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For review purposes, the Playstation 3 version was used
Introducing First
Hello and welcome to Highflyer’s Wrestlemania special review. With World Wrestling Entertainment’s signature pay-per-view event taking place tonight, it’s time to take a look at the most recent addition to the sports entertainment simulation series, Smackdown! vs. RAW 2011.
The Smackdown! series of games has been running for a long time now, starting back with WWF Smackdown! for the Playstation 1 back in early 2000, and became a staple in THQs yearly output of games, eventually leading to the titles being given yearly labels akin to sports games for Smackdown! vs. RAW 2006. And throughout these, there has been a fairly inconsistent level of quality. So, is Smackdown vs. RAW 2011
Laying the Smackdown
Gameplay is by and large pretty much unchanged from what came previously. Grapples are done by the right analogue stick, strikes with the strike button, reversals with the back trigger and running with the other. As is common in this series of games, the controls for grapples are changed and other core game mechanics are different. This can be slightly disconcerting for people moving from the 2010 iteration, but makes sense after a while. Some of the changes, especially removing the strong grapple category from the move list, have caused the gameplay to be a bit more dull and lowers the variety in matches, which is a major problem.
Actually getting in the ring, however, and there are some noticeable changes. Firstly, the physics engine has gone through a little bit of a change. Aesthetically, this means that weapons and superstars legs will get caught up in the ropes when falling near them. In terms of gameplay, this, combined with the new moves that allow movement mid-move without being fully controllable, offers a new dimension to the game, especially in matches involving lots of weapons (Lets say that breaking tables is much more fun in 2011)
And His Opponent
Smackdown! vs. RAW 2011 boasts over 70 superstars, divas and legends to use in the quest for domination in the squared circle (with further ones available as downloadable content). Naturally, as we get further from the release of the game, the roster becomes more and more outdated, but that can hardly be given as a true fault of the game. As it stands, the roster is fairly extensive, and doesn’t miss out any “major” people. But, with a game of this nature, the roster is something that pretty much can’t be too harshly judged, else expectations rise too high.
It’s A Slobberknocker
As would be expected, Smackdown! vs. RAW 2011 contains an abundance of different match types. From the base singles and tag team contests to the downright dangerous Tables, Ladders and Chairs, Hell in a Cell and Elimination Chamber matches. Most of them are as you were from previous editions; however some have had an overhaul. Most notably, Hell in a Cell has been expanded to give more realistic proportions to the cage. The Royal Rumble has also been given a few additional mini-games and made slightly less tedious and repetitive (although this doesn’t stop the phenomenon of waiting for people to arrive when you’re the only one in the ring)
An interesting addition to SvR 2011 is the Match Creator, where fine details of a match rules can be determined. This is where the number of match “types” available increases dramatically. First blood match? Sure. Triple threat ironman match? Absolutely. Last Man Standing Hell in a Cell? You bet ya! It’s an added layer of freedom and adds a lot of gameplay opportunities to the more creatively inclined amongst us, although obviously cannot replace some of the matches that have been lost to time, such as the casket match and the three stages of hell.
Road to Wrestlemania
The Road to Wrestlemania returns in 2011, allowing you to take one of five story arcs, following a superstar from before the Royal Rumble up to their Wrestlemania moment. Whilst not deviating much from the formula that was used in 2010, now you must explore the backstage area as your chosen superstar. Whilst the majority of this searching is fairly frivolous, there are quite a few little snippets and conversations that can be seen that add to the experience without being totally necessary.
The Road to Wrestlemania also has a levelling up system in place. Completing targets in matches earns SP that can be spent on upgrading traits and abilities. However, the whole system is not well thought out. It’s not that useful, as all Road to Wrestlemanias can be easily completed without it, and anyone trying to use the system will fairly quickly see that not a lot can be upgraded in the first playthrough, and as such is pretty inherently flawed.
Part of the WWE Universe
The major addition this time round is WWE Universe, an all encompassing mode that runs storylines, rivalries and championships on an infinitely looping schedule of RAWs, Superstars, Smackdown!s and PPVs. Whilst the computer will set up a card that goes along making and continuing storylines as they are, creating matches and rivalries yourself will further personalise the experience. However, want to have a championship match? Well, you’ll have to jump through the hoops of the Universe to get to the #1 contender spot first.
The Universe will also cause random events to occur. Having a match between two people may have someone randomly interfere if they are teammates with the opponent or rivals of you. Fighting a rival may cause you to interrupt their entrance and attack them from behind. However, these can cause the dissolution of teams and a change of heel/face stance of the superstar in question, and in many cases it’s unwanted, which can be irritating.
