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"Holy-Shit" news would be that 10 ECW Extremists have been added to the game, but hey we can only pray.
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I saw something on IGN boards that got me thinking.
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The return of the never ending Season Mode, all voiced by real WWE Superstars. There is a link aswell http://www.neoseeker.com/Games/Products/PS3/wwe_smackdown_vs_raw_2007/ |
<font color=goldenrod>Guessing it's full of shit. How can you have VO and a never-ending season without repeating the same things over and over?</font>
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The one thing I want in season mode is being able to HOLD a goddamn title, Thats what made season mode so boring in SvR 2006, and I do believe you could mess up your opponents show in SvR 2006.
Never Ending Season Mode? *drools* Smackdown 2 all over again!!! I played through like 1000 seasons while I had that game. |
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I just can't help that with VO, you will experience the same storylines over and over and over and it'll just get pointless to keep playing. I AM, however, hopeful that you can go back to switching brands and heel/face alignments. That helped keep things fresh.</font> |
I was thinking more in those terms anyway. I doubt we'll see a true return to "endless" season mode, instead seeing something closer to this.
They need more voice options for CAWs, by the way. |
LOL
Didn't WWF Warzone or Attitute have more voice options for CAWs? It's sad that wrestling games have only just surpassed the Acclaim games as far as options go. |
It's incredibly sad since they're unable to do shit on superior systems to keep up with earlier features.
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I agree if you made more then five caws it was pointless to decide which voice to give them.
And they really need to make the entrance creater, like Day of Reckoning where you see which part you are trying to change, instead of waiting for the WHOLE thing to load. |
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I made one for myself, which was all blue lighting, goldbergs firework entrance, while standing into it with both arms outstreched, normal walk to ring, egde slide in, the rock once in ring, and smoke coming from ring. along with Static-x starts a war song, and benoit video. Making this took took longer then making the caw (getting used to the new way of making them, and new things to use) and the move set (looking at the moves and new ones)
In other words unless the Caw in important it just isn't worth the time or effort. And Dor is likely the best wrestling game i have played, season is awesome, able to break up moves by hitting your opponents, wicked ass entrance creater, decent caw maker, nice array of matches. |
The DoR CA-Entrance and paint-program features are two things SvR really needs to incorporate in their games. It's a kick making myself with my symbol on my shirt in DoR. All that with custom tracks by way of hardrive and I got a CAW that'll extend the lifespan of the game pretty nice like.
But the 'EA-Annual' mantra has already spread; "We make a complete game, we won't need to make another one for like THREE YEARS! Who are we, Bioware!?!" |
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<font color=goldenrod>I too found creating an entrance to be a chore, so outside of my own character I didn't bother making a custom entrance...I just did it the traditional way.
I'm so glad I'm getting this on 360. I'm definately gonna be ripping songs onto the game for accurate entrances, probably replacing the songs already in the game if possible. It annoyed me that they didn't even have the RAW/SD themes in the game...at least those would be better for generic entrance music than some shitty rap song. --- BTW, I love how there's 16 pages to this thread already. Just imagine when IGN does its next update</font> |
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Even when DoR was flashier in many ways, they never gave it a chance to begin with. |
If only I could get the entrance theme I wanted
Which would be the first 40 seconds of the song "Did My Time-Korn" I wanted that as a entrance theme for so long. Failed to mention that In DOR I could make my symbol, which is immensly complicated, and took like an hour. Also it would be nice to get, a very big array of things you can do on the way to the ramp instead of a few dumbass ones, current superstars and "originals" which are just older wrestling entrances. And is anyone else hoping for a create-a-move Because I sure as hell am. |
I've been to the 2005 Rumble and what's on display? Four SvR2006's for the masses to play (on ugly and non-responsive WWE licensed controllers). They even present the game to WWE as Madden is to the NFL, with events that are pretty much Madden Challenges. I'm not raggin on it, it's just odd how they shit on the game with a better wrestling engine (by a margin).
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It's funny, I want my own music really bad, too; but it won't matter in online games. ...Unless they use some rather simple streaming tech to play someone's music from their drive. Oh wait, that takes Research and Development. What was I thinking? |
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When I have money, I may get a 360. I doubt I'm buying the PS3, and the concept of a next gen wrestling game that's decent and has theme ripping options will kick ass. |
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I liked the logos, but it was too restrictive. Couldn't do it on certain bodyparts, etc. Normally, I just did letter logos, especially GMB. |
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All I really want, with little or no regard to other things I also want.
