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Old 07-14-2006, 09:11 PM   #1
Kane Knight
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I hear YOUR Hero works for Jakks Pacific.
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Old 07-14-2006, 09:26 PM   #2
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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.
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Old 07-14-2006, 09:28 PM   #3
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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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Old 07-14-2006, 10:08 PM   #4
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Quote:
Originally Posted by Kalyx triaD
Tracks off your hardrive will solve that for like... ever. I too found myself using the same music throughout the years.
Yeah, I'd love to take some tracks. Type O NEgative.
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Old 07-14-2006, 09:37 PM   #5
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And THAT is sad.

But harddrive music? *drools*
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Old 07-18-2006, 02:46 AM   #6
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Quote:
Originally Posted by TNA ROCKS
And THAT is sad.

But harddrive music? *drools*
I'm looking forward to that because in SmackDown vs Raw & SmackDown vs Raw 2006, "The Reason For The Ratings" Lance Silver has had Torrie Wilson's theme. She has a new theme that might be on the new game... But if I can get music from the hard drive, Silver will still have his theme music. Who knows, maybe I could find someone with a cool voice to say "The name is SILVER" right as the song starts.
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Old 07-14-2006, 09:56 PM   #7
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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.
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Old 07-14-2006, 10:06 PM   #8
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Quote:
Originally Posted by DS
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.
You are off the chain, dude.

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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Old 07-14-2006, 10:01 PM   #9
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If the developers actually DID to the fullest what we wanted we wouldn't be arguing about this would we.
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Old 07-14-2006, 10:15 PM   #10
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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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Old 07-14-2006, 10:25 PM   #11
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That's all I'm asking. Thank you.
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Old 07-14-2006, 10:28 PM   #12
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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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Old 07-14-2006, 10:38 PM   #13
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Shoot.
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Old 07-14-2006, 10:56 PM   #14
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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.
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Old 07-14-2006, 11:14 PM   #15
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Sounds awesome.
How cool is this thread getting up to 17 pages long without much information about the game.
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Old 07-15-2006, 10:04 PM   #16
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Pretty decent.
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Old 07-17-2006, 11:47 PM   #17
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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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Old 07-18-2006, 12:00 AM   #18
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Quote:
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I have to agree it all sounds cool, but the ong-bak sounds like it would screw up alot.
That one sounds shaky to you? The last one's practically a science.
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Old 07-18-2006, 12:04 AM   #19
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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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Old 07-18-2006, 04:33 AM   #20
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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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Old 07-18-2006, 10:59 PM   #21
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wow...
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Old 07-19-2006, 12:39 PM   #22
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http://xbox360.ign.com/articles/719/719609p1.html

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
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Old 07-19-2006, 12:49 PM   #23
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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
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Old 07-19-2006, 05:02 PM   #24
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Makes me want to get it for PS3 than the PS2.
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Old 07-19-2006, 08:53 PM   #25
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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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Old 07-19-2006, 09:06 PM   #26
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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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Old 07-20-2006, 02:35 PM   #27
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No King Booker.
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Old 07-20-2006, 06:38 PM   #28
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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.





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Old 07-20-2006, 11:25 PM   #29
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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.
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Old 07-20-2006, 11:35 PM   #30
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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.
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Old 07-20-2006, 11:54 PM   #31
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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.
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Old 07-21-2006, 12:59 AM   #32
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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.
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Old 07-21-2006, 05:14 PM   #33
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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!

-----------------------

DFHFUKSHDFJHSAFJHSJFHDHHSFHJK this game sounds even more fucking incredible
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Old 07-21-2006, 05:34 PM   #34
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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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Old 07-21-2006, 06:03 PM   #35
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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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Old 07-21-2006, 06:10 PM   #36
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Table splinters? Hmmm
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Old 07-21-2006, 06:17 PM   #37
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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!
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Old 07-21-2006, 06:41 PM   #38
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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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Old 07-21-2006, 06:51 PM   #39
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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.
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Old 07-21-2006, 06:55 PM   #40
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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.
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