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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Entering the ring with a lot to prove, the
development team has been both daring
and dynamic in its approach. Despite a few
glitches, Yuke’s has produced a game that
can more than hold
its own with the
quality SmackDown
games of old. |
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SCORE
02/OCT/07 |
88% |
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The WWE doesn’t need any
more bad press at the moment.
The Benoit tragedy, numerous
government investigations and
serious allegations of steroid abuse have
all done their bit to chip away at wrestling’s
already rather fragile reputation. And with
the McMahon corporation promoting ever
more contentious storylines, it seems that
little is being done to raise the profile of the
business. Nevertheless, it’s encouraging
to see that THQ and developer Yuke’s are
collectively doing their bit to improve and
restore wrestling’s good name in the world
of videogames. Not that the SmackDown
franchise isn’t used to bearing the slings
and arrows of outrageous fortune itself.
Last year’s game attracted a fair amount of
criticism for its revised controls, bewildering
stamina system and reliance on battering
buttons clean off the pad in order to get
up from the mat. So, regardless of World
Wrestling Entertainment proving to be a
particularly rabid monkey on its back, this
year’s iteration (and PS3 debut, lest we
forget) needed to be something special. It
needed to cleanse the mind of ‘push any
button repeatedly’ and re-create the game’s
former glories, which we’re pleased to
reveal it does with absolute aplomb.
Not tempted to turn about face and
revert to the classic
SmackDown staples
of D-pad controls
and straightforward
‘slobber knockers’, in
a daring move Yuke’s
has made 2008 even more intricate and
intense by implementing new elements
that not only vindicate – but enhance – the
analogue control system. The changes not
only make for a much more fluid fighting
experience but one that’s much closer
to ‘real wrestling’ than we’ve played in
several years. At the heart of these core
changes are the new fighting styles, a
feature that ran a genuine risk of falling
into the ‘fun-but-expendable’ category, but
in fact, completely changes the way you
play the game, enabling you to choose a
combination of traits that best suits you or
the match type you’re competing in. The
different styles available range from High
Flyer to Hardcore and each superstar is
gifted two of the eight styles that closest
match their real-life counterpart. For
instance, Edge is a Dirty fighter but also
Hardcore and so has the benefits of each
style’s attributes. If things aren’t going your
way in the ring, you can improvise using
a Dirty move by hiding behind the ref and
then flinging him into your opponent, felling
both in the process. Then, while the man
in the stripy shirt is tasting the sweatstained
canvas, you can bring the Hardcore
element into play by fetching a steel chair.
Or, if you’re feeling particularly sadistic,
grab a barbed-wire baseball bat and go
to work on your opponent, leaving him
battered and bruised before the ref even
stands up… the perfect crime.
This system works incredibly well in practice
and unearths an additional level of depth we
weren’t aware existed in the SmackDown
formula. It seems strange to be talking
about depth in relation to a wrestling game,
but there is certainly a trace of substance
and strategy here. If you’re playing as a
Showman, for instance, and need to finish
the match in a certain way but don’t have the
moves in your skill set, then the Showman
ability allows you to steal your opponent’s
finisher. This could really help you out – we
were particularly proud of ourselves when we
made Ric Flair tap out to his signature figurefour
leglock. It’s elements such as these that
make WWE SmackDown Vs. Raw 2008 a
much more calculated affair: you have to
weigh up whether or not to store a Fighting
Style icon or go for the finisher; to play fair
or go get the tables; to kick Cena in the face
or kick him in the face again. The new styles
lead to many more exciting moments during
a matchup and help even out advantages
that one wrestler has over another.
The introduction of these styles will no
doubt encourage gamers to specialise
in one particular field, and probably one
wrestler, too. This brings the game much
more in line with traditional fighting
games, so expect some genuinely
exciting matchups online – it’s not only
your Fighting Style selection that makes
a difference, but also your choice of
superstar. Rey Mysterio may be able to
jump around the ring like a crazy circus
freak, but his size is a double-edged sword.