Shaman of Sexy
Graphically, the game differs very little from it’s predecessor. Whilst the superstars may not be 100% lifelike, and some jaggedness can be seen in the character models (especially in the select screen), it’s “good enough”. This also serves to make creating superstars that fit into the game without looking horribly off (like happens in previous games) that much easier. That being said, the game still suffers from having an extremely polygonal and blocky crowd, but that is a fairly minor niggle.
I Hear Voices In My Head
Commentary this time around comes from Michael Cole and Jerry “The King” Lawler for both brands. Whilst you’d expect that a slightly more focussed commentary team would result in a much better effort that in previous years, the actual result is the same boring, repetitive commentary with the same completely irrelevant comments that has become an unfortunate staple of the series. Otherwise, the voice-acting for Road to Wrestlemania is better than it has been in the past, but can sound awkward and a little lifeless at times.
What The Rock’s Been Cooking
A staple of the WWE games has been its extensive creation tools (but you already know that), and here there is no exception as the creation modes are present in abundance. The Create-a-Superstar tool allows you to create your own wacky dude (or dudette) to take on the likes of The Undertaker and Santino Marella. The tools are very powerful (for those who have the patience to learn them) and can create very convincing likenesses of wrestlers either not yet included (like Wrestlemania main eventer Alberto Del Rio) or from other companies (from TNA/ROH, etc.).
Create a Storyline remains fairly similar to what it was in 2010 whilst having it’s limitations reduced, with less restrictions on created superstars and a slightly larger pool of cutscene moments to choose from. Create an Entrance remains as it did in the previous iteration, as a powerful tool that can improve even on the default entrances, and the ability to use custom music as entrance themes is incredibly important. Create a Finisher returns in 2011 with an additional starting position, and remains incredibly easy to use and a nice way of adding an extra little bit of uniqueness to the created superstars. However, there are still issues with the smoothness of transitions between some animations.
Skull Crushing Finale
Many sports games get chastised for not changing the formula enough, but for the Smackdown! vs. RAW series, the opposite is true. THQ seem to think that to add more features, previous ones have to be taken away, which isn’t always the case. Whilst this is a good game, and one that offers a lot to the fans of WWE and these types of games, it lacks an overall polish that can come from additions of huge features such as Universe.
When it comes to 2012, it might be beneficial to look at the successes of the last couple of games, and attempt to refine and polish them into a brilliant sports entertainment package. But, until then, the SvR series is always going to fall a little short. A competent addition to the series, but not the improvement on the brilliant 2010 that everyone was hoping for.
Rating: 7.5/10
For review purposes, the Playstation 3 version was used
Introducing First
Hello and welcome to Highflyer’s Wrestlemania special review. With World Wrestling Entertainment’s signature pay-per-view event taking place tonight, it’s time to take a look at the most recent addition to the sports entertainment simulation series, Smackdown! vs. RAW 2011.
The Smackdown! series of games has been running for a long time now, starting back with WWF Smackdown! for the Playstation 1 back in early 2000, and became a staple in THQs yearly output of games, eventually leading to the titles being given yearly labels akin to sports games for Smackdown! vs. RAW 2006. And throughout these, there has been a fairly inconsistent level of quality. So, is Smackdown vs. RAW 2011
Laying the Smackdown
Gameplay is by and large pretty much unchanged from what came previously. Grapples are done by the right analogue stick, strikes with the strike button, reversals with the back trigger and running with the other. As is common in this series of games, the controls for grapples are changed and other core game mechanics are different. This can be slightly disconcerting for people moving from the 2010 iteration, but makes sense after a while. Some of the changes, especially removing the strong grapple category from the move list, have caused the gameplay to be a bit more dull and lowers the variety in matches, which is a major problem.
Actually getting in the ring, however, and there are some noticeable changes. Firstly, the physics engine has gone through a little bit of a change. Aesthetically, this means that weapons and superstars legs will get caught up in the ropes when falling near them. In terms of gameplay, this, combined with the new moves that allow movement mid-move without being fully controllable, offers a new dimension to the game, especially in matches involving lots of weapons (Lets say that breaking tables is much more fun in 2011)
And His Opponent
Smackdown! vs. RAW 2011 boasts over 70 superstars, divas and legends to use in the quest for domination in the squared circle (with further ones available as downloadable content). Naturally, as we get further from the release of the game, the roster becomes more and more outdated, but that can hardly be given as a true fault of the game. As it stands, the roster is fairly extensive, and doesn’t miss out any “major” people. But, with a game of this nature, the roster is something that pretty much can’t be too harshly judged, else expectations rise too high.
