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Thread: WWE 2012

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    WWE 2012

    So Smackdown v. Raw has gona away according to Joey Styles twitter (i cant access Twitter from my school's computer, but i will add exactly what he said when i get home). What do you guys expect in the latest of WWE Games?

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    Re: WWE 2012

    Probably a replica of SVR with a new name...
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    Re: WWE 2012

    http://www.youtube.com/watch?v=kBVl5yYXoNs&feature=player_embedded

    Link to screen shots

    http://www.sescoops.com/wrestling-ne...ttachment/308/

    I read an article where it said the game would focus more on the gameplay and the available modes rather then focusing on super stunning graphics. The Pictures above still look pretty good regardless, I think it will serve the series well, needs a true freshen upper as the game has become very simple in terms of what you can actually do besides exibition matches. I remember having a year plus story mode that was really in depth. Now were stuck with road to wrestlemania or other modes that fall short to story mode.

    Edit*** - just linked the photos instead because they didn't show up.

    By ryanwwe95 at 2011-05-12

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    Re: WWE 2012

    Thanks for the info, Ruben.

    From WWE.com

    "The latest evolution of THQ’s groundbreaking WWE franchise, WWE ‘12 promises to deliver the most realistic in-ring action ever seen in a WWE video game to Xbox 360, PlayStation 3 and Nintendo Wii consoles on Nov. 22 with a bigger, badder and better gameplay experience than ever before.

    Reinventing its iconic SmackDown vs. Raw series, WWE ’12 boasts all-new Predator Technology, which provides the most fluid and realistic animations ever seen in a WWE video game, improved artificial intelligence (A.I.) and an innovative “Breaking Point” submission system. Immersing the WWE Universe in the action even further is WWE ‘12’s dynamic TV-style presentation that utilizes new rendering and lighting technologies to masterfully recreate the unique thrills of Raw, SmackDown and WWE pay-per-view events.

    Complementing its robust roster, WWE ’12 features the most expansive creation suite to date, with a wide selection of tools allowing members of the WWE Universe to create their own Superstars, entrances, finishing moves, storylines, highlight reels and more. Players can then share and download their creations online, allowing limitless gameplay possibilities.

    WWE ’12 will also feature a bigger, badder and better “WWE Universe” mode, empowering players to determine the destiny of WWE‘s Superstars and Divas with storylines, matches, alliances and rivalries that are shaped by their decisions. Additionally, a revamped “Road to WrestleMania” mode allows WWE Universe members to experience the action, drama, twists and turns as they choose their favorite Superstar and embark on an exciting journey to The Showcase of the Immortals.

    WWE ’12 arrives on Nov. 22 in the U.S. For more information, visit THQ Language select."

    The new animation system sounds nice. Hopefully this means they'll remake everything from the ground up so shit won't look so robotic and stale next time. I'm all for a new submission system. Creation modes sound exactly the same as last time - it's just a whole paragraph of "sit in awe and pretend we haven't already done this." The Road to WrestleMania part sounds interesting, given that it implies you can choose any superstar for the task at hand. Knowing WWE, however, this could mean they will pick the superstars that are supposed to be your favorites and let you choose from there.

    Overall, I don't care. I'm going to buy it either way because I need to play a wrestling game. They've been a fixture in my life since the NES days. I wish they would just keep the engine the way it is one year and actually improve the fucking game, though. How hard would it be to just leave everything exactly the way it is, and then refine it? For fuck's sake.
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    Re: WWE 2012

    I really miss the old days of a good long story mode (I think it was Smackdown 2 that just kept going and going and going but with very little storyline and a fuck of a loading time for cutscenes of Farooq and Bradshaw talking in the parking lot every week.) instead of the crap we've been getting for the last few years.

    Refining graphics and gameplay is a waste of time if you're not going to make the game actually enjoyable.
    The Real Rock N' Rolla



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    Re: WWE 2012

    Quote Originally Posted by God View Post
    I really miss the old days of a good long story mode (I think it was Smackdown 2 that just kept going and going and going but with very little storyline and a fuck of a loading time for cutscenes of Farooq and Bradshaw talking in the parking lot every week.) instead of the crap we've been getting for the last few years.

