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I so wanted to like TNA iMPACT!. Despite doubts caused by the game
being delayed time and time again, there was always a part of me
that was hoping for it to surprise me and knock this out of the
park. Did it?
No.
In
fact, it's still circling the block, trying to find a parking space
so that it can actually get into the park.
Wrestling
games are my love; it doesn't matter which company or which system,
I buy them all. Because of this, I know what I like and I know what
makes a great wrestling game: excellent controls, convincing graphics,
challenging AI and a lengthy story mode. TNA iMPACT! is almost like
a bronze medal for all of these aspects and every time I find something
to commend it on, it goes and slaps me in the face. TNA iMPACT!
has been in development for over two years and I was hoping that
this was so the developers could get everything perfect, rather
than needing extra time to fix some fundamental flaws. I prayed
every day that it would be the former and when viewing the amount
of work that Midway has put into the game - motion capturing, taking
detailed layouts of arenas such as the Impact Zone, taking body
scans of all the wrestlers - there was plenty of evidence to suggest
that a lot of effort was going into the development. So what went
wrong?
Well,
to start with a positive, TNA iMPACT! is very nice to look at -
in fact, if I was marking purely on aesthetics then it would be
a glowing score indeed, as this is one beautiful game. The twenty-five
wrestlers on offer are eerily lifelike and their movement is excellent.
Throughout the game and during certain moves we're treated to little
cut scenes of the move being performed and the damage caused. One
of the reasons the game does this is that you are unable to grapple
your opponent from behind, a slightly bizarre omission, but this
is a clever way to cover this up. During the story mode, the cut
scenes are beautifully rendered, aided by convincing vocal performances
from many of the wrestlers.
Sadly,
the quality in the visuals doesn't entirely translate to the audio;
while the voice acting is great, the commentary is the same as it
is in every Smackdown release - repulsive. I thought that listening
to Michael Cole or Jerry Lawler's badly cued up comments was bad,
but this is worse. It's kind of sad in a way, as Mike Tenay used
to be one of the best commentators in the business, but his time
with TNA has seen him trying far too hard to oversell and shout
about what's going on and this is exactly what he does in TNA iMPACT!
- no matter what you do. If you think that's bad then you will hate
his partner Don West, who spends all of his time just shouting everything
and anything. Suffering this during the actual TV show is bad enough
but at least he is in synch with the action - listening to him interrupt
his half-spoken sentences with another half sentence is just horrible.
It won't surprise me if after the first few goes you start to play
the game with the sound on mute. The music in general is fine at
least, with good recreations of entrance themes and reasonable background
music, but nothing to blow you away.
However,
the presentation isn't why we're here - it's really all about gameplay
and Midway almost got it right. It's so sad that they missed
it by a centimetre, although it could, of course, have been a lot
worse. The controls work well, the developers using a very simplified
pick up and play ethos. The face buttons cover punches, kicks and
grabs, as well as a few other actions, leaving the shoulder buttons
to reverse, run and taunt, plus you can also use these to give a
move a stronger effect. As it should be, the left stick moves your
character while the right stick is for changing your intended target.
My only issue with this is the decision to make your action to kickout
of a pin motion sensitive, rocking the analogue stick side to side
to fill the kickout meter. This just brought back the horrors of
the Smackdown
game on the Wii! Overall the control system works and the fluidity
of the reversals is perfect, although you may find that you can
only reverse a move every so often whereas your computer opponent
reverses almost everything you attempt. The animation of each move
is perfectly recreated and some of the cut scenes are as good as,
and perhaps better than, anything the last Smackdown
had to offer. Another niggle I have is the lack of wrestler-specific
taunts, apart from their build up to their finisher. This is slightly
disappointing but certainly not a big deal.
However,
while the controls are pretty good, the problem is that, despite
Midway's boast of including thousands of moves, you will find yourself
performing the same old moves no matter who you are. I know that
a lot of wrestlers use the same moves but this is ridiculous when
you have someone like AJ Styles, who has a very distinctive style,
using the same moves as Jeff Jarrett. I understand that the developers
may have been unable to include a unique move set for everyone,
but this could have easily been solved by selecting Face- (Good
Guy) and Heel- (Bad Guy) specific moves and allocating them accordingly.
As it is, other than finishers and a few bits and pieces, there
really is no difference between playing as Sharkboy or Jay Lethal,
which is a shame to say the least.
There
are nine match types to play. Yes, nine. Compare that to the last
Smackdown, which offered up to sixty match types, and you might
start to feel short-changed. The nine types on offer include singles,
tag team, Free For All (essentially just a four way match where
the first pinfall or submission wins), submission only, Falls Count
Anywhere, Falls Count Anywhere tag, and a two-on-one handicap match.
These are nothing new and when you consider how innovative TNA has
been with their match types it's a shame that there wasn't an attempt
to recreate the Gauntlet for the Gold, Reverse Battle Royale or
King of the Mountain. Thankfully, one thing that has been included
is Ultimate X, in two variants - it can either be played as a one-on-one
or a threeway. Oddly, despite the fact that four players are available,
it's not possible to play a tag team version of Ultimate X, which,
for the uninitiated, is similar to a ladder match in that you are
essentially trying to reach a prize (in this case a red X) but instead
of using a ladder you have to climb one of the posts and then shimmy
across the ropes to the X. Similar to the ladder matches in the
previous Smackdown game, this opens a mini-game in which you must
try to stop an arrow in a specific spot, increasing your meter until
it's filled and you can pull down the X and win the match. However,
your opponent can stop you by trying to pull you down or attacking
you. Those who have become bored with the plethora of match types
offered by WWE should enjoy this for a short time, but sadly after
a few goes it loses its appeal and, given that it's an awkward and
at times frustrating match type, you may tire of it even sooner.