Because he is small he lacks reach and
has to move in close to perform strikes
and grapples. And, as most of the guys
(and, most probably, girls) backstage are
bigger than him, by moving closer he leaves
himself vulnerable to opponent grapples;
so once you have the masked man from
San Diego locked in a tight squeeze or
pinned to the mat, all the West Coast
Pops in Mexico won’t be able to save him.
That said, if you’re in a tight spot it is now
much easier to struggle free as, despite
implementing the same reversal system
as last year’s edition (L2 for strike attacks
and R2 for grapples), counters are much
more intuitive and easier to perform. In fact,
you can even counter the various strong
grapples and Ultimate Control Moves. If an
opponent has you lofted high in the air and
takes too long deciding where to cause a
blood puddle with your head, then you can
counter with a few rabbit punches to the
face to discombobulate him and then finish
the job with a swinging DDT. Though reversal
moves are somewhat limited, they are all
well animated and look extremely realistic.
The exchanging of reversals really helps ‘sell’
a match, especially in one-on-one play as
neither player ever has the advantage. |
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As in a real matchup, the upper hand can
be gained by beating your opponent down
so bad his momma can feel it. The longer a
fight continues and punishment is dished
out, the more your opponent will physically
and mentally wane, finding it harder to
reverse moves, or even get back to their
feet. Yuke’s has sensibly dispensed with
last year’s woeful stamina system, which
somehow managed to tire out the aggressor
more than the poor sap on the receiving
end, and replaced it with a new animationbased
system that shows superstars visually
struggling to move around the ring if they’ve
taken a few too many chair shots to the
head. However, as a result of this change
you can no longer regain stamina manually,
and if seriously hurt you have to wait it
out until your wrestler gets his second,
third and fourth wind. This new system
generally works out fine during one-on-one
combat, but can be very punishing when
you’re placed in brutal hardcore and ladder
matches. Let’s face it, it’s going to take you
a lot longer to recover from a trash can to
the skull than a half-hearted clothesline,
but it does make these particular types of
matches more challenging and incredibly
difficult to win.
This situation can be remedied, however,
in the new all-singing, all-dancing WWE
24/7 mode which is the amalgamation of
both Season and General Manager modes.
Choose to be a WWE general manager
or superstar and start out on the road to
legendary status. If you select a superstar
who is already close to the top of the card,
you can either choose to accept their
current status and
try to push them
even further, or
opt to drop down
the rankings and
take them on the
journey to championship contender. Either
way, you have to perform the same feats in
order to earn the respect of the superstars
and backstage staff, whether you earn it
or beat it out of them. 24/7 mode will hold
few surprises for SmackDown veterans
once you’ve learnt how to navigate the
new front end. It conforms to much the
same conventions as previous career
modes – variations of match types spliced
with backstage feuds and more ludicrous
goings-on – much of it involving ‘respect’
and ‘puppies’, of course. But there are a few
definite differences here, as now you get
to experience every day of the wrestling
year by micro managing your day-to-day
activities. Options include extra training on
the microphone to improve your promos,
a spot of rest and relaxation to prevent
injury or quick sparring bouts to level up
your skills. Yes, we said level up because,
and we can’t believe what is coming next,
SmackDown Vs. Raw 2008 contains an
RPG element. Is nothing sacred? Attending
events like autograph signings and photo
shoots improves popularity because you’re
getting your face in the public eye; fighting
back from a beating can help improve your
recovery from fatigue faster and there’s
even a class to become a better heel by
performing a set amount of taunts within
a predetermined time limit… brilliant, you
actually get awarded for being a dick.
