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By God they've done it! Mark your calendars, SmackDown vs. RAW has
beaten all other wrestling games down like a government mule! It
has completely shattered the glass ceiling into hundreds of tiny
pieces - ladies and gentlemen, this game is cooler than the other-side
of the pillow, and that's almost as cold as Stephanie McMahon! All
it could use is a bit more Bar-B-Q sauce and it'd be the best thing
since Stone Cold Steve Austin...
Sorry
folks, channelling good ol' JR there - somebody needs to, now that
he's stepped down from announcing duties on WWE RAW. But, in all
seriousness, Yukes has really nailed it this year. If you recall,
last year I thought SmackDown!
vs. RAW was a good effort but didn't improve on things nearly
as much as it should have. The clean/dirty system was a good idea
and online play is always nice, but as always with Yukes, it takes
another year to really get it down.
And
this year they have. The amount of improvements is mammoth and it
would take thousands of words to go in-depth on everything. The
real focus of this year's game was to improve the gameplay and make
it feel more like something on WWE programming. I'm happy to say
that they've succeeded magnificently, by introducing numerous new
elements to the already solid gameplay engine. Stamina and Momentum
play a crucial role this time around, each having a new metre for
you to keep your eye on.
The
Momentum element will change a lot of things that you know about
SmackDown. Being able to store up three finishers and use them consecutively
is not even near possible this year. As you wrestle well, a momentum
gauge increases (this year it also goes down if you wrestle poorly)
and upon reaching the top you can do one of two things - you can
pull off your finisher when your momentum is at its peak, or store
it to use later. However, if you do store it and use it at some
point later, it will be significantly weaker compared to carrying
it out with full momentum. This means that using a finisher at a
random point in the match without working up some momentum isn't
particularly effective anymore and rarely gets you a win! I'll give
you wrestling fans a moment to let that sink in and realise just
how great it is.
Not
only does it make matches more realistic and fun, but it opens up
new possibilities; a stored finisher isn't just used to pull off
a signature move any more -in fact, the amount of things you can
do with it is quite impressive. All of them require you to once
again build up more momentum, at which point you have a lot of options.
You can use the finisher, which causes a lot of damage if your gauge
is full again, or you can use your clean/dirty move. Good guys steal
their opponent's finisher as a clean move, and the heels (bad guys)
pull off a signature dirty move that usually involves eye gouges,
low blows or DDTs. Or you can steal your enemy's taunt, by
holding down L1 and hitting the taunt thumbstick, and pulling off
the entire taunt will reduce your enemy's momentum gauge to nothing!
Finally, you can play opossum on the mat, by holding circle and
waiting for your enemy to come attack you, thinking you're out for
the count -then BAM! Reversed into a quick roll up pin usually for
the three count!
Unless
of course, you have no stamina; in this version of SmackDown you
have to play carefully. Pulling off high-flying risk moves or holding
onto a submission for a long time significantly reduces your character's
stamina, as does simply running around a lot or doing moves back-to-back
without stopping to take a break. Holding down the select button
makes your character rest, as well as 'sell' any injuries he has
by holding onto his body. Though this system can be turned off,
doing so would take out a lot of the newfound fun and realism in
the game. Long matches actually feel long and desperate, as the
characters slowly walk around the ring trying to catch a break;
you'll even see guys laid out in the ring for a while because they
simply collapsed from exhaustion! Hell, if every wrestler in the
match runs out of steam at the same time, then the action goes into
a mini-game that challenges one wrestler to get up before the other;
if both fail, it's a double knockout! Well done Yukes, you've finally
found the key to unlocking realistic matches that pan out like the
actual thing! It only took seven years and an equal amount of games,
but you know what they say about practice...
Yukes
didn't stop there though. They found a way to allow each character
to have up to 25 different front grapple moves, where you could
only have 16 before! That's a huge increase and the biggest leap
between games to date. How did they do it? Well, every sacrifice
they made to achieve it was well worth it, surprisingly. In previous
games you would simply hit the circle button to whip your enemy
across the ring, but now you have to hit circle and triangle, or
simply hit triangle whilst in a grapple with the enemy. This opened
up not only the ability to have a fifth grapple move assigned to
the circle button for each grapple set, but it also unlocked the
ability to have a whole new grapple set for when you hit circle
by itself.