    Refining graphics and gameplay is a waste of time if you're not going to make the game actually enjoyable.
    They pretty much fixed that issue by creating the Story Designer. Although limited, Story Designer allows for user created content that's just as good if not better than what comes on the disc. Granted - I would like more resources available, such as scenes and dialogue, but it's definitely a step in the right direction.
    [save]


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    Re: WWE 2012

    Story designer sucks. They are basically saying we're not bothered making up something for you to play so you can do it yourself.
    The Real Rock N' Rolla



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    Re: WWE 2012

    Is GM Mode in the game?

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    Re: WWE 2012

    Quote Originally Posted by God View Post
    Story designer sucks. They are basically saying we're not bothered making up something for you to play so you can do it yourself.
    Story Designer is the best feature of the game. I had people playing it well after they would have resold it if not for the content I delivered consistently, as indicated by messages from the gamers themselves.

    It's basically a way of saying - hey, you want some free DLC? You want content made by wrestling fans for wrestling fans? Here you go.

    I wish every game had some capacity for fan creation that is supported by the game itself.
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    Re: WWE 2012

    Quote Originally Posted by God View Post
    Story designer sucks. They are basically saying we're not bothered making up something for you to play so you can do it yourself.
    I agree with you a 100 percent.

    If the WWE series ever wants to be like Madden they have to have an indepth story mode where you go from Tough Enough to Wrestlemania, and then defend your title, and just do stuff until you retire. This game needs this.

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    Re: WWE 2012

    Quote Originally Posted by Harry Morgan View Post
    I agree with you a 100 percent.

    If the WWE series ever wants to be like Madden they have to have an indepth story mode where you go from Tough Enough to Wrestlemania, and then defend your title, and just do stuff until you retire. This game needs this.
    Agreed and their plenty or proof its possible to be done if you just look to other sports titles, Madden, MLB The Show. Its the one thing i have always wanted from a wrestling game and have yet to get. A full career mode, start to finish working your way up the ladder for many years. They had the 24/7 mode which wasn't all that, then the storyline editor mode which i tried for about a day or two before deciding to never use it again. They need to really try and make an effort for this new game. No more short cuts with Road To WM and other bland short as hell story modes.

    By ryanwwe95 at 2011-05-12

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    Re: WWE 2012

    I've always hated the Smackdown vs RAW name, so I don't mind the change to just "WWE *Insert Year Here*".

    The screenshots aren't very impressive, but if they can deliver with better gameplay, a proper submission system, new animations, a great story mode, and deeper creation modes, then I'll be a satisfied customer.

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    Re: WWE 2012

    Quote Originally Posted by God View Post
    I really miss the old days of a good long story mode (I think it was Smackdown 2 that just kept going and going and going but with very little storyline and a fuck of a loading time for cutscenes of Farooq and Bradshaw talking in the parking lot every week.) instead of the crap we've been getting for the last few years.

    Refining graphics and gameplay is a waste of time if you're not going to make the game actually enjoyable.

    This, and it was Smackdown 2, don't think I've ever played a wrestling game as much as I did SD2. I must have gone through seven or eight years of the season mode, regardless of the fact I had to watch the same cutscenes every week.

    For the past 6 or so years I've felt that the season/RTWM modes have been way too short. Never played the story designer mode, but I was never a fan of the GM mode, so I doubt I'd enjoy it.

    And it's about time they got rid of the SD vs Raw name.

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    Re: WWE 2012

    I like the new approach with a single cover athlete and just calling it WWE 12 real similar to the other sports games like Madden and NHL etc.
    Last edited by Creeping Death; 06-01-2011 at 06:38 AM.

    Spoiler:


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    Re: WWE 2012

    I like what I have read as long as they are actually going to do what they say...

    No offence to THQ but they are always saying about how they are "making brawls seem like brawls" and "animations is not as clunky" and the yearly "you won't warp to here in the ring" and yet it is always the same thing...

    I like the way All Stars played in the fact that everything happened where it did and the reversals for All Stars was brilliant so I'm hoping they are taking the positives out of all stars and putting it into this one...

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    Re: WWE 2012

    Quote Originally Posted by Ed View Post
    This, and it was Smackdown 2, don't think I've ever played a wrestling game as much as I did SD2. I must have gone through seven or eight years of the season mode, regardless of the fact I had to watch the same cutscenes every week.