It’s A Slobberknocker
As would be expected, Smackdown! vs. RAW 2011 contains an abundance of different match types. From the base singles and tag team contests to the downright dangerous Tables, Ladders and Chairs, Hell in a Cell and Elimination Chamber matches. Most of them are as you were from previous editions; however some have had an overhaul. Most notably, Hell in a Cell has been expanded to give more realistic proportions to the cage. The Royal Rumble has also been given a few additional mini-games and made slightly less tedious and repetitive (although this doesn’t stop the phenomenon of waiting for people to arrive when you’re the only one in the ring)
An interesting addition to SvR 2011 is the Match Creator, where fine details of a match rules can be determined. This is where the number of match “types” available increases dramatically. First blood match? Sure. Triple threat ironman match? Absolutely. Last Man Standing Hell in a Cell? You bet ya! It’s an added layer of freedom and adds a lot of gameplay opportunities to the more creatively inclined amongst us, although obviously cannot replace some of the matches that have been lost to time, such as the casket match and the three stages of hell.
Road to Wrestlemania
The Road to Wrestlemania returns in 2011, allowing you to take one of five story arcs, following a superstar from before the Royal Rumble up to their Wrestlemania moment. Whilst not deviating much from the formula that was used in 2010, now you must explore the backstage area as your chosen superstar. Whilst the majority of this searching is fairly frivolous, there are quite a few little snippets and conversations that can be seen that add to the experience without being totally necessary.
The Road to Wrestlemania also has a levelling up system in place. Completing targets in matches earns SP that can be spent on upgrading traits and abilities. However, the whole system is not well thought out. It’s not that useful, as all Road to Wrestlemanias can be easily completed without it, and anyone trying to use the system will fairly quickly see that not a lot can be upgraded in the first playthrough, and as such is pretty inherently flawed.
Part of the WWE Universe
The major addition this time round is WWE Universe, an all encompassing mode that runs storylines, rivalries and championships on an infinitely looping schedule of RAWs, Superstars, Smackdown!s and PPVs. Whilst the computer will set up a card that goes along making and continuing storylines as they are, creating matches and rivalries yourself will further personalise the experience. However, want to have a championship match? Well, you’ll have to jump through the hoops of the Universe to get to the #1 contender spot first.
The Universe will also cause random events to occur. Having a match between two people may have someone randomly interfere if they are teammates with the opponent or rivals of you. Fighting a rival may cause you to interrupt their entrance and attack them from behind. However, these can cause the dissolution of teams and a change of heel/face stance of the superstar in question, and in many cases it’s unwanted, which can be irritating.
Shaman of Sexy
Graphically, the game differs very little from it’s predecessor. Whilst the superstars may not be 100% lifelike, and some jaggedness can be seen in the character models (especially in the select screen), it’s “good enough”. This also serves to make creating superstars that fit into the game without looking horribly off (like happens in previous games) that much easier. That being said, the game still suffers from having an extremely polygonal and blocky crowd, but that is a fairly minor niggle.
I Hear Voices In My Head
Commentary this time around comes from Michael Cole and Jerry “The King” Lawler for both brands. Whilst you’d expect that a slightly more focussed commentary team would result in a much better effort that in previous years, the actual result is the same boring, repetitive commentary with the same completely irrelevant comments that has become an unfortunate staple of the series. Otherwise, the voice-acting for Road to Wrestlemania is better than it has been in the past, but can sound awkward and a little lifeless at times.
What The Rock’s Been Cooking
A staple of the WWE games has been its extensive creation tools (but you already know that), and here there is no exception as the creation modes are present in abundance. The Create-a-Superstar tool allows you to create your own wacky dude (or dudette) to take on the likes of The Undertaker and Santino Marella. The tools are very powerful (for those who have the patience to learn them) and can create very convincing likenesses of wrestlers either not yet included (like Wrestlemania main eventer Alberto Del Rio) or from other companies (from TNA/ROH, etc.).
Create a Storyline remains fairly similar to what it was in 2010 whilst having it’s limitations reduced, with less restrictions on created superstars and a slightly larger pool of cutscene moments to choose from. Create an Entrance remains as it did in the previous iteration, as a powerful tool that can improve even on the default entrances, and the ability to use custom music as entrance themes is incredibly important. Create a Finisher returns in 2011 with an additional starting position, and remains incredibly easy to use and a nice way of adding an extra little bit of uniqueness to the created superstars. However, there are still issues with the smoothness of transitions between some animations.
Skull Crushing Finale
Many sports games get chastised for not changing the formula enough, but for the Smackdown! vs. RAW series, the opposite is true. THQ seem to think that to add more features, previous ones have to be taken away, which isn’t always the case. Whilst this is a good game, and one that offers a lot to the fans of WWE and these types of games, it lacks an overall polish that can come from additions of huge features such as Universe.
When it comes to 2012, it might be beneficial to look at the successes of the last couple of games, and attempt to refine and polish them into a brilliant sports entertainment package. But, until then, the SvR series is always going to fall a little short. A competent addition to the series, but not the improvement on the brilliant 2010 that everyone was hoping for.
Rating: 7.5/10