1) A larger selection of music and videos for Caws 2) Alot shorter loading times. 3) Actual "Original" Entrances ( its good if you are MAKING that old wrestler as a Caw, but otherwise, you don't want to see those entrances on Caws you made) Also recently In SvR 2006, I made Juggernaut, Bitch And although I was tempted I couldn't bring myself to go to the entrace maker advanced. Instead I went with Video-WWE , Music - Crush Kill Destroy :P, and Andre's Entrance moves. |
SvR2006's 'expanded' CA-Entrance was one of those features so poorly developed I considered looking over the credits to find the man responsible and send hate mail.
Still up for it, actually. |
Sounds like you're taking it a bit too personal.
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Spending $50+ is a very personal thing to me.
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Or at least, there's probably some way to replace the files anyway. No more shitty rap music in my game...bring on the Iron Maiden</font> :cool: |
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Raw 2 for XB had a CA-Titantron Video. It was like finding a $20 bill in mud. Oddly enough, that along with ripped tracks made for pretty tasteful CAW intros.
But your CAW is ugly. And the gameplay is ghfkgddtykf. |
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How do you even begin to explain the mysterious elimination of certain features that nobody complained about, leading to unexplained alterations in presentation and game design? Maybe I'm crazy, and have no idea what us gamers want, but I imagine the idea of improving games by keeping and expanding what works and killing off what doesn't. I think some others would agree. Why, may I ask, are we asking for features that were already there? Why are certain dare-I-say obvious additions missing or half-assed in recent flagship annual titles (SvR, Madden)? I didn't even mention annoyances that, for all of the developers hard work, persist. Doesn't it say something that when someone writes up one of those 'Dream Wrestling Game Features' that most of the stuff he wants were already in other games? Professional developers are obligated to research others games related to their IP's genre to offer not the latest game, but the best. Play HCTP and then the first SvR and tell me the transition made sense. Play Madden06 on current-gen consoles and then the 360 and tell me they had the right to charge 60 bones for HD Visuals most of us can't even tap. Heck; play WWF Attitude, with four attire slots per Superstar, and tell me current wrestling games fulfilled the simplest of standards. I don't expect gold; but dammit, give me silver. |
First you were arguing that the create-an-entrance was made poorly and now you are arguing about features being taken out of games when they shouldn't have.
Developers aren't obligated to list out every feature they are putting in and taking out and the reasons for such. From your arguments it's hard to believe you even know what really goes on when making a game. Like I said, if you are so disappointed, read up on it and try it out before you buy. |
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And yeah, I don't have to buy it. But I'm not crackpot enough to think a personal boycott's gonna change things. I watched, followed, hoped for, and purchased every Smackdown game since part 2. It's because I like the series that I expect great things and feel insulted at odd shit being tossed out. I'm not only buying the latest SvR, I'm adding to the bottom line that a new one will be produced; 'hoping' for a better game. Hi-Res Cena looks nice, but can I play my saved tracks for my CAW or as BGM? Playmaker control is cute, but I thought of that 5 years ago; these are pro developers. Put me, KK, TNA ROCKS, and Drakul as creative managers for a WWE Game and you won't even need another one for an entire goddamn console generation. And that's what we call in Miami, "Real Shit." But no, I don't know how it really works in the game, right? I can go back in this thread and pluck out post-ideas that had people pos-repping me. I may not know how to crunch game code, but I'll be damned if I didn't get guys approval when I discussed what I wanna see in a WWE game. And get this: I know enough about game design and development to dismiss off-the-wall shit. Everything I suggest is within production parameters and skill of the developers, so don't come at me with, "You don't know how it is in there." I like the SvR series, but it's funny hearing about better games fantasized by us uneducated gamers. |
Not once did I suggest, or at least mean to, that there were no flaws. I am fully aware of all the crap they leave in and all the stuff they take out. But to say that you are going to send a guy hate mail because he didn't live up to your standards is ridiculous. The guy was only trying to do his job. For one thing, he's not going to be able to go around numerous message boards and ask for input from gamers. If he did, he wouldn't be able to put it all in and who is to tell him which features are good and aren't? You know how many little kids suggest crappy ideas to those guys? Even if he came up with a good list of ideas, it's not like he can just go put it in there.