For
those that are new or haven't played the series in awhile, I'll
go over the grappling system. Going up to your enemy and hitting
any direction plus circle initiates a grapple. From the grapple
state you can either grab the enemy by the hair and strike them
(which then allows you to drag them around the ring - another new
feature), or you can hit circle plus any direction button again
to pull off a move. Now, in SvR2006, hitting just circle pulls off
yet another move for each grapple type and it also unlocks a new
grapple set known as clean/dirty. It's an ingenious idea, really;
if you're a clean wrestler, this set is full of moves good guys
usually do, while if you're a dirty wrestler, this grapple set is
full of moves only heels do, like eye pokes and low blows.
In
the last two games, each direction button combined with a grapple
would have a specific type of grapple. Pushing up and circle was
a power grapple for power moves, left was signature, right was quick
and down was submission. The only one that made the leap to 2006
is submission. Yukes has added a large amount of new grapple sets,
each with their own set of moves. There's a luchadore set, revised
power set, brawler and even martial arts or old-school. This does
put a limit on your created wrestlers though; any wrestler can use
any set, but if you want a couple of specific moves from a set then
you'll have to pick others from the same set to go with it. I like
the idea, although it means that created wrestlers (from this point
on known as CAWs) can simply use two power moves, two luchadore
moves and then all strikes. It is restricting, but more balanced
and realistic as well.
Some
of the match types have also been overhauled at long last. The cage
match comes with a new way of escaping through the door and a completely
new escape mechanic for climbing over the top. Players can also
pull off a lot of new attacks onto the cage that accurately replicate
things you'd see in a real cage match. There is also an over-the-top
battle royal that uses the same mechanic introduced in last year's
Royal Rumble, which is a great addition. The new matches include
the rarely seen Bar Room Brawl, which is a bit of a letdown and
pales in comparison to the Parking Lot Brawl introduced last year.
The much-demanded Buried Alive/Casket Match has finally arrived
and is full of great new mini-games and animations. Bra & Panties
has actually been removed, but don't celebrate just yet: the Divas
Fulfill Your Fantasy gimmick match has been added and is full of
degrading outfits like French Maid and Nurse. As hard as they might
try, it just isn't worth your time.
Unfortunately,
I can't say that the Season mode has come very far since last year
and it is still a step in the wrong direction from what we saw in
SmackDown 2: Know Your Role, way back on the PlayStation. The voice
acting is considerably better, but the story mode is very repetitive
and linear the whole way through. Both shows come with different
storylines this year, though, and playing through them both is worth
the rewards.
Fortunately,
Yukes has added something that no American wrestling game has had
to date, but gamers have wanted for years. Fire Pro Wrestling 2
promised it for the Game Boy Advance but removed it from every version
but the Japanese one; I'm talking about a GM mode. You take on the
role of general manager of either SmackDown or RAW, draft your own
roster of superstars and then put together cards and shows. You'll
have to sign contracts, make sure your stars stay with you, try
to grab free agents, ensure you're making more money than is being
spent, and of course please the fans. To say that this mode is addictive
is an understatement, and you will have the ability to play or simulate
any match you book as well.
Aside
from modes, Yukes has answered fans by finally allowing players
to defend championship belts, real or custom made, in Exhibition
mode! We've been asking for this since WWF SmackDown!: Just Bring
It, damn it, so it's about time! And speaking of defending championships,
the online mode is actually a fully supported mode this year. No
more single matches and Bra & Panties only; four players can take
part in every single match in the game, which allows four players
or under. Triple Threats, Fatal 4-Way, Ladders, Hell in a Cell,
Cage, Tag Team, over-the-top Battle Royal and more is all
online at no charge. I for one have been dying for this sort of
online support to be implemented for a long time and I know I'm
not alone. Yukes has delivered, and if you play the right people
you won't experience any lag whatsoever. The lobbies are a bit touchy
and there's no voice support, but do you really want to hear half
the people who watch wrestling, anyway? No offence, Christopher.
None
taken! The bottom line is that you can wrestle online, with anyone
on the roster or any CAW, in almost every match type, and it is
an absolute blast and done way better than WWE
WrestleMania 21 could ever have hoped for. Furthermore, as I
mentioned, custom title belts can be defended and traded (even tag
titles) and each player has a full stat history that displays wins,
losses, draws, knockouts, disqualifications, disconnects, title
defences, title wins, and a lot more.
