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Old 05-06-2006, 04:03 PM   #361
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Old 05-07-2006, 04:55 PM   #362
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Holy fuck @ the trailer

If the PS3/360 versions are going to look THAT good, I'm definately spending the money
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Old 05-09-2006, 02:14 AM   #363
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Well I won't get my hopes up because some trailers have better graphics than the actual game itself, but since it's the 360/PS3 I'll wait until the date gets closer.
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Old 05-10-2006, 08:58 AM   #364
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IGN are going to have an update for this tonight from E3. Will be interesting to find out what info they are going to release at the present time.
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Old 05-10-2006, 01:36 PM   #365
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IGN has the hands on stuff up. They got several video's up also:

http://uk.ps3.ign.com/articles/706/706929p1.html

E3 2006: SmackDown vs. Raw 2007 Hands-on
How is it different and how is it the same? Click here and find out!
by Jeremy Dunham

May 10, 2006 - For the first time in a long time, THQ has made the next iteration of its popular wrestling franchise available for play at E3 (behind closed doors, where a legion of eager grappling fans won't overwhelm the booth). This is an important year for the franchise too, as it marks the first time in the series' history that the game will arrive on multiple platforms, and it's also the first time that it will release on multiple generations at the same time. These developments have been big news in the "wrestling gamer" community, and knowing that a vast majority of them patron IGN for their news, THQ allowed us to come in early and check out the next-generation E3 version of SmackDown vs. Raw 2007 before anyone else.

There are four major features that THQ and Yuke's Media Creations want to drive home for WWE SmackDown vs. Raw 2007. The first is the need for user-controlled grappling moves. Animations are no longer limited to whatever the canned AI says they're supposed to be as certain move types are now entirely determined by the user. Let's assume that a player grabs another user in a grapple and hoists them up on their shoulders. This position leaves a wrestler with a number of options -- they can perform a military press, an airplane spin (controlled with the analog stick), or go ahead and slam the guy outside of the ring (that's right, it's no longer a special move). There will be multiple grapple moves per character too, so it won't always be the same options for every character.

Another nice feature is that movesets are no longer based on the same arbitrarily-assigned types that the last game had. Now, a wrestler's class determines what kind of moves will be available to them in the ring. Divas, luchadors, power wrestlers each have their own types of wrestling abilities that can't be performed by other classes... so don't expect to see The Big Show pull off turnbuckle hurricanranas or Stacy Keibler powerslam some fat dude into the steel steps.

Speaking of the steel steps, they lead us into the second major feature that THQ wants to focus on, and that's the environmental hotspots. There are more than 20 different interactive areas in all (though the E3 build is still limited in what works), and it will include everything from the ring ropes, cage wall, and ring post, to both announcer tables, ladders and more. As an example, players can now pick up an opponent with the new user-controlled mechanic and drop them on a rope groin first (no kids for them) and then grab onto the ropes and move them up and down for additional damage. The good news for hapless opponents is that this affects the stamina of your character just like anything else does so it can't be abused, and any hotspot move is completely reversible. We've also been told that ladder matches will feature some rather spectacular new improvements (you can lay ladders across one another and can also run across one Shelton Benjamin style).

Perhaps the most talked-about new feature so far, though, is the third big feature -- the crowd interaction. As hinted in the target render teaser we ran last week, players can grab weapons, items, and even signs from the audience when fighting outside the ring. Subtle touches have been incorporated into the obvious too -- giving gamers the choice to rip up a sign if they're a heel, or to hold it up and shake it like a spaz if they're a face. Some animations will even allow wrestlers to pat fans on the back after a sign grab, and if they want to put some extra hurt on their opponent, they can pick up umbrellas, crutches, bottles, and other cool goodies to dish out the pain.

The bad news for most of you (it was for me), is that crowd interaction doesn't spill over into the audience as we hoped it would. While users can definitely duke it out in certain designated areas, they can't keep moving through a swarm of show-goers like they do on TV. Even so, there are some cool little options available to players while in crowd interaction mode, such as specific interactive hotspots like tables and giant speaker sets (the same one that Angle moonsaults off of in the trailer). As an added bonus, certain special finishing moves can be performed in particular situations.