So to think this guy is just trying to do his job, and because you think he slacked off, you want to send him hate mail. If you're so certain that you can help make a better game, stop complaining on here and try and get on the team. So, again, I agree that it's not the best. Far from it. There are a lot of things that can be fixed. I already see plenty of problems that could stem from this game and, yes, you can get great suggestions from gamers. But you are taking it too personal. |
Is the man in question your dad or something? I mean really, my hate-mail statement was rhetoric at best. Sattire that illustrates my mantra of getting to the root of any problem. Bad features don't walk into games on their own, someone said, "That's good, keep it."
Would I send hate-mail? I know it would be pointless. Is the guy still off the hook? Hell no. He owes me a one on one. I wanna get into the mind of someone who okay's less-than-steller crap in their games. It seems we're at an end to the old TPWW back-n-forth, nice doing business with you. |
People always take colourful language literally.
Anyway, you know what'd be great? A CAE that didn't suck. The concept has been done since what? Like N64 days? People have wanted it in Smackdown since like SD2. And what do they do? Spend like, no effort on it. It's doable. It's sure as Hell done on this generation of console games, and on the "inferior" system. It's not unreasonable. It's not unfeasable. And it's not difficult relative to other things. What the fuck would compel them to go halfway on this? Oh wait, they're gonna make it better for the next one. Hook you with the promises that the next one'll be better. Also, they really need DoR's grapple system, where you have quick grapples. Some moves look retarded from a lockup position. |
It's obvious you still don't understand. I don't care what you threatened, it was the fact you threatened it over such a stupid detail. You act as though the guy made the CAE even worse for one copy and handed it to you. If you are so certain you could do better, stop bitching and do it. At least moan somewhere that might have a some leverage on the creators.
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I hear YOUR Hero works for Jakks Pacific.
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WWE Wrestlemania 19, GCN ("inferior console"). The game, still experimental with it's gameplay engine, introduced an innovative CAE that had you checking out camera angles in real time, as well as lights and even actual appearance timing. Smackdown 4-7, PS2. Unchanged CAE from the second game. I am insulted. WWE DoR 2, GCN ("inferior console"). Using animation from every GCN WWE game, the highest quality 'original music' for CAWs, a seemless presentation, and unparralled options, DoR2 gave us the new standard in CAE. The absence of ripped music kept it from near perfection. Introductions into the arena are one of the stables of professional wrestling, this is not a small thing. WWE Smackdown vs Raw 2006, PS2. LOL. So you see using my brief study of the feature, you'll realize that someone in the Smackdown team is obviously sandbagging. Or overlooking the feature completely. Many of us haven't even bothered with it, making it what I'd like to call, a "Birth Defect." Something that was better off not in the game upon release. So yes, it bothers me. |
I agree that if wrestling fans got to work on a wrestling game it would make it one hell of alot better, because we as wrestling fans we know what wrestling fans want in a wrestling game.
Kalyx, KK Drakul and Myself if we were to work on the game, would go onto this forum and make a thread for what you as the wrestling fans want out of a game, as you would be the ones buying and playing we would already know what you would want out of the game, so we know we made some people happy BEFORE we made the game. Also I completely agree with the need of metal and rock songs in wrestling games, or being able to rip your own entrances. Because I for one don't want any shitty rap/ hip-hop for my entrance theme and I doubt any other fans would want that either. There Is Six and Only Six Songs In SvR 2006, That I Would Use For My Entrance and Four Are Wrestlers Themes I Wouldn't Use For A Caw 1) Triple H 2) Chris Benoit 3) Edge 4) Kane The Other Two I would use are 1) Static-X - Start A War 2) The Broken - FireBall Ministry I find that sad. |
Tracks off your hardrive will solve that for like... ever. I too found myself using the same music throughout the years.
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And THAT is sad.
But harddrive music? *drools* |
I am not arguing features here. The majority of my posts before this have been critiques of the features that are not in the game or could be done better. So, in a way, I agree with you about the CAE feature. But to say something so ridiculous like you were going to find the guy (as if there was one man working on the feature) and send him hate mail for not living up to your expectations and then justify your actions because it was $50 that you could have been more careful with is absurd.