I
suppose I should also go over the roster as well, after what many
people consider a horrid line-up last year. Though 2006's collection
of wrestlers is a bit outdated, it would have been a fantastic line
up a few months ago. You've got the expected veterans like The Undertaker,
Triple H, Chris Benoit, Chris Jericho, Kane, Edge, and Eddie Guerrero
(rest in peace - you'll be a Legend in next year's game for sure!)
as well as the current champions John Cena and Batista. What surprises
me is the amount of mid-carders, up-and-comers and just plain underused
talent that made it into the game. Steven Richards is here, and
after being ignored for the last two games we've also got Rob Conway
and Sylvain Grenier, who make an excellent tag team. Carlito, Chavo
Guerrero, Paul London, Chris Masters, the Basham Brothers (both
with their old tag team gimmicks), Eugene, Heidenreich, Hurricane,
Daivari, Taijiri, William Regal, Snitsky, Scotty 2 Hotty, Orlando
Jordon, Spike Dudley (with out the other two Dudleys) and Rene Dupree
help round out the very solid, if slightly outdated, roster. For
those wondering, no, Matt Hardy did not make the cut due to his
bizarre firing and re-hiring in the summer, though all his parts
are in the CAW mode and, yes, Christian, Mark Jindrak, Charlie Haas
and Muhammad Hassan are all still in the game despite being out
of the WWE. There are others, as well as a good selection of divas
(mostly the ones who don't even wrestle - where the hell is Victoria!?)
Legends this year include the highly demanded British Bulldog Davey
Boy Smith, three different Hulk Hogans, Jake the Snake Roberts,
Jimmy Hart, Junkyard Dog, Mankind, The Rock, Ted DiBiase and Stone
Cold Steve Austin. Oh yeah, and two other guys named Andre the Giant
and Bret Hart. Old school fans should be pleased!
Unfortunately,
the CAW mode is fairly similar to last years watered-down version,
but not quite as bad. The character models look much better and
though the ring gear is still painted on, the facial expressions
and morphing utilities are greatly improved and you can even trade
any of your guys online with other players. Up to 30 characters
can be stored and of course you can completely customise their move
sets as always. However, expect to find some moves now missing or
completely renamed, a sacrifice probably needed to add all the great
new moves. The ability to create a custom entrance, which RAW
2 and DoR
introduced years back, has finally made way to SmackDown; surprisingly
though, the entrance creator is easily the worst of the bunch, simply
due to the god-awful load times between previewing things like lighting,
cameras, animations and pyro. It would be fine if it didn't take
ages! Even without the loading times, it just can't hold a torch
to WWE RAW 2's phenomenal entrance creator, one of the few things
that game actually managed to do right.
Create-A-Stable
is still around and allows up to five people for one group, but
now each group has separate attributes like the wrestlers do, affecting
overall teamwork strength and effectiveness. How big an impact these
stats make is arguable, though. Create-A-Championship hasn't changed
much and the belts still don't stick with individual wrestlers but
instead profiles, allowing them to be fought over between profiles
using whichever combatants; the real treat is being able to win
other people's created belts online and having them become your
own, or defending yours in exchange for a hefty sum of cash if you
win. And yes, the feature to create your own taunts, walking styles
and running animations is still gone for some unknown reason.
The
in-game character models look absolutely stunning this year, but
the real highlight of the graphics is the arenas. Not only do the
sets vary and all look fantastic, but the actual atmosphere is now
changed from arena to arena, due to some superb use of lighting
from the stage design. When you fight in the ECW arena you really
feel like you're in a small gym, whereas you feel like you're in
a huge superdome for the big WWE PPV events. There's even a WMIX
outdoor stadium that completely captures the feel of wrestling outside
in the blazing sunlight.
The
sound effects haven't changed much this year - in fact I'd say they're
almost exactly the same as always. However, the voice work in the
season mode has been considerably improved and it no longer sounds
like the wrestlers are phoning in their lines direct from a bathroom.
The music, though still a mix of rock and rap, is not nearly as
annoying as the back-to-back Powerman 5000 we got last year and
they even took the courtesy to turn off the music during matches
for us, so I didn't have to do it myself for once.
With
multiple single player aspects such as GM Mode, two storyline seasons,
PPV creation and Exhibition title-defences, WWE SmackDown vs. RAW
2006 is easily the most full-featured SmackDown ever made and the
online mode is a simply phenomenal addition that is hard to resist
if you're able to connect. No matter which area of the game you
decide to focus on, you'll be addicted for months, and the numerous
elements introduced to the gameplay take SmackDown back to the No
Mercy period and push the series as far from the arcade wrestling
genre as it has ever been. Even though there is virtually no competition,
Yukes really set out to improve the series for the final PlayStation
2 appearance and they've done an incredible job. Though plenty of
people will still gripe about some minor things that remain untouched,
like I did last year, it's hard to deny the overall gameplay improvement.
Wrestling fans simply must climb into the ring this year, and for
those of you yet to get all sweaty on the mat, this is the perfect
time to start.
Reviewed by Christopher Martin for AceGamez (All Rights Reserved).
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