The fourth and final new feature on THQ's to do list is the brand new chain reversal system. Reversals are no longer limited to a couple of transitions either -- now reversals can be infinite if users are astute enough at countering an opponent. A lot of the grapple animations were still be worked on when I played the game, however, and I wasn't very good at countering either... so I didn't get to experiment with it much.

Now for those of you who have been following our WWE coverage over the last couple of years, you may be wondering how the guy that writes about all the previous SmackDown's didn't do so well at the countering... and no, it isn't because I suck. The difficulty is the result of the brand new analog grappling system that brings a definite learning curve with it. In theory, it works similarly to the old digital system that was used in the earlier games, but for special maneuvers like the 360-degree turns mentioned earlier, the only way you can pull them off is by moving the stick in a 360-degree rotation. The same sort of technique holds true for slamming an opponent into something too; bang an opponent into the steps, and you'll have to move the stick up and down just like the animation on the screen.

The good news for veterans is that SmackDown still retails several of its old-school conventions. Strong Irish whips, regular Irish whips, grapple types, and all that other good stuff still works in the same way it always did with the same exact buttons. The same can't be said for the graphics, though, as they benefit from a number of new improvements including an all-new sweat system (think Fight Night), more realistic blood, and a fully 3D crowd with more than 1000 polygonal crowd members. Other new improvements include a streamlined interface (its less cluttered by far and can be turned off), better fatigue and pain animations when a wrestler is hurt, and more than 20 different facial reactions dependant on the situation.

So what's wrong with it (there always has to be something doesn't there?). Up to this point, the game is still pretty early so it's hard to tell what a major problem is and what isn't until we get closer to the release. But evaluating it as is, the game is definitely a little on the slow side (the walking animations look a little rehashed too). On a personal level, I did find it a little disappointing that more wasn't shown on how SmackDown is taking advantage of the next generation, but I have to be fair and mention once again that this the earliest a build in the franchise has ever been shown -- so there's still a long way to go before making judgments.

Luckily, THQ is giving us the chance to follow that progress with a number of cool articles planned in the future (it's almost that time of year again). To hold you over while you wait, we've included the official E3 screens on our media page below, as well as the first-ever direct feed videos taken from an early build of the next-generation version. Enjoy!
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Old 05-10-2006, 01:39 PM   #366
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Ya beat me to posting it.

Sounds good.

ALso, I'm hoping for better table collision, IE, you can do the awesome bomb over the rope THROUGH a table.

That would be slick.

Also, if you didn't notice, check out the lighting effects on Mysterio's clothes. Nicely done.
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Old 05-10-2006, 01:41 PM   #367
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Sick
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Old 05-10-2006, 01:46 PM   #368
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Tabbed your post to read later. Looks good but I'm feeling a little ADD right now.
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Old 05-10-2006, 01:56 PM   #369
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Shit, go watch the video's now. I just cannot explain how good they are, even though the game is in a super-uber early build.

HIGHLIGHTS:

- Angle picks up Cena in the Razor Edge position on one side of the ring and walks across the ring and dumps him outside!

- Cena rams Angle's head into the steel steps six times, each with a slightly different annimation to it.

- The sweat on the wrestlers looks stupidly real. You can almost smell it.

- Angle kills himself by doing a moonsault off some platform onto Cena, who is on a table.

- Triple H has his goofy moustache

- Triple H almost takes Rey's head off with a shot with a crutch
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Old 05-10-2006, 02:50 PM   #370
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I'm questioning the choice to limit one's moves by their weight class. I can understand the logic behind it, but there are wrestlers who aren't cruiserweights and they can still pull off twisting suicide dives. I should reserve judgement until I can see the final product though.
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Old 05-10-2006, 03:02 PM   #371
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And cruiserweights sometimes press-slam each other.
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Old 05-10-2006, 03:15 PM   #372
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Quote:
Originally Posted by Disturbed316
IGN has the hands on stuff up. They got several video's up also:

http://uk.ps3.ign.com/articles/706/706929p1.html

E3 2006: SmackDown vs. Raw 2007 Hands-on
How is it different and how is it the same? Click here and find out!
by Jeremy Dunham

May 10, 2006 - For the first time in a long time, THQ has made the next iteration of its popular wrestling franchise available for play at E3 (behind closed doors, where a legion of eager grappling fans won't overwhelm the booth). This is an important year for the franchise too, as it marks the first time in the series' history that the game will arrive on multiple platforms, and it's also the first time that it will release on multiple generations at the same time. These developments have been big news in the "wrestling gamer" community, and knowing that a vast majority of them patron IGN for their news, THQ allowed us to come in early and check out the next-generation E3 version of SmackDown vs. Raw 2007 before anyone else.