Before I have to hear anything else about how the four of you would be an unstoppable group amongst wrestling developers, I will also agree that the best developers are the ones who listen to their public. You are never going to be able to make a game that everyone will love if you don't know what they want. I hope that me repeating myself 5 or 6 times has helped get my point across. |
If the developers actually DID to the fullest what we wanted we wouldn't be arguing about this would we.
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Do I actually have to apologize for saying that? Do you realize how out of the water you're taking it? Have you came across some of the things said about people in these forums? In TPWW, public figures are worthy of assassination. Wanna know why? Because we can say whatever the Hell we want to to illustrate our point. You my friend, are taking it too far. And yes, us four can really make the end-all WWE game. The only WWE game worthy of game of the freakin year. So stop hatin. |
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So, stop taking it so personally. |
The one thing I liked about the CAE in DoR that wouldn't translate well in imported music is how well the timing was. Thought if they managed to give you more freedom in timing the effects, I would probably cream my fucking pants with all the work I'd put into it. I STILL tweak my DoR entrances.
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Okay, DS. You win. I'll stop taking it personal. |
That's all I'm asking. Thank you.
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I made MK's Scorpion and Sub-Zero as a tagteam in DoR2. Me and my friend made up some badass manual team attacks. Wanna hear about 'em?
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Shoot.
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Okay.
As we know DoR's engine allows for moves to be ceased by attack. So we came with stuff that engine-wise, didn't really work like it should. But they looked badass. Other moves are plays on the engine. Ong-Bak: There was a move where you can jump in the ring from the apron with a knee attack. I gave it to Scorp. SubZ would grapple a fool and get behind them, whacking him with elbows to the back. After the third strike Scorp, who is waiting on the outside, hops in with a vicious knee. Crucifixer: One ninja lifts for the razor's edge, with the victim facing a turnbuckle while in 'crucified state'. When he's in perfect position; dropkick, bitch. Meteor Shower: Basically a double falling elbow from 'high places'. Double damage doesn't register but on a table... wow. Van-Vindicator: (NOTE: People really fall for this) Scorp has a chair and threatens his opponant, but does nothing. SubZ is outside, faking a battle with his target, but he must constantly switch focus to the other guy in the ring. Eventually, Scorp gets his chair 'taken' from him (his back must be to a turnbuckle). SubZ climbs the turnbuckle with his focus to the guy in the ring, now holding a chair. Scorpion may take a hit for the cause, but the manual VD to the face by SubZ closes the deal. Timing is crucial. |
Sounds awesome.
How cool is this thread getting up to 17 pages long without much information about the game. |
Pretty decent.
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I have to agree it all sounds cool, but the ong-bak sounds like it would screw up alot.
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They all sound pretty shaky, but this one more so.
Me and my friend had this crazy-assed double team, I would power-bomb, he is on top rope, jumps hits the guy, I pick him up throw into corner, he grabs chair, friend dropkicks him. It worked beautifully. |
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Lance Silver isn't a superstar on par with Spark Zane. If you and Lance have a problem with that, you could talk about it while on the recieving end of the Spark Plug (Saving Grace), Inzane Drop (Falcon Arrow), or the Shooting Star Press (Shooting Star Press).
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wow...
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http://xbox360.ign.com/articles/719/719609p1.html
<font color=goldenrod>Two More for SmackDown '07 THQ confirms an additional pair of wrestlers for November, verifies public appearance. by Jeremy Dunham July 18, 2006 - THQ announced today two more superstars expected to appear in the lineup for WWE SmackDown vs. Raw 2007 -- the first multi-console SmackDown release in the franchise's history. The two wrestlers in question, Booker T and Chris Benoit, join the already-confirmed roster of Triple H, John Cena, Rey Mysterio, Kurt Angle, and Shelton Benjamin -- making for what amounts to roughly 12% of the entire list of final grapplers. Perhaps the biggest news of the day, however, is the fact that SmackDown vs. Raw 2007 will be available for public play at the San Diego Comic-Con later this week. The event begins on July 20 (through the 23rd) at the San Diego Convention Center and will include a number of games from a number of different publishers. The build of SmackDown on-hand at the show will include all of the wrestlers listed above, except for the two revealed today. Expect updated impressions of the game, should they apply, sometime later this week as we report from the show floor. --------- There's a PS2 pic in the article. Booker is without his King Booker garb. :( Ah well, it was to be expected so whatever. Also, apparently the 7 guys confirmed make up about 12% of the roster, so 58, 59, or 60 is going to be the number again this year</font> |
<font color=goldenrod>Actually, looking at the visuals they have of Booker and Benoit (PS2 visuals), they appear to be the same models as last year, plus there's no sweat system or anything.