    For the past 6 or so years I've felt that the season/RTWM modes have been way too short. Never played the story designer mode, but I was never a fan of the GM mode, so I doubt I'd enjoy it.

    And it's about time they got rid of the SD vs Raw name.
    The best part was the ranking system. It got old though when you were the champion you had to defend the belt against all the jobbers, like Val Venis, Scotty 2 Hotty, and Brian Christopher. That was the only thing I hated about it. The rest was awesome, some of the cutscenes were awesome, with Austin blowing up the DX bus made me crack up for ages.

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    Re: WWE 2012

    Here is a press release.
    Quote Originally Posted by PWINSIDER
    THQ TOUTS NEW WWE VIDEOGAME FRANCHISE, DETAILS ON TALENTS APPEARING AT E3
    By Mike Johnson on 2011-06-01 13:36:08 THQ issued the following:
    THQ Reveals A Bigger, Badder And Better WWE Videogame Experience With Debut Of WWE® ’12 At Electronic Entertainment Expo

    Stock quotes in this article:THQI, WWE inShare THQ Inc. (NASDAQ: THQI) today announced development of WWE ® ’12, the electrifying rebirth of the renowned WWE flagship videogame franchise. Featuring a bigger game, badder presentation and better simulation-based gameplay, WWE ’12 will include long-awaited and critical core gameplay improvements, the most creative and extensive feature set to date and a visceral, edgy and polished presentation. WWE ’12 is currently in development for the Xbox 360 ® video game and entertainment system from Microsoft, PlayStation ®3 computer entertainment system and the Wii ™ system from Nintendo, with a scheduled release timing of November 22, 2011 in North America.

    “With vital changes to core gameplay, innovative feature support and an incredibly striking presentation, the WWE simulation experience is back with WWE ’12,” said Danny Bilson, Executive Vice President, Core Games, THQ. “At E3 2011, this is the definitive WWE videogame experience you do not want to miss.”

    WWE ’12 will be playable for the first time at the Electronic Entertainment Expo (E3), booth #2001 in the South Hall of the Los Angeles Convention Center, from June 7-9, 2011. In addition, prominent WWE personalities are slated to attend E3 in support of the new WWE ’12 experience. WWE Superstar Alberto Del Rio ™ and WWE Diva Kelly Kelly ® are currently scheduled to appear on Tuesday, June 7 from 3:00 p.m. to 4:00 p.m., while WWE Superstar The Miz ® is currently scheduled to appear on Wednesday, June 8 from 2:00 p.m. to 3:00 p.m. All talent appearances are subject to change.

    About WWE ’12

    WWE ’12 will offer players the opportunity to engage in the WWE experience through the new Predator Technology ™ dynamic gameplay system, which is poised to deliver the most fluid, dynamic, authentic and action-packed WWE simulation experience to date. Included are the new Breaking Point submission system, new Attributes and control layout as well as significant improvements to other key gameplay systems, including Momentum and Stamina. WWE Universe Mode 2.0 will generate new and more impactful elements of unpredictability based on player decisions, while dynamic visual changes to gameplay presentation, including new animations, camera positions, lighting and improved rendering, will set the tone for delivering an exceptional simulation of WWE programming.

    WWE ’12 will feature the franchise’s best-in-class creation suite, enabling players to develop and customize their own Superstars, entrances, finishing moves, storylines, Highlight Reels and other all-new capabilities to be announced later this year. As well, the popular Road to WrestleMania ® Mode will enable players to explore compelling new storylines and major gameplay improvements. WWE ’12 will also boast one of the largest rosters of WWE Superstars, WWE Divas and WWE Legends in franchise history, including cover Superstar Randy Orton, John Cena, The Miz and the debuting Alberto Del Rio.

    For more information about WWE ’12, please visit wwe.thq.com, facebook.com/WWEgames and twitter.com/WWEgames.