There are four major features that THQ and Yuke's Media Creations want to drive home for WWE SmackDown vs. Raw 2007. The first is the need for user-controlled grappling moves. Animations are no longer limited to whatever the canned AI says they're supposed to be as certain move types are now entirely determined by the user. Let's assume that a player grabs another user in a grapple and hoists them up on their shoulders. This position leaves a wrestler with a number of options -- they can perform a military press, an airplane spin (controlled with the analog stick), or go ahead and slam the guy outside of the ring (that's right, it's no longer a special move). There will be multiple grapple moves per character too, so it won't always be the same options for every character.

Another nice feature is that movesets are no longer based on the same arbitrarily-assigned types that the last game had. Now, a wrestler's class determines what kind of moves will be available to them in the ring. Divas, luchadors, power wrestlers each have their own types of wrestling abilities that can't be performed by other classes... so don't expect to see The Big Show pull off turnbuckle hurricanranas or Stacy Keibler powerslam some fat dude into the steel steps.

Speaking of the steel steps, they lead us into the second major feature that THQ wants to focus on, and that's the environmental hotspots. There are more than 20 different interactive areas in all (though the E3 build is still limited in what works), and it will include everything from the ring ropes, cage wall, and ring post, to both announcer tables, ladders and more. As an example, players can now pick up an opponent with the new user-controlled mechanic and drop them on a rope groin first (no kids for them) and then grab onto the ropes and move them up and down for additional damage. The good news for hapless opponents is that this affects the stamina of your character just like anything else does so it can't be abused, and any hotspot move is completely reversible. We've also been told that ladder matches will feature some rather spectacular new improvements (you can lay ladders across one another and can also run across one Shelton Benjamin style).

Perhaps the most talked-about new feature so far, though, is the third big feature -- the crowd interaction. As hinted in the target render teaser we ran last week, players can grab weapons, items, and even signs from the audience when fighting outside the ring. Subtle touches have been incorporated into the obvious too -- giving gamers the choice to rip up a sign if they're a heel, or to hold it up and shake it like a spaz if they're a face. Some animations will even allow wrestlers to pat fans on the back after a sign grab, and if they want to put some extra hurt on their opponent, they can pick up umbrellas, crutches, bottles, and other cool goodies to dish out the pain.

The bad news for most of you (it was for me), is that crowd interaction doesn't spill over into the audience as we hoped it would. While users can definitely duke it out in certain designated areas, they can't keep moving through a swarm of show-goers like they do on TV. Even so, there are some cool little options available to players while in crowd interaction mode, such as specific interactive hotspots like tables and giant speaker sets (the same one that Angle moonsaults off of in the trailer). As an added bonus, certain special finishing moves can be performed in particular situations.

The fourth and final new feature on THQ's to do list is the brand new chain reversal system. Reversals are no longer limited to a couple of transitions either -- now reversals can be infinite if users are astute enough at countering an opponent. A lot of the grapple animations were still be worked on when I played the game, however, and I wasn't very good at countering either... so I didn't get to experiment with it much.

Now for those of you who have been following our WWE coverage over the last couple of years, you may be wondering how the guy that writes about all the previous SmackDown's didn't do so well at the countering... and no, it isn't because I suck. The difficulty is the result of the brand new analog grappling system that brings a definite learning curve with it. In theory, it works similarly to the old digital system that was used in the earlier games, but for special maneuvers like the 360-degree turns mentioned earlier, the only way you can pull them off is by moving the stick in a 360-degree rotation. The same sort of technique holds true for slamming an opponent into something too; bang an opponent into the steps, and you'll have to move the stick up and down just like the animation on the screen.

The good news for veterans is that SmackDown still retails several of its old-school conventions. Strong Irish whips, regular Irish whips, grapple types, and all that other good stuff still works in the same way it always did with the same exact buttons. The same can't be said for the graphics, though, as they benefit from a number of new improvements including an all-new sweat system (think Fight Night), more realistic blood, and a fully 3D crowd with more than 1000 polygonal crowd members. Other new improvements include a streamlined interface (its less cluttered by far and can be turned off), better fatigue and pain animations when a wrestler is hurt, and more than 20 different facial reactions dependant on the situation.

