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As sure as night follows day, the SmackDown vs. Raw series will
continue to sell in the millions. Regardless of the quality of the
product, wrestling fans have always come out in droves to pick up
the newest iteration of the long running wrestling franchise as
soon as it hits the shelves; and for WWE SmackDown vs. Raw 2008,
this Christmas will be no different. Maybe - in fact almost certainly
- this is the reason that Smackdown vs Raw 2008 has made its way
to stores in the state that it's in. Now, before all you wrestling
fans start to panic, allow me to assure you: WWE SmackDown vs. Raw
2008 is not a terrible game by any means - and it is certainly a
better game than the disappointing 2007
edition. The problem is, it's only slightly better than the
disappointing 2007 edition, thus only managing to raise the title
into the league of mediocrity. Sure, many a wrestling fan will lap
up the hugely comprehensive feature list, updated rosters and slightly
improved fighting mechanics, but for all those longing for the days
of the superbly crafted, Aki Corporation developed N64 wrestlers,
SmackDown vs. Raw is still a long, long way off reproducing the
kind of well balanced, epic matches that were available to gamers
almost a decade ago.
One
thing that Smackdown vs. Raw has never been short of features and
SvR 2008 is no different, with an even greater list of game modes
than the already exhaustive 2007 options. This might sound like
a good thing - and it really should be - but this year, more than
any other, it has become all too painfully clear that these features
have been added primarily to cover up a game engine that's well
past its expiry date. Don't be fooled by the flashy exterior and
multitude of match options, because these are all built upon the
same old engine that was being used back in the early days of the
PS2. Minus the minor changes to gameplay and underdeveloped tacked-on
game modes, SvR 2008 still has the same buggy but entertaining gameplay
that the series has sported for years. Sorry if it feels like I
am laying my disappointment on a bit thick so early in the review,
but it's just so frustrating when a developer lazily throws poorly
executed game modes at a title that is clearly in need of an overhaul.
Sadly, for the time being at least, THQ and Yukes seem happy to
rehash the same old game engine until it literally collapses under
its own weight.
In
fairness to Yukes, at least they have attempted to improve the creaking
game engine with the addition of all-new 'fighting styles', a slightly
improved grapple mechanic and the introduction of ECW and the uber
hardcore matches that come associated with their special brand of
'extreme' wrestling. Sadly though, these don't really add up to
all that much and certainly don't add up to a title worth forking
out another £40 for.
The
new fighting style mechanic gives wrestlers within specific classifications
certain skills that can be unleashed once a power meter has been
filled. For the 'high-flyers' such as Ray Mysterio Jr, unleashing
this special ability allows him to roll up opponents for surprise
pins, whereas a powerhouse wrestler such as The Undertaker becomes
impervious to striking attacks and can execute irreversible grapples
for a short period of time. For each of the many different classifications
of wrestler there are these primary abilities, as mentioned above,
along with secondary abilities that give this new mechanic a bit
more variation in the long term while distinguishing the skill set
for each class to a greater extent. This probably all sounds very
promising on paper, but sadly it doesn't work out quite as well
in practise. Simply put, this is just another mechanic that makes
SmackDown vs. Raw feel as staged and pre-determined as the sport
that it is based upon. Due to the unbalanced nature of the abilities,
a win often comes down to who can build up their power meter the
fastest, taking away a lot of the potential for the kind of epic
matches that used to be a staple of the superb N64 wrestling titles.
As
for the introduction of ECW, it certainly comes as a welcome one
and is one of the more successful additions to SmackDown vs. Raw
2008, making it one of the few highlights in an otherwise poor update.
The increase in violence and mayhem that comes from these matches,
along with an improved weapon system, really does bring a freshness
to gameplay not apparent in a lot of the other modes that have been
seemingly forced onto the options menu. As fun as these ECW matches
are though, you still have to come back to the same old game engine.
Okay, so the grapple mechanics have been improved, with slightly
smoother transition between grapple and subsequent move along with
a simplification of the total control grapple mechanic that does
aid gameplay, especially for those new to the series - yet beyond
these changes, the plethora of problems that plagued the 2007 edition
have simply not been ironed out.
Collision
detection is still shockingly poor for a supposedly next-gen wrestling
title, thanks largely to the poor animations that have yet again
made their way into the game unchanged. These have needed improving
for quite a few years now and are still largely responsible for
the continuous clipping and occasionally bizarre warping of wrestlers.
The AI is another aspect of the game that has shockingly seen absolutely
zero attention for SvR 2008. If anything, CPU controlled opponents
seem even dumber than they did last year, if that's actually possible.
It really is quite amazing to watch the behaviour of the AI at times;
be it a tag partner going for an impromptu stroll or an opponent
repeating the same attack over and over again, their stupidity seems
to know no bounds at times.