    About WWE

    WWE, a publicly traded company (NYSE: WWE), is an integrated media organization and recognized leader in global entertainment. The company consists of a portfolio of businesses that create and deliver original content 52 weeks a year to a global audience. WWE is committed to family friendly entertainment on its television programming, pay-per-view, digital media and publishing platforms. WWE programming is broadcast in more than 145 countries and 30 languages and reaches more than 500 million homes worldwide. The company is headquartered in Stamford, Conn., with offices in New York, Los Angeles, London, Mumbai, Shanghai, Singapore and Tokyo. Additional information on WWE (NYSE: WWE) can be found at wwe.com and corporate.wwe.com. For information on our global activities, go to WWE: Homepage > WWE Worldwide.

    About THQ Inc.

    THQ Inc. (NASDAQ: THQI) is a leading worldwide developer and publisher of interactive entertainment software. The company develops its products for all popular game systems, personal computers and wireless devices. Headquartered in Los Angeles County, California, THQ sells product through its global network of offices located throughout North America, Europe and Asia Pacific. More information about THQ and its products may be found at THQ Language select. THQ and the THQ logo are trademarks and/or registered trademarks of THQ Inc.

    Microsoft, Xbox, Xbox 360, Xbox LIVE, the Xbox logos, and the Xbox LIVE logo are either registered trademarks or trademarks of Microsoft Corporation in the U.S. and/or other countries.

    “PlayStation” is a registered trademark of Sony Computer Entertainment Inc.

    Wii is a trademark of Nintendo.

    THQ Forward-Looking Statements: The statements contained in this press release that are not historical facts may be “forward-looking statements” within the meaning of the Private Securities Litigation Reform Act of 1995. These forward-looking statements are based on current expectations, estimates and projections about the business of THQ Inc. and its subsidiaries (collectively referred to as “THQ”), including, but not limited to, expectations and projections related to the release and expected features of WWE ’12 are based upon management’s current beliefs and certain assumptions made by management. Such forward-looking statements are subject to risks and uncertainties that could cause actual results to differ materially from those expressed or implied by such forward-looking statements, including, but not limited to, business, competitive, economic, legal, political and technological factors affecting our industry, operations, markets, products or pricing. Readers should carefully review the risk factors and the information that could materially affect THQ’s financial results, described in other documents that THQ files from time to time with the Securities and Exchange Commission, including its Annual Report on Form 10-K for the fiscal period ended March 31, 2010 and subsequent Quarterly Reports on Form 10-Q, and particularly the discussion of trends and risk factors set forth therein. Unless otherwise required by law, THQ disclaims any obligation to update its view on any such risks or uncertainties or to revise or publicly release the results of any revision to these forward-looking statements. Readers are cautioned not to place undue reliance on these forward-looking statements, which speak only as of the date of this press release.

    Trademarks: All WWE programming, talent names, images, likenesses, slogans, wrestling moves, trademarks, logos and copyrights are the exclusive property of WWE and its subsidiaries. All other trademarks, logos and copyrights are the property of their respective owners.

    WWE Forward-Looking Statements: This news release contains forward-looking statements pursuant to the safe harbor provisions of the Securities Litigation Reform Act of 1995, which are subject to various risks and uncertainties. These risks and uncertainties include, without limitation, risks relating to maintaining and renewing key agreements, including television distribution agreements; the need for continually developing creative and entertaining programming; the continued importance of key performers and the services of Vincent McMahon; the conditions of the markets in which we compete and acceptance of the Company's brands, media and merchandise within those markets; our exposure to bad debt risk; uncertainties relating to regulatory and litigation matters; risks resulting from the highly competitive nature of our markets; uncertainties associated with international markets; the importance of protecting our intellectual property and complying with the intellectual property rights of others; risks associated with producing and travelling to and from our large live events, both domestically and internationally; the risk of accidents or injuries during our physically demanding events; risks relating to our film business and any new business initiative which we may undertake; risks relating to the large number of shares of common stock controlled by members of the McMahon family and the possibility of the sale of their stock by the McMahons or the perception of the possibility of such sales; the relatively small public float of our stock; and other risks and factors set forth from time to time in Company filings with the Securities and Exchange Commission. Actual results could differ materially from those currently expected or anticipated. In addition, our dividend is dependent on a number of factors, including, among other things, our liquidity and historical and projected cash flow, strategic plan (including alternative uses of capital), our financial results and condition, contractual and legal restrictions on the payment of dividends, general economic and competitive conditions and such other factors as our Board of Directors may consider relevant.