It might just be because I've been watching primarily the 360 media, but these models look shit in comparison. Can't wait to see what the 360 versions of Book and Benoit look like</font> |
http://ps3media.ign.com/ps3/image/ar...8060142984.jpg
http://ps2media.ign.com/ps2/image/ar...8054350594.jpg Makes me want to get it for PS3 than the PS2. |
If anyone has the option for PS3/360 over the PS2, there is no reason for there to even be a thought of which to get it for.
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That news update wasn't news at all. And I totally expected the PS2 visuals to barely hop ahead of SvR2006.
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No King Booker. :(
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From Gamespot.com
WWE SmackDown! vs. Raw 2007 Feature Spotlight: Analog Controls We climb in the ring for a nuts-and-bolts look at the new analog grappling system in SmackDown! vs. Raw 2007. By Brian Ekberg, GameSpot Posted Jul 20, 2006 10:15 pm GMT The SmackDown! series has come a long way over the course of its development. Remember, it wasn't that long ago when wrestling fans were over the moon about the integrated storylines in the original WWF SmackDown for the PlayStation. By contrast, last year's WWE SmackDown! vs. Raw 2006 had season mode (complete with real WWE voice talent), a newly introduced general manager feature, and online play to boot, in addition to the standard wrestling modes. The evolution of the series continues in WWE SmackDown! vs. Raw 2007, specifically in terms of player control. Here, we'll take a look at how the analog controls will play a big role in exactly how you deal the pain to your opponent in the ring. If you've played a wrestling game in the past, you're used to the standard method of pulling off grappling holds--you hold a face button or two, usually in tandem with a directional button, to get your opponent wrapped up and then pull off a suplex or a slam with another button combo. The producers behind SVR 2007 realize that this system--though certainly familiar to veteran wrestling game fans--isn't necessarily intuitive. What's more, it can be downright perplexing for players who pick up the game for the first time. The obvious solution, then, was to remap grapple controls from face buttons to the right analog stick. Now, instead of needing to memorize combinations of face buttons (or worse yet, just hitting a button and hoping for the best), a simple flick of the stick is all that's needed to pull off a devastating move on your foe. SmackDown! vs. Raw 2007 producers are quick to point out that this new control scheme does not come at the cost of depth--players will still be able to pull off the same moves they're used to with their favorite superstars. Only now, those moves will be much more accessible. In terms of the moves themselves, the game organizes its grapples into two categories: quick and strong grapples. As the name implies, quick grapples are fast, low-damage attacks--think of Rey Mysterio's arm-drag takedown or Kurt Angle's leg trip--which are used to work over an opponent and get him or her ready for the more-powerful, strong grapples moves. To execute a quick grapple, you simply move the stick up, down, left, or right within the vicinity of your opponent. After you've softened up your foe with some quick grapples, you'll want to dish out some serious punishment using the strong grapple types. These moves are the ones that get the crowd out of their seat and put the welts on your opponent's body--power bombs, suplexes, as well as submission moves are all examples of devastating strong grapple moves. Unlike quick grapples, strong grapple moves can only be executed when in a grappled state. To lock your opponent up in a grappled state, you simply hold down the R1 button (on the PlayStation 2 controller) and move the right analog stick either up, down, left, or right. The direction you choose determines which set of strong grapple moves you can execute. Pressing R1 and moving the stick up, for example, will put your opponent in a submission grapple hold. From here, you'll have access to four different submission moves by pressing either up, down, right, or left on the analog stick. But it doesn't stop at submission moves. You'll also have access to clean and dirty grapple moves by locking up your opponent in the clean/dirty hold (by pressing R1 and up on the stick), as well as two additional categories of moves which you can either leave as default or assign in the game's create-a-move-set option. There are seven categories to choose from: power, technical, brawler, martial arts, diva, luchadore, and old school. One move set is accessed by pressing the R1 button and left on the analog stick; the other by pressing R1 and moving right with the stick. As with submission moves, once you've locked your opponent into a specific grapple hold (such as power or brawler grapple), you'll have access to four moves within that set, which you can access by once again moving the right analog stick. For example, after you've locked your foe in a clean/dirty hold, you'll have four different clean or dirty moves available to you depending on the direction you move the right analog stick. Also, interactive grapple moves--such as holding an opponent