Once
that does happen you'll begin to realise how shallow the options
actually are - no cage matches, ladder matches or table matches
(which is absurd when you consider that Team 3D, the innovators
of this match type, are on the roster), only four wrestlers maximum
per match and only twenty five characters to master. Now, the lack
of a roster is probably reflective of TNA as a company because when
the game was first announced it released a publicity shot featuring
Jeff Hardy and Monty Brown, who left shortly after. The fact is
that TNA only has the twenty-five stars on offer who have appeared
on a consistent basis and unlike WWE where there are always a few
performers missed out, this isn't the case with TNA iMPACT!... almost!
Yes, unlike WWE where the inclusion of the female 'wrestlers' has
at times made me choke on the absurdity of trying to play as the
uncoordinated and useless Kelly Kelly, TNA has developed into a
company that nurtures female wrestling under the title of Knockouts.
Wrestlers such as Awesome Kong, Gail Kim and ODB have sometimes
over the past year actually outshone the abilities of their male
counterparts and so it's sad that Midway decided not to include
them.
The
story mode suffers from the same issues that WWE
Day of Reckoning has and to some extent the Smackdown games:
it's linear. You can create your own character (though you are absurdly
only given five slots and a handful of options to begin with), but
no matter what you do you are still following the tale of a wrestler
called Suicide, an up-and-comer who works his way through the ranks
in TNA to earn himself a title shot. Before the match he's told
to take a dive by LAX, but he refuses and wins the title, only to
afterwards be left an unrecognisable mess with amnesia in Mexico.
Upon waking up he decides to work his way back up through the indy
circuit to the big time.
The
story mode follows a similar structure to Day of Reckoning and Legends
of Wrestling (uh oh!) with matches marked with Style Points
for various elements such as successful strikes, reversals and grapples.
Just like the aforementioned games, your results determine what
you can unlock and how successful you become throughout the mode.
The main problem with all this is that until you unlock more moves
and features, the actual wrestling is very dull, though the good
news (if you can call it that) is that through your early matches
your opponents are also hampered with these limitations and so you
won't be playing with just a suplex and slam in your arsenal while
they are breaking off tornado DDTs and piledrivers.
Once
you're through the first few matches you meet Kevin Nash, who acts
as your mentor and pairs you up with Eric Young (no Super Eric?)
in a series of tag matches. Unfortunately the tag matches aren't
fun to play for a variety or reasons and it's like that the more
that you are forced to take part in them, the less and less you
will enjoy them, which is a shame; considering the excellent tag
teams that TNA has to offer (Team 3D, Motor City Machine Guns, LAX)
this should have been a great aspect. However, the tag matches are
ugly in every single aspect; there are no double team moves - none
that I could find a way of carrying out at least - and when you
have a team like Motor City Machine Guns whose main selling point
is their explosive and at times beautifully synchronised double
team offence then you wonder just how much Midway understood what
they were doing during the creation of all this. Tag matches are
also a sad example of just how bad the AI is; your partner doesn't
help you, he attempts to stop you performing moves and he doesn't
even come to break up a pin when you're down. On the other side
it's even worse with your opponents running into barriers and also
not helping their partner - at one point I was pinning someone and
his partner ran over to just stand there and perform a taunt. It
was all very surreal.
Once
you are past these events and make it through to the big time, there
is one big issue: the TNA wrestlers are almost impossible to beat.
Wrestlers like Sting and Samoa Joe aren't affected by any of your
moves and manage to reverse everything - and I do mean everything
- that you throw at them. Because of this and because of the marking
of matches, you might perform brilliantly but they always seem to
win based on their reversals mark alone. The first time this happens
it is utterly gutting, the second time it's horrible and by the
third and fourth time you will want to stop playing. Once you have
completed the story mode, there's no real reason to play it again,
apart from to unlock other options, because it's exactly the same
every time you play through it. This means you're back to the rest
of the game and the problem is that with only nine match options
on offer, there really is nothing else for you to do; there are
no title belts to create or fight for, only five CAWs to create
and with such a limited amount of options you can't exactly recreate
who you want or try to bring a WWE superstar to the Impact zone.
All that is left is to challenge the world online.
When
THQ launched their Smackdown games online we all laughed at the
pitiful amount of options, but the development of the past two games
has seen this improve vastly. TNA iMPACT! it seems has followed
the same idea and so I can only assume that in two games' time there
will be an adequate online mode. All that's on offer at the moment
is a singles mode using the TNA wrestlers; you cannot use your CAWs.
Despite all this, the online mode is fine in general, though the
fact that there's a leaderboard and yet nothing to fight for, other
than pride and fun (what there is of it), is disappointing; the
novelty is likely to wear off pretty fast, just like it is with
the rest of the game.
TNA
iMPACT! isn't a bad effort for a first attempt but it's nothing
to get excited about. The longevity is abysmal and the content is
woefully limited, while the controls and overall gameplay are fine
for a weekend rental. Beyond that, it's doubtful that TNA iMPACT!
can hold your interest in the mid to long term - there's possibly
a day's worth of gameplay from the story mode and though two-player
and online extends this somewhat, there is still too little to discover
and do to make this a Smackdown beater.
Reviewed by David Simpson for AceGamez (All Rights Reserved).
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