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    Re: WWE 2012

    It sounds promising so far and has been in need of a major over-haul under the bonnet for years. I don't mind if the graphics stay the same if they're adding stuff like the submission system and the blocky, canned animations also the warping issue.

    I also like that Alberto gets Ricardo for his entrance, pretty cool.

    I'm not too bothered about Story Designer as i've used it twice just to try it out, but that mode just simple isn't for me.
    If GM Mode returns, I will check it out, I thought it was an okay feature in the past game, but was more fun when I was playing with my brother.

    The main feature I use on this game is the Create a Superstar, entrance, entrance video,finisher and Universe Mode, so i'm hoping they inject a lot into those modes. I hope also that they add a shed load more parts in Create a Superstar particularly, because I spend the most amount of time in there.

    I will wait and see what E3 reveals before I make my mind up more.


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    Re: WWE 2012

    Where does it say Ricardo is in there? I must have missed something

    Spoiler:


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    Re: WWE 2012

    Quote Originally Posted by Death Dealer View Post
    Where does it say Ricardo is in there? I must have missed something
    I read it somewhere else, i'll try to find the link and post it.

    Also, gameplay trailer...

    http://www.youtube.com/watch?v=FiLQLLDqnbs?hd=1

    _____________________________________ ____________

    EDIT:
    IGN's Article. I posted the whole thing, just in case people haven't read this. I highlighted it if you just wanted to skip too.

    For years WWE SmackDown vs. Raw has been the Sports Entertainment simulation series from THQ and Yuke's Yokohama. It's been a fun ride, but as with any franchise, fans have complained about annual aspects over and over again. Turns out the developers were listening, killed the series, and are planning on fixing things with WWE '12.

    The stiff animations, the characters warping into place for certain moves, the confusing right analog stick controls for grapples -- WWE '12 is addressing all of that and feels good so far. That's pretty damn exciting.

    http://www.ign.com/v...-reveal-trailer

    THE NUTS AND BOLTS STUFF

    Now, it would be easy to glance at screenshots and assume THQ and developer Yuke's Yokohama just dumped the WWE SmackDown vs. Raw name and called it a day. That's what I did. For a few days leading into my meeting, THQ had been telling me this game was going to be unlike any other WWE game I had seen, but when I finally laid eyes on it, WWE '12 sure did look similar to WWE SmackDown vs. Raw 2011.

    Then, I started to play it. THQ and Yuke's didn't just change the name, they changed the game's DNA. There's a new animation system, new blending methods, something called "Predator Technology" -- basically, they went under the game's hood and ripped out all the old stuff that people hated and plugged in brand new parts to try and make the most fluid wrestling game around.

    When John Cena's suplexing an opponent, a third Superstar can punch Cena and break up the move. You can do that for any move -- even Finishers and mini-games like the Royal Rumble eliminations. When you're slammed to the mat at the beginning of a bout, you're going to sell the move and get up at the same time so that the match keeps a fast-paced feel. When you're getting up from any move, you're going to have a window to strike before you're even to your feet. The goal is to have a game that feels like anything can happen from any position and eradicate that stiffness and clunkiness that has always been a calling card of WWE SmackDown vs. Raw.

    For me, it all came together watching a three-man match. Orton laid out an opponent and went to the ring apron, Cena immediately started his 5-Knuckle Shuffle routine on the downed man, and as Cena was coming down, Randy Orton launched himself from the apron to land a splash. Orton hit, Cena hit, and Orton hit again. The sequence was polished and fast -- it looked like a spot from ECW of old. There was no blown animation as the character on the ground reacted to the first move and ignored the other.

    I dig Wake Up Taunts.People don't warp to the center of the ring for a 5-Knuckle Shuffle and similar moves anymore; the move happens where it happens. The ropes no longer stay awkwardly still during matches; you slam someone and the ring reacts. The tired fonts and menus of old have been ditched for a new setup. Visually, new shaders and tech have been introduced to make the game look better than ever. There's definition to the character's faces instead of the blur there was last year, and depth of field has been introduced to give the brand new arenas weight and realism.

    The game, according to THQ, has been taken apart and put back together, and from the little I've seen, I believe them -- though the changes aren't monumental when you stare at a still image, they shine in motion.