at the apex of a suplex and then walking him around the ring before slamming him back on the canvas--can only be executed with strong grapple moves. The default additional move sets for the superstars have been set by the Yuke's development team based on his or her personality type (Angle's move sets default to power and technical, for example) but you will be able to customize move sets as you see fit both for WWE superstars and your created wrestlers. With all of these moves available to you with just a flick of the analog stick, it seems that SVR 2007 is making a significant step toward bringing the game's sometimes-complex controls into a scheme that is approachable for beginners, without sacrificing the depth that longtime veterans of the series have become accustomed to over the years. We're looking forward to getting some hands-on time with the game in the near future to put these control changes to the test for ourselves, as well as to report on the other new features found in the game. You can expect to see much more on SVR 2007 in the coming weeks, so stay tuned. http://i.i.com.com/cnet.g2/images/20..._screen001.jpg http://i.i.com.com/cnet.g2/images/20..._screen002.jpg http://i.i.com.com/cnet.g2/images/20..._screen003.jpg http://i.i.com.com/cnet.g2/images/20..._screen004.jpg http://i.i.com.com/cnet.g2/images/20..._screen005.jpg |
It's neither more or less complicated than it was before. The activation scheme is just different. The controls do solve the 'Right-Direction Grapple to the left aligned opponant' issue.
Still, this game will be the game for CAW's. I have this odd feeling that Superstar in-ring presentation is gonna hurt with this control scheme (King Booker, Powerbomb Position; Angle, Razor's Edge... Hello?). I wonder what the Circle (B-XB360) button will be used for. |
I think the thumbstick bit is a bit alienating for those "new" people, actually.
I like the idea, but think it could have been better done with button combinations. Just streamline the combos. |
I would say the Circle button would be taunts.
I think the right analog stick will actually make the game a lot easier. Not much different than pressing the Circle but I think it will be easier to think about...or not think about. |
WHOOOOOOOOO!!!!
Best news so far, at least somewhat. I'm talking about the incorporation/return of quick, non lock up moves. Finally we can do simple moves like arm drags, etc, without having to be in a grapple. |
http://ps3.ign.com/articles/720/720091p1.html
SmackDown 2007: Improved Match Types Ladders and chairs get an upgrade, plus Money in the Bank! by Jeremy Dunham July 21, 2006 - It has been a relatively quiet summer for THQ's upcoming WWE SmackDown vs. Raw 2007. Other than its appearance at E3 and the confirmation of two new additions to the roster, the annual grappler has remained somewhat of a mystery since its pre-WrestleMania debut earlier this year. Luckily, a familiar season is starting up again -- a season where the wrestling marks at IGN and the creators at THQ team up to bring you the most comprehensive SmackDown coverage in the world... and it all starts today. Though our yearly "SmackDown Countdown" series won't begin for a few more weeks, we still have something cool lined up for the weekend -- an updated list of SVR 2007's improved match types. More specifically, these are the bout variations that we'll see the most dramatic changes in this year (not to mention a new one altogether: the Money in the Bank Match). Highlighted below are the different match types and the changes you can expect to see in them. The Undertaker joins Nitro as today's newly-announced superstars. As an added bonus, we're also pleased to announce that THQ has confirmed two more superstars in addition the pair of personalities revealed earlier this week. Yes fans, The Undertaker and Johnny Nitro will definitely be in the game. This brings the current WWE superstar roster to nine, with plenty more yet to be announced. Now, as RVD would say, "On with the whole F'n show!" -------------------------------------------------------------------------------- Money in the Bank Match (New!) After two consecutive WrestleManias, THQ has finally brought the wildly popular Money in the Bank match to SVR. In it, six different WWE superstars battle it out for a shot at the title from their particular brand (SmackDown or Raw). Similar to a traditional ladder match, this contest places a briefcase with a championship contract suspended high above the ring. The first wrestler to successfully navigate his way to the top of a taller ladder and grab the briefcase wins the match. Being successful guarantees that superstar the right to a title shot any time they want. Sadly, the exact way in which this works during the career mode (re: if?) is still unknown. But at least we know that it's in there. Money in the Bank can get hectic. Incidentally, the first two people to win the "Money in the Bank" match (Edge and Rob Van Dam) went on to win the WWE Championship later in the year. By coincidence or not, John Cena was the man who lost the belt on both occasions. Ladder Match Before we reveal the changes in this match type, consider this bit of background info first: The moment in which Shelton Benjamin ran up a leaning ladder (which was resting against