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WWE SmackDown vs. Raw 2007 is perhaps the most important SmackDown
release in years. No more is the series confined to the limits of
the PS2 - it's leapt into next generation gaming on the Xbox 360
- but has it brought with it a rash of problems that have plagued
the series for years, or has it started anew, beginning a brand
new wrestling legacy?
With
a move to the Xbox 360 the most obvious upgrade expected is going
to be the graphics and overall realism and immersion of the game,
and in that respect SvR 2007 mostly delivers. Wrestlers look more
detailed than ever, with multiple facial expressions, multiple levels
of blood and incredible looking sweat and fatigue effects as the
matches progress. Limping and overall move selling also plays a
bigger part; you'll see injured limbs through animations where characters
walk slowly holding their leg or arm, and smaller wrestlers hurt
themselves when trying to kick or swing at bigger guys. Yukes still
hasn't managed to find a way for long hair to not go through the
wrestlers bodies however, and created wrestlers - while improved
- don't sweat, or have nearly as detailed attires.
However,
when you get a wrestler somewhere outside the ring, such as the
parking lot area, the lighting effects come into play and simply
look phenomenal. The detail in the characters' muscles really stand
out and truly make them look even more like their real-life counterparts.
As for the rest of the game, it hasn't been updated quite so much.
Whilst the audience looks better and has fewer repeated models than
before, they are still very low res compared to the rest of the
game and it stands out big time. The technology powering the game
hasn't seemed to change much either, and though you can do more
dynamic things, such as ripping apart the announce table or going
into a crowded area behind the barricade, the experience largely
feels like it always has, but looks much better. In terms of looking
and feeling more like a WWE broadcast, not a whole lot has been
changed, with the exception of a few more camera angles and new
animations.
Of
course, this isn't taking into account the entrances - this time
nearly all the animations for each and every entrance are spot on
and they really show off the added power of the 360. Dynamic lighting
effects from the arena, as well as the fireworks, reflect beautifully
off the wrestlers, and some wrestlers are even oiled up, while others
aren't. On one final note about comparisons to WWE TV, it seems
developer Yukes has listened to complaints about matches going on
too long - longer than most average WWE matches - and modified the
damage system to a point where wrestlers take damage extremely fast
compared to recent games. For a devoted wrestling fan this is horrible
news and it's hard to have a singles match that doesn't end in under
ten minutes, which is a real shame.
While
the graphics have reached a new high, the sound of SmackDown hasn't
changed a whole lot, with the exception of strenuous grunts added
to the wrestlers during high-impact moves. The music is generic
rock and rap with a couple good tracks, but most gamers will likely
replace it with their own tunes or none at all. Unfortunately the
announcing hasn't even been changed, with almost all dialogue taken
from SmackDown
vs. RAW 2006, and some from the original SvR. Voice acting for
most wrestlers makes a return as well, with a gradual improvement
over last year's efforts - it must be said however that some of
the characters deliver some hilarious lines and the writers really
have done a good job of remembering specific storylines from years
gone by and paying homage to them, mostly on the SmackDown side
of things.
SmackDown
vs. Raw 2007 backs up its superior visuals with superior gameplay
- things have changed drastically this year, and mostly for the
better. For starters, the control layout has been completely reworked
and remapped (though if you have difficulty adjusting you can put
the control layout back on the classic SmackDown setup). In what
I like to describe as a stroke of genius, Yukes has given players
the ability to once again execute basic wrestling moves without
the use of a grapple beforehand, so players can unleash snapmares
or armdrags simply by tapping the right analog stick in a specific
direction. If you connect, the hard to counter move is unleashed,
but doesn't do a lot of damage.
Four
sets of strong grapples are still available as well, for those bigger,
match-stealing moves. Holding the right bumper and moving the analog
stick in any direction initiates a strong grapple, from which you
can drag your opponent around, strike them a few times, or execute
one of four moves for that grapple set (the clean/dirty set returns,
as well as Submission and two other different sets for each wrestler).