While all these separate mini-games and
challenges are a bit of fun at first, we can’t
see the fun lasting, after all, how many of
us have the time to play out every single
day of the wrestling year? So, more often
than not, you’ll be reaching for the ‘simulate
day’ option that skips you straight to your
next fight and even further, in fact. This
is where things can get very confusing
because, as any grapple fan will tell you,
things are constantly changing in the world
of wrestling. If you skip too far ahead without
checking your messages you could have
little idea of what is happening or what type
of match you’ve been signed in to. Take our
advice and be sure to check your messages
the day before every fight, otherwise the
whole thing turns into an unfathomable
mess. Not that the action on screen is that
straightforward even if you know what’s
going on, as the opening to most shows
starts with you either entering the arena and
shaking hands with randomly generated
superstars (most of which are your current
foes) or watching an interview with Mr
McMahon before getting an ear bashing
from your general manager for no reason
whatsoever – bizarre. Considering one of the
game’s boasts was that hundreds of hours
of dialogue had been captured, a little more
explanation wouldn’t go amiss. Much of
the backstage banter takes place via email,
voice messaging and between the pages
of WWE magazine, so these are the best
indicator of what’s actually going down. |
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Questionable storylines or not, WWE
24/7 mode simply acts as a means to get
you in the ring to compete in a variety of
different matches that throw flaming tables,
ECW Extremists and even WWE Legends
your way. Fans of hardcore or the Eighties
will be sorry to hear, though, that neither
ECW superstars or old-school Legends
are available for selection when kicking off
a career. For the most part, in-ring action
is very well executed, a slightly modified
button configuration now incorporates
a free run on the L1 button, and the Circle
button houses the standalone Irish whip,
which helps to makes fights flow more
smoothly. Animation is much improved with
both offensive and defensive moves looking
more natural and superstars no longer
sliding along the mat like
they were wrestling on a
pond frozen over by the
winter cold. There are,
nevertheless, some very
disappointing glitches
when it comes to character ghosting.
While slams, strikes and finishers feel solid
and give the impression of genuine high
impact, there is the constant issue of hair
disappearing through shoulders, ropes
through limbs and, on some occasions,
tables through midriffs. At one point we had
the Great Khali wearing JTG as a hat as he
disappeared completely through his head.
Even after nine years of trying to solve these
issues, we’re not sure Yuke’s will ever get
it right and, when you consider we’re now
shoulder-deep in the next generation of
hardware, it’s not really acceptable.
On the whole, visuals are a very mixed
bag; the character renders and entrances
are the best we’ve seen during a match and
the foreground is crisp and clear, yet the
crowd in the background seems diffused as
if shrouded in a cloud of mist. Whether this
was a deliberate style choice or just sloppy
programming it’s difficult to tell, but at any
rate it doesn’t look good. The same can be
said for the commentary – the team has
done an impeccable job of keeping the likes
of Jim Ross and JBL up to date with what’s
going on in the ring and, despite some
recycled material from last year, dialogue
between the announcers is accurate and
punchy. On occasion, though, the timing is
a little off, with Jerry Lawler’s tossing of his
crown and with calling a devastating Spear
before Bobby Lashley has even left the
comfort of the corner, or worse still, getting
the call completely wrong and announcing
a DDT or Unprettier – a minor fault, but an
irritating one nonetheless.
In terms of the actual move set and
controls there is even less to complain
about, as the Marmite nature of the
analogue control system really comes into
its own with a pleasing mix of strikes, quick
and strong grapples and Ultimate Control
Moves. The button reshuffle helps to make
movement and attacks feel organic and
there is also a limited range of contextsensitive
moves to perform depending on
whereabouts in the ring you’re standing.
Of course there are some niggles; the
targeting system, for instance, can be
rather troublesome when you first get
up from the mat or reverse a move, with
your wrestler striking air a good few times
before finding its mark, which can prove
frustrating if you need to land a vital blow.
An element that should bring the smile
back to your face, though, is the welcome
debut of a struggle submission system,
which is a simple-yet-smart mechanic
used by both players when in a submission
situation. The player on the offensive just
needs to move the right analogue stick
to apply more pressure, while the player
locked in has to do the same in order
to literally break the lock that appears
as a symbol on screen. Not the most
sophisticated system, but it works pretty
well in practice and it does away with all the
senseless button bashing.
Needing to hit back and hit back hard,
WWE SmackDown Vs. Raw 2008 achieves
what it set out to do. In need of a little more
refinement in some areas, this is still a vast
improvement on last year’s iteration and
sets out the stall for further enhancement
over the years to come. Not that you’ll be
thinking very far past this game any time
soon, as it contains enough raw energy and
enjoyment to become the gamers’, if not the
people’s, champ.
Keith Hennessey
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