an already-setup ladder) and clotheslined Chris Jericho off the top rung at WrestleMania 21's Money in the Bank match served as inspiration for this year's improvements. In addition, last year's Rey vs. Eddie custody-deciding ladder battle (and the several spectacular moments it provided) also motivated the SmackDown team for this year. You can guess where this is going... SVR 2007 will indeed give players the ability to lean one ladder against another so that they perform running spears or clotheslines off of it. If that isn't enough, gamers can also position ladders into turnbuckles both vertically AND horizontally. This means that when you Irish whip an opponent into the steep-steps during a grapple initiation that you can perform four different kinds of attacks. You can use the ladder as an environmental grapple too -- just drag a fallen opponent towards a floor-bound ladder and you can sandwich him between it. Also, players can expect the ability to control how many times they can close it on him as well. But that's not all. The way in which players can grab hanging championship belts has also been change. As many fans probably remember, the ladder used to automatically fall down once users grabbed the title. Acquiring that belt was then accomplished by tapping the bejeezus out of the controller. No More. Now, the right and left analog sticks are used to reach for the strap via individual arms; Move the left stick up and the left arm extends, move the right stick and the right arms extends. And yes, if you move both up at the same time both arms will definitely reach for the belt simultaneously. Cena is in trouble... Once the championship is in hand, the next thing to do is locate what THQ is calling its "sweet spot." As an example, if you grab the title with your left hand, the sweet spot can be found by moving the left analog stick around. The closer to the spot you get, the more the controller will rumble. A "Ladder Gauge" will then appear on the screen and start to throb and disappear. If the wrestler can hold onto the belt until the meter disappears, he'll win the free the title and win the bout. This same technique applies to the other two methods of grabbing the belt as well (right analog or both), but there's more risk involved when using two hands because if he doesn't find the sweet spot quick enough he'll fall off the ladder (after all, there isn't a free hand to anchor himself). Of course, the advantage is that two hands depletes the ladder meter faster than one. Table Match The last match type to get a big overhaul this year is the Table match. Previously, it was far too easy to break a table and there was no drama with setting it up in the first place. THQ hopes to correct that in WWE SmackDown vs. Raw 2007. This time, players who want to put their enemies through a table have to meet two separate requirements. Requirement number one is that your wrestler has a stored finishing move icon (easy enough) and requirement number two is about momentum --that meter must be filled as well. Once both of those goals have been reached, users can them send an opponent through a table. Keep in mind, however, that breaking a table doesn't just "happen." Once the table is set up (be it against a turnbuckle or in the center of the ring), users must Irish whip their opponents towards the thing to get them to lay or lean on it. Once that has been accomplished, gamers can then execute a finishing maneuver smash their way to victory. Tables are handled very differently this year. The good news is that there are different table finishers that depend on a variety of factors. Table placement affects the animations and moves that take place on it; superstar-specific finishing moves have been added in there as well. Play as Triple H, for example, and you can pedigree someone right through the top of the wood. What's more is that most superstars on the roster will have their own unique table finisher (no word yet on how many, though). Even better is that the way in which the closing moves are performed will get an upgrade too -- so expect a much a more cinematic presentation at the end moment. Oh, and there is one other goodie worth mentioning: an all-new feature for SVR 2007 is the ability to double-stack tables. To do it, players just have to set one table up in the ring and then, while holding another table, walk towards the one that's already standing and tap the action button (X on PlayStation systems, A on the 360). This will set the second table on top of the first one. If you perform a finishing move on a double-stack, the wrestler on offense will climb the turnbuckle and superplex their victim through them. -------------------------------------------------------------------------------- That's all for this week's SmackDown vs. Raw feature. Be sure and check back with us again in the near future for even more information, more superstars, and more media than anywhere else on the Internet! ----------------------- <font color=goldenrod>DFHFUKSHDFJHSAFJHSJFHDHHSFHJK this game sounds even more fucking incredible</font> |
That's good news. The TLC/ladder matches were my favorite to play. I'm hoping there is a couple more match types seeing as how the MITB match is just a six man ladder match. Oh well, it sounds impressive.