The best and most innovative edition to the grapple system this
year, however, is the Ultimate Control Moves.
From
any strong grapple position, a simple click of the analog stick
sets up the victim for one of these new UCM moves. There are about
a dozen different setups in all and each one offers a variety of
possibilities. For instance, one UCM puts your opponent between
your legs, setting them up for a powerbomb. From here you have the
choice of lifting them up for a 360 spin powerbomb, where you decide
how long the 360 spin lasts and when you slam them down, or a Razor's
Edge style bomb where you can walk around the ring carrying your
victim, positioning them exactly where you want or even powerbombing
them outside the ring. When you combine all the different UCM set
ups - such as fall away slam, fireman's carry, or suplex - with
the various areas of the ring (apron, turnbuckle corner, outside
near the announce table, on the top of a cell) you can get some
truly great results, without having to struggle with making sure
the enemy is in the perfect position and then finding the move in
your moveset. It really is the best thing to happen to SmackDown
in years and makes the gameplay that much more dynamic and fun,
offering plenty of new possibilities.
The
same can be said about the new Hotspot system; while it existed
in a sense before, Yukes has gone all-out with the various Hotspots
found around the ring this year. To initiate one you need to grapple
a foe, or grab them on the ground, and bring them to specific areas
around the arena to unleash key moves; for instance dragging them
to the corner turnbuckle starts a 10-punch Hotspot or taking them
to the accounce table sees the player strangling them with the camera
cables! All of these involve movement of the right analog stick
to do the repetitive motions of the moves, and most can be reversed
with careful timing. It's another great addition to the series,
but could use an optional initiation button instead of instantly
going into the Hotspot move when you drag them into a Hotspot. One
of the Hotspots actually leads to a whole new area outside of the
ring, full of tables, fire extinguishers, trash cans and even scaffolding
from which you can leap. Particularly pointless in matches with
count out or DQ, this area adds a lot to Hardcore battles and other
non-traditional match types.
Most
of the new features from last year return in this edition, with
some modifications; opossum pins are still here, with a minor button
change due to the new controller layout, but the ridiculous sleeper
hold in the middle of the ring from last year has been scrapped
- for the better. Luckily, dirty and clean players must still play
to their respective styles to gain momentum; for instance, a clean
player will see a drastic loss of momentum if they use a weapon
but a huge boost if they reverse a weapon attack. On the subject
of reversals, long time fans of the series will find that a lot
of care has been put into how they work and leave opponents afterwards.
Many grapple reversals now lead into other grapple positions and
set ups that in turn can be reversed by the original move initiator,
leading to long strings or reversals with various outcomes, instead
of one specific reversal animation. Many new animations for ground
reversals have been added as well, helping matches flow better and
become less predictable and repetitive - and thank the wrestling
gods that you can now reverse leg grabs from the outside of the
ring!
It
isn't all great news though - unfortunately with a next generation
system come old generation problems - the season mode, while entertaining,
hasn't changed much with the exception of the storylines becoming
even more ridiculous. Every year the mode seems to dwindle further
and further from the season of Here
Comes the Pain, and doesn't even resemble Know Your Role's great
mode anymore. Furthermore, the Hell in the Cell match type has yet
to change - the weight detection has some questionable logic and
very often defies reality. The Create-A-Wrestler mode, while improved,
is a long way off from how it should be on a next generation console.
Created wrestlers look good, with some gear actually appearing as
gear, but tights still seem to be plastered onto the bodies and
the mode is severely lacking color options and new gear. If anything
we've lost a lot of gear this year and the inability to take a created
wrestler online if he has any logo on him is simply ridiculous,
limiting your creativity. You still seem to warp from place to place
around the ring when moves call for it as well, especially obvious
in the new Ladder and Table matches; double stacked tables have
a special finishing move that can be initiated from the ground and
ends up warping players to the corner of the ring and the tables
to the middle. Likewise, a Ladder finishing move can be done with
one player on the ladder and one on the ground, instantly causing
both to appear on the top of the ladder.