As
mentioned earlier, one thing that SvR 2008 could never be accused
of is a lack of options. In all honesty though, 2007 already offered
nearly all the same options as 2008 does and in some cases actually
did a better job with them. Along with the aforementioned addition
of ECW, there is the admittedly cool Hall of Fame mode that offers
the chance to play out classic matches from the days of yore. For
many gamers with fond memories of growing up with the then WWF,
getting the chance to battle it out as Bret Hart circa 1997 or the
opportunity to enter the 1995 Royal Rumble is going to be an undoubtedly
stellar feature, one that will see many forgetting about the game's
shortcomings for as least as long as it lasts.
As
good as the Hall of Fame mode is though, it sadly doesn't make up
for the mess that has been made of 24/7 mode, which merges the single
player story and General Manager mode into an intriguing package
that sadly fails to deliver anything new on either front, instead
ending up as a bizarre creation that fails to capture the excitement
of last year's single player story while pointlessly squeezing rather
boring modes from the story mode into the General Manager mode.
When you start out in 24/7 mode, you are given the option of playing
it out as a single wrestler attempting to get a shot at the title,
or as a General Manager. The single wrestler option, which basically
sums up to last year's story mode, largely replaces the actual story
with statistical data that you are supposed to improve over your
wrestling season. You need to increase your skills along with your
popularity to increase your chance of getting a title shot, which
is achieved by fulfilling numerous challenges that are often nothing
short of boring. To make matter worse, a lot of these are non-playable,
again adding to the general malaise that most players will feel
towards this new take on story mode.
As
for the General Manager aspect of 24/7 mode, it's largely the same
as last year, be it with the forced addition of some ill-fitting
training modes. These training modes have an affect on your entire
roster rather than just one wrestler, but again come across more
as a hindrance rather than a welcome addition. Other than this rather
questionable change to the formula, General Manager mode is still
made up of the exact same requirements of picking a roster and booking
matches, albeit with the new roster available for this year's edition.
And speaking of rosters, SvR 2008 actually has a smaller roster
than the 2007 edition and, of the wrestlers included, many are actually
out of date. Admittedly this is a problem that has plagued every
wrestling game due to the quick changing rosters of the WWE and
is therefore an issue to be raised in the development process, but
due to the smaller number of wrestlers it does feel a little more
aggravating than usual.
Beyond
the changes and additions to the game modes mentioned above, all
is pretty much par for the series with the usual array of exhibition
and multiplayer, with the hundreds of variations that come with
them, the likes of TLC, tag team and Royal Rumble being just the
tip of the iceberg. Create-a-Wrestler also returns in almost identical
form to 2007, although the 360 version does let you create your
own theme tune from the tracks on your hard drive, along with tournament
modes and online play that includes the usual choice of ranked and
unranked matches against up to five online opponents. Again, this
is yet another mode that has seen little to no upgrade and plays
out exactly as it did last year. In fairness though, this is no
terrible thing, given the generally smooth play and lack of lag
during matches.
One
thing that SmackDown vs. Raw 2008 unquestionably excels at is visual
presentation. Although the animation is often poor, the actual wrestlers
look nothing short of fantastic, with incredible likenesses to their
real-life counterparts. Facial animations have been improved and
most wrestlers are now coming close to the graphical presentation
found in Fight
Night Round 3. The crowd and the stadiums also look tremendous,
with beautiful lighting effects and a lot of impressive incidental
touches throughout. Sadly, the same cannot be said of the audio,
which once again falls way short of expectations. The commentary
is the main culprit as usual, with ringside commentators who make
the Pro
Evolution pundits sound like, well, pros in all honesty! It's
just the same old repetitive junk that rarely has anything to do
with what is actually going on in the ring - very disappointing.
The dialogue in 24/7 mode doesn't fare much better either, with
poorly delivered lines and array of bad dialogue - even for a wrestling
game, which is saying something!
WWE
SmackDown vs. Raw 2008 is a very disappointing release and to only
marginally improve on a title that was already a huge disappointment
is almost criminal. Short of the introduction of ECW and the Hall
of Fame mode, there really is very little here that builds upon
what was released a year ago. In fairness the game can be pretty
good fun, especially in multiplayer, but in all honesty, the game
has been 'pretty good fun' for quite a few years now and these minor
updates simply won't do. With so many other games pushing the boundaries
of what can be achieved this Christmas, there really is no reason
to purchase SvR 2008 unless you are a true diehard WWE fan - it's
another example of a game that tries to pass off new features as
improvements. If, like me, you're unwilling to put up with kind
of laziness then speak with your wallet and leave this title on
the shelf where it belongs.
Reviewed by Liam Pritchard for AceGamez (All Rights Reserved).
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