    GAMEPLAY

    Seeing the game in motion is where the proof of all these Predators and shaders lives. I've already talked about how the moves flow together, but there's more to it than that. The days of analog stick grapples are over. Now, everything's going back to the face buttons of your favorite controller. Grapple, strike, pin and Finisher are all right there for the taking. There are no strong and weak grapples -- the moves you're pulling off are dependent on how worn down the opponent is.

    That's all well and good, but there are specific things THQ has peppered in that affect the gameplay. First, there's limb targeting in WWE '12. You can attack the head, arms or legs, and while this obviously puts you in a good place for certain finishers, it also really twists the match in whatever direction you want it to go. If you're up against a lightning quick high flier, you can work the legs so the opponent can't get around as quickly and can't zip up the turnbuckles. Work the head, and the opponent is going to be a groggy mess. All this plays into how easy it'll be to get an opponent to tap in the new "Breaking Point" submission system where players tap buttons in a tug of war mini-game.

    Break it off!Epic brawls are going to look like the epic brawls you see on TV -- both in terms of the new camera angle that's more pulled back and the gameplay speed I talked about earlier -- but they get even more like Monday Night Raw when you add in the new Wake Up Taunts in WWE '12. Basically, you know how Randy Orton pounds the ground before he goes to hit his Finisher on TV? That can happen in the game now. You knock your opponent down with your Finisher primed, hit the taunt button, and you'll get a celebration that ends with the opponent getting to his feet in the perfect setup for your big move. The opponent gets a chance at reversing it, but it really brings together that TV style presentation THQ's been working on for the last few years.

    That said, I thought the stamina bar was a bit of a step backwards in WWE '12. The last few WWE SmackDown vs. Raw games incorporated a barely visible halo around the Superstars feet to keep players in-tune with how they're doing in a match and not distract from the presentation. As of now, WWE '12 features a big meter with a name on it at the bottom of the screen showing how close you are to building a Signature or Finisher (you can store two Finishers). I found it jarring as the game looks better than ever and is trying so hard to mimic broadcasts.

    Still, that's the only gripe I have with the new direction. WWE '12 also adds Dynamic Comebacks, which are those tried and true combos you see folks like Cena throw out that take them from the edge of defeat to clearing the ring. If you reach a certain amount of damage, you'll be able to have a shot to use this one-time combo. Pull it off, and you get two Finishers.

    These stored Finishers and Dynamic Comebacks make it seem like my friends and I are going to have some awesome matches, but THQ and Yuke's want you to have awesome matches with computer-controlled opponents, too. The AI learns this time around. If you spam run attacks like I do (I'm infamous on the Internet for my floatover DDT), the computer opponent is supposed to recognize that and be ready to counter it. For the first time, THQ says that the computer is going to remember what you've been doing and what it's been doing. (i.e. if it picks up a chair, it's not going to drop it -- it's going to hit you with it.)

    He's awesome... or so I hear.Balancing the difficulty isn't just a focus when it comes to the man versus machine matches. THQ found that people figured out how to master the pinning system pretty quickly in SVR 11, so it's been redone in WWE '12. It's still a metered system (hold a button to fill a meter and release it when it gets to a window on the meter), but the window moves around this time at random -- it won't always be in the same spot. Similarly, the window size varies on how beat up you are, and if you're pinned after the opponent hits his Finisher, the meter might not pop up to the two-count so you'd only have one shot at it.

    WHEW
    All that, and there's still more to say. Unless your opponent is really hurting, expect to get just one ground grapple in. The right stick repositions opponents. Animations change based on weight classes. There are new "attach points" for moves so that hands and legs lock to certain points in certain moves and don't clip through bodies. Justin Roberts is here as the ring announcer, King and Cole are confirmed, and Alberto Del Rio's entrance comes complete with Ricardo Rodriguez.

    There's a lot to WWE '12, and I won't pretend that I've seen it all. As it stands, this taste served its purpose -- I had fun playing and can't wait to see more. We'll all admit that WWE SmackDown vs. Raw was getting stale and doing the same thing year after year, so a relaunch that tackles a lot of fan complaints head on is very exciting. Let's just hope it doesn't suck.
    Credit: IGN.com
    Last edited by Kabel; 06-01-2011 at 08:59 PM.


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