Some
of the other new moves have beautiful animations with no jumping
problems though, like Shelton Benjamin's famous ladder run-up in
the Money In The Bank match. The ladder and table systems have also
been completely reworked after years and years of demand for it
- tables and ladders can be dragged with ease to reposition them,
tables can be stacked on top of each other with the push of a button,
ladders can be setup in all-new ways in the corner and against another
ladders, and players will find the way you go about winning them
has been drastically improved like the Cage match was last year.
Table matches for instance require a finisher, and a battered opponent
to even put somebody through one, throwing out the ability to stand
on them and perform any move (this can be done on the accounce table
however), instead replacing it with character-specific finishing
moves that are done while an opponent is leaning against a table.
Of course, jumping from the top rope through one is always an option
as well! On the other hand, Ladder matches no longer see every wrestler
replicating a 'Jeff Hardy' and hanging from the belt in mid-air,
instead replacing it with a new method that requires players to
reach for it and hang on by finding the 'sweet spot' on the joysticks.
Running up leaning ladders can also lead to a player grabbing the
belt out of the air, but the way it works is much smoother and makes
more sense than the previous method we had for years and years.
Though
intimidating, the General Manager mode has had some very good changes
implemented. Taking note from the very popular Japanese series Fire
Pro and the text-based wrestling company simulator EWR, the GM mode
allows players to once again draft a roster and put together the
best shows possible. The menus system works basically the same as
before, but now feuds can have up to four people in them at once,
as well as storylines to explain them. Writers can also be hired
to boost ratings by bringing in fresh new stories and scenarios,
while you can also choose to book Heat or Velocity shows to help
push the less popular talent. It's a shame that you still can't
determine who wins a match beforehand, and that alone will ruin
the mode for a lot of players, but otherwise it's an entertaining
feature that does a good job pleasing those who demand it.
The
most improved feature is easily Create-an-Entrance. It's a crying
shame we can't use our own music from the hard drive as we could
in WWE
RAW 2, but the fact that Yukes has gone to great lengths to
make sure it is as easy and pain free as possible is very admirable.
With almost no loading time, you can pinpoint exactly where you
want pyro, lighting and nametags to come in by simply watching the
intro and pushing the corresponding button; you can light up the
stage with fireworks exactly at a specific animation or point in
the music.
Though
it still only allows four players instead of six, the online mode
works a great deal better than last year's. Removing lobbies altogether,
you simply set up or search for the match type you desire and get
a list of matches awaiting players. There's no more odd lobby jumping
and friends can easily host private matches or find each other's
room in Ranked bouts. Unfortunately the game is a bit touchy when
it comes to lag and the slightest glitch on the host's connection
can make the game stutter, but for the most part play is smooth
online and even includes options to allow or disallow created wrestlers,
or ban players of a certain rank from joining.
WWE
SmackDown vs. Raw 2007 is a good jump to the next generation - especially
compared to the series' leap to the PS2 with Just Bring It. Graphically
it looks wonderful and plays just as well, but next year Yukes really
needs to scrap a lot of the built-in aspects and redesign from the
ground up, such as the CAW and Season modes. The gameplay is a huge
jump in the right direction and offers the most freedom and fun
of any SmackDown title yet, while the match types have finally had
the overhaul we've been hoping it would get for years. It might
not be exactly what gamers expect considering the leap to a much
stronger console, but for the diehard fans a lot of these changes
were essential this year and it's absolutely fantastic that we finally
got them. SmackDown fans will still find plenty to be upset about
in this version, which seems to be the case every year, but this
is the biggest effort to make the game feel brand new in a long
time and if you're a wrestling fan, you'll find it difficult not
to submit to the temptation of picking this up - after which you'll
find yourself grappling with it for a good while to come!
Reviewed by Christopher Martin for AceGamez (All Rights Reserved).
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