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Next-Gen
Wrestling Games
Written By: Roger
Taylor
Based
on the overwhelmingly positive response to my WWF
No Mercy Create-a-Wrestler feature, I have decided to once again
write about one of my, and judging by all the e-mails I got, one of
your, favorite pastimes: professional wrestling. More specifically:
video games based on professional wrestling. During the 32/64-bit
era, wrestling games transformed from sad excuses to use popular
licenses into an incredible sub-genre that produced some very good
games for the Nintendo 64 and Playstation. But no one wrestling game
got everything right. Smackdown 2 had all the great gimmick matches,
Attitude had the graphics, and No Mercy had the gameplay. But
Smackdown 2 had lousy controls; Attitude had frustrating a fighting
game system that turned every match into a boring brawl; and No
Mercy had poor graphics and sound. None of the aforementioned games
was able to capture the essence of the backstage politics and soap
opera storylines that go into every wrestling broadcast. And so none
of these games achieved the level of greatness that they could have.
That
is why for this edition of The List I am going to list the
characteristics that, during the next generation of video game
consoles, will complete the transition of wrestling games from
mediocre to great.
5.
Technical jiggery-pokery
Giving
a game great sound and graphics should never be the focus of any
developer, and yet that’s the way it is. In order for wrestling
games to keep up in a market driven by advancing technology, they
must contain technical stuffs that are at least on par with the rest
of the industry.
4.
Never forget wrestling fans
Just
like in the world of video games, the world of wrestling is becoming
overrun by "casual" fans. These are the same schmucks who
will purchase a game one day, and forget about it the next. In order
for wrestling games to keep a constant fan base, they must include
things that are going to entice the real wrestling fans: thousands
of perfectly captured wrestling moves (a la No Mercy), lots of
hidden wrestlers, and large rosters.
3.
Gimmick matches
What’s
more exciting than a match-up between the Hardy Boyz and Edge and
Christian? Easy. A ladder match between the Hardy Boyz and Edge and
Christian. Gimmick matches (like ladder matches, cage matches and
table matches) are a very important part of wrestling. If many are
included, and they are well implemented, they can double the
lifespan of a wrestling game. Smackdown 2 was a disappointing game
in a lot of respects, but it is still has a decent shelf life thanks
to the myriad of gimmick matches. In contrast, No Mercy does not
have a good selection of gimmick matches. While it has enough to
keep the game interesting, they are not very well implemented. It is
impossible to jump off the top of the cage in a cage match,
something that has been doable since Warzone came out over three
years ago. And it is nearly impossible to do moves off of a ladder
in a ladder match because of how sloppily it was designed. If
next-generation wrestling titles can keep the number of gimmick
matches up, and execute them well, wrestling games will be that much
better.
2.
Storylines, etc.
Both
Smackdown and No Mercy attempted to include storylines, backstage
politics, and backstabbing in their respective career modes.
However, the storylines in Smackdown were laughable, and the feuds
in No Mercy were completely uninteresting. In order for
next-generation wrestling games to take that next step towards
greatness, they must include interesting storylines and angles,
whilst retaining lots of actual wrestling action.
1.
Gameplay, gameplay, gameplay
If
there is one thing that can be learned from the sales of No Mercy
and Smackdown compared to the sales of Attitude, it is that
wrestling fans love simple controls. Casual gamers love how easy it
is to get into these games, while wrestling fans love how easy it is
to pull off moves. Personally I love the simplicity because it means
I can do multiple things at once. I almost never just play No Mercy.
I love to listen to music, talk on the phone or listen to a ballgame
while I sit and play a game that is much more about instinct and
reaction time than how well you can handle a controller. If
next-generation wrestling games can keep this simplicity that
focuses on the art of wrestling instead of fumbling around with a
controller, they will continue on their path towards greatness.
Meanwhile I, and the millions of other wrestling fans out there,
will wait and enjoy the games we have now.
Any
questions, comments or suggestions can be sent to jonas42@vgf.com.
Check back regularly for new editions of "The List." Happy
Gaming.
Posted:
3-10-01
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