So what's wrong with it (there always has to be something doesn't there?). Up to this point, the game is still pretty early so it's hard to tell what a major problem is and what isn't until we get closer to the release. But evaluating it as is, the game is definitely a little on the slow side (the walking animations look a little rehashed too). On a personal level, I did find it a little disappointing that more wasn't shown on how SmackDown is taking advantage of the next generation, but I have to be fair and mention once again that this the earliest a build in the franchise has ever been shown -- so there's still a long way to go before making judgments.

Luckily, THQ is giving us the chance to follow that progress with a number of cool articles planned in the future (it's almost that time of year again). To hold you over while you wait, we've included the official E3 screens on our media page below, as well as the first-ever direct feed videos taken from an early build of the next-generation version. Enjoy!
Sounds hot. Can't wait to see some more detailed versions released.
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Old 05-10-2006, 03:18 PM   #373
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Quote:
Originally Posted by The Fugitive
I'm questioning the choice to limit one's moves by their weight class. I can understand the logic behind it, but there are wrestlers who aren't cruiserweights and they can still pull off twisting suicide dives. I should reserve judgement until I can see the final product though.
Meh. We don't know how many moves are being limited, really.

I just wish they'd have a better weight system instead, so when you fight someone who is bigger than you, you can use different moves (Instead of trying to power lift like a fucking moron).

I mean, a lot of wrestlers have a broad set of moves, and then use a completely different broad set of moves when it comes to someone much larger. Granted, a lot don't.
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Old 05-11-2006, 02:31 AM   #374
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I'm Loving this game so far. It deffinitely deserves a and a
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Old 05-11-2006, 04:51 PM   #375
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What, no ?
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Old 05-11-2006, 05:20 PM   #376
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Fine.
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Old 05-11-2006, 05:29 PM   #377
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ye the trailers are well good
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Old 05-11-2006, 10:22 PM   #378
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but remember SvR 06 looked great too.
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Old 05-11-2006, 10:46 PM   #379
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And it wound up being the best wrestling game since No Mercy.
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Old 05-11-2006, 11:19 PM   #380
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to some, however the only thing I played on it was online if it wasn't for that I'd view it as an INCOMPLETE piece of crap. However online is so polluted now I don't play it anymore.

Smackdown has the tendency to remove stuff from previous games that people loved for no reason (it appears to me).
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Old 05-12-2006, 02:05 AM   #381
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Yeah I agree, they removed the incrowd fighting that was a cool feature.
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Old 05-12-2006, 02:12 AM   #382
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Hopefully this will be a PS3 launch title.
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Old 05-12-2006, 02:25 AM   #383
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The old crowd fighting was pointless. They tried, and that was nice, but there just wasn't a reason to go into the crowd at all.

I don't like the way they are approaching this crowd fighting either. I'm hoping once they go to producing games for the next generation (I'd be shocked if this game took huge advantages from the next gen systems) that they will make the whole arena an actual object. Make it so you can climb over the rail, walk up the steps, and then enter the backstage area from there. Give it all interactivity like being able to roll your opponent down the stairs and stuff. I really don't care to throw my opponent into some speakers and have him electrocuted. Now if I could rig up a car battery with Shane McMahon tied to the ringpost...then we'd be talking.

Other then that I'm optimistic about this. They just seem to be getting better with each game, even if it's not always leaps.
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Old 05-12-2006, 04:19 AM   #384
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OMG
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Old 05-12-2006, 04:21 AM   #385
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I'm just happy that missing a high risk manuever actually has a consequence. It is a HIGH RISK move after all....
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Old 05-12-2006, 12:31 PM   #386
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Quote:
Originally Posted by Jaded-Dragon
I'm just happy that missing a high risk manuever actually has a consequence. It is a HIGH RISK move after all....
I didn't watch the videos yet, but is there a mini-game when somebody misses a high-risk move? Because if not, there REALLY should be.
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Old 05-12-2006, 04:48 PM   #387
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Quote:
Originally Posted by TerranRich
I didn't watch the videos yet, but is there a mini-game when somebody misses a high-risk move? Because if not, there REALLY should be.
In fact, every high-risk move should be a mini-game. I can see it now. We can have A or B type aerial moves, some of which require you to mash buttons, some which require you to line up crosshairs like NBA Live, and even some which require you to input the correct series of buttons, lest RVD spend too much time taunting.