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JOHNNY FUCKING NITRO!
Nice to see the ladder coming more into play other than just shoving it in the guys face. Double stacking tables, properly instead of glitchy, can be interesting. Still think Table matches will still be won too easily though. IGN has some video's up, go check them out NOW! |
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FUUUUUUUUUUUUUCK!
God, those video's ruled so much. The annimation when running up the ladder is perfect! Cena hits Rey with a Razor's Edge onto the ladder in the corner, looks insanely brutal. The suplex through the double stacked tables is awesome, the broken tables still disappear afterwards though. PISGHAIUTHNAVTGQTMEQ89TGQ9 SHANE O'MAC ELBOW FROM THE TURNBUCKLE TO THE ANNOUNCERS TABLE! JOHHNY FUCKING NITRO! |
I hate how the tables look like they bend rather than break. It's like they're rubber. I really wish they would implement some physics into these games.
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I wish I could watch the videos with waiting. AOL sucks.
This game looks like its going to be figgedy figgedy FUN. I've said it before and I'll say it again, there should be a better way to reverse finishing moves rather than hitting L2+L3. Like Legends of Wrestling when you do a move, if you do a suplex you can hit X during a certain to floatover into a pin, you should be able to do that when your on the receiving end to counter it. Like Rey Mysterios 619, if you don't reverse it in the beginning, you should be able to duck when he goes to kick you. Or reverse the hurricinrana into a pin or a powerbomb or something. RKO, be able to throw Orton when he's in the air. :yes: |
Thats one thing I've wanted in wrestling games, to counter a finisher with a finisher.
Like, reversing the F5 into the Cripler Crossface, or Sweet Chin Music into the ankle lock (although that one can be done already, sort of). Of course, it would take alot of time figuring out counters for each finisher, but it could be interesting. But we should at least be able to counter the 619 at different points. Saying that, I wouldn't mind two versions of the 619 combo, one with the hurricanrana and one with drop the dime. |
Svr Is the only game series I know where everything gets worse as the sequals progress except maybe one or 2 things.
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What, praytell, is worse?
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*GONG*
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After watching the vids, I must say some of the ladder stunts are pretty nice. I'm bothered that pushing a ladder over still doesn't send people out of the ring but I could be wrong. As always, I'm turning the damn camera off. I hate the angle changes during moves; it just doesn't happen on the show. By now they should be able to incorporate the PIP replay style from TV. Like Raw for XB did... a few years back.
The double-stacked tables is cute but I can come up with WAY better stunts than a superplex. The Shane-O-Mac Elbow to the announcers table looks like one big animation, when I'm hoping for it to be manual. Triple H, Choke Slam hold... Hello? What's the difference between a MITB match and a standard Ladder match? |
The difference is MITB has 6 men. Plus however they do the season mode and the effects of the match.
Also, what do you mean you're bothered that pushing the ladder over doesn't send people out of the ring? It's done that for at least the last two games. |
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The differences between MITB and a ladder match during season mode is not being disbuted, I know the matches gimmick in-story, I'm talking exibition. If you can fall out of the ring when pushed over on the ladder; I may have missed it. I don't have the game now but I'll check soon enough. I must say, they were pretty close to the edge and they fell safely in the ring. |
Hate to be the bringer of bad news all...but...Damn...
http://www.gamesradar.com/gb/ps3/gam...28113246140020 |
this is probably bullshit but I might as well post it anyways. This is saying it's been canclled for PS3
http://www.pro-g.co.uk/news/24-07-2006-3237.html EDIT: IGN confirms it? http://ps3.ign.com/articles/720/720579p1.html |
Same thing said in my link too, its on IGN as well, this aint BS.
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lol Gamespot has the release date down as cancelled. Looks like I'll be getting it for PS2 after all.
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Same here, not that I was gonna get it for PS3 anyway.
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It's because of the PS3's kick-in-the-balls price and controller's lack of rumble (rumble's being used for gameplay).
By Fall 2007 the PS3 will be cheaper (hopefully) and the controller will have it's rumble back. It's a pretty "LOL" story, though. I know I did. Viva la XB360. |
Yeah, I'm glad I got my 360 instead of waiting for PS3 now. next-gen PES and Smackdown a year earlier *drool*
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Man, I love this. Sony losing the flagship wrestling game for their new console.
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