Speaking of which, climbing the turnbuckle shouldbe a mini-game, because we need to simulat the Ric Flair "can't get it up" experience.
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Old 05-12-2006, 05:12 PM   #388
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Missing a "high-risk" move should give you the same type of damage you would've inflicted on your target. Plan and simple videogame logic for a wrestling game.

The feeling of pinning you after you missed a splash and getting a 3-count is a sexy way to end a title bout. Or maybe that's me being a dick.

Speaking of which:

I hope the Heel/Face system gets expanded this year. I liked how it work in concept, but after playing for a good while I noticed it pays to be a heel. The heels have no real risk to go with their actions (which should obviously be DQ elimination). If you wanna be a face you have counter everything, jump around like Y2J circa 2001, and taunt during a match like your opponant's gonna let you do it. In the meantime, all the elements that could really get you DQ'd are shared amongst the face and the heel, which just doesn't work fairly.

The special-SPECIAL attack a heel gets to do is usually a nut-punch in plain view of the reff... C'mon now...

And I don't like how perceptive the reff is at times. He's as strict as an AI reff should be; problem is real WWE reffs aren't nearly as reactive. An invisible cone of view should be added to the reffs AI (=Metal Gear baddies). I know this is far and away thinking but still.
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Old 05-12-2006, 05:24 PM   #389
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High risk moves should only work like that if they make it harder for the AI to just roll out of the way.

The ref should only call things that he can "see." I agree.
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Old 05-12-2006, 06:10 PM   #390
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They should make refs super fast so incase a fan brings a gun to the arena he can disarm him quickly before someone gets hurt.
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Old 05-12-2006, 06:13 PM   #391
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BTW I ALSO SHUT LPD UP IN OUR ARGUEMENT!

BOOO YA! (caps made me feel more of a man)
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Old 05-12-2006, 06:18 PM   #392
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Quote:
Originally Posted by TerranRich
I didn't watch the videos yet, but is there a mini-game when somebody misses a high-risk move? Because if not, there REALLY should be.

I didn't see a mini game, but it appears that when you miss a high flying move you actually take some damage and stay down for a little longer than .07 seconds.
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Old 05-12-2006, 10:51 PM   #393
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Quote:
Originally Posted by IGN.com
Another nice feature is that movesets are no longer based on the same arbitrarily-assigned types that the last game had. Now, a wrestler's class determines what kind of moves will be available to them in the ring. Divas, luchadors, power wrestlers each have their own types of wrestling abilities that can't be performed by other classes... so don't expect to see The Big Show pull off turnbuckle hurricanranas or Stacy Keibler powerslam some fat dude into the steel steps.
I already see a part of this game that'll end up getting Gamesharked.
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Old 05-12-2006, 11:10 PM   #394
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Haven't they been saying something similar to that for the last 3 games or more?
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Old 05-12-2006, 11:46 PM   #395
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Yeah I think so, But THQ mean it this time.
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Old 05-13-2006, 01:36 PM   #396
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If anyone cares, Nitro (the wrestler) is confirmed for the game. SO I'm gussing Mercury will be to.

If you won't believe me, go to IGN and read the interview with RVD. In one of the pictures he's playing against Nitro, which each person using themself, and you can see ito n the screen.
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Old 05-13-2006, 01:45 PM   #397
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No he's not. That is just a CAW for Smackdown vs Raw 2006.

I'm sure they both will be, but they are no confirmed.
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Old 05-13-2006, 03:50 PM   #398
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sigh, I'm not even interested in this game. I think i'm burned out when it comes to wrestling games.... after buying

Wrestlemania 18
Wrestlemania 19
Day Of Reckoning
Day of Reckoning 2
Here comes the Pain
Smackdown vs Raw
Smackdown vs Raw 2006

My video game collection is turning into a wrestling game connection.

I think this is where I stop
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Old 05-13-2006, 05:17 PM   #399
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So its only on 360 and ps3?
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Old 05-13-2006, 05:42 PM   #400
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PS2, PS3, and 360.
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