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Old 08-07-2004, 06:24 AM   #361
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Hmmm, I wonder what pre-made CAWs will be in the game this year. I mean, last year we had half assed versions of Funaki and Tommy Dreamer, and we also had The Banana Man. I suppose we should keep our eyes open for The Electric Heater CAW this year, or even a Pepsi can.
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Old 08-07-2004, 04:53 PM   #362
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http://www.gamespot.com/ps2/action/w...w_6104236.html

Preview on Smackdown vs Raw from Gamespot
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Old 08-07-2004, 04:55 PM   #363
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For lazy folk:

Taken from http://www.gamespot.com/ps2/action/w...w_6104236.html

THQ's SmackDown! franchise has always been the company's biggest seller, at least where WWE games are concerned. This year's edition marks a change in direction for the series, starting with a new name: WWE SmackDown! vs. Raw. Of course, the title isn't the only thing that's changed, so we spoke with associate producer Cory Ledesma to find out about such topics as the game's new wrestling mechanics and gameplay modes, and we even posed the big question: Will the game make it online? Read on to see what we discovered.

GameSpot: Though last year's SmackDown! title was easily the most polished product in the series, some have said it was a bit too similar in design to the previous year's game. Will we see a more substantial leap forward for SmackDown! this year?

Cory Ledesma: Consumers will definitely see and feel a substantial leap forward, in every area of the game, over last year's product. Every mode in the game has been improved upon, and a couple of new modes have been added as well, such as create-a-pay-per-view, create-a-championship, and challenge mode.

As far as gameplay goes, we pride ourselves on continuing to add new strategic elements, features, and mechanics to deliver the best and most realistic wrestling-gaming experience money can buy. We strongly feel that fans will be pleasantly surprised with the improvements we have made.

GS: Here Comes The Pain introduced an excellent new grappling system to the series, as well as a new submission system. Have any changes been made to either of these areas? What about additional upgrades to the basic gameplay system?

CL: As a matter of fact, the grappling and submission systems have both been improved upon over last year's game. With the grappling system, we have added some "risk vs. reward" elements to the system. The four grappling types will still be in the game (powerful, submission, signature, and quick), but they are broken down into two groups now: high-damage/high-risk grapples (powerful and submission) and low-damage/low-risk grapples (quick and signature). So now, powerful and submission moves will cause a lot of damage, but they will be harder to execute, because the grapple reach for these grapple types will be slowed down.

Your opponent will now have a greater chance in countering these moves, because he can see the grapple reach coming sooner, and he will have a longer "window of opportunity" to counter it. The opposite goes for the quick and signature grapples. The moves in these categories will cause less damage, but the grapple reaches will be much quicker. This will enable the user to execute grapples in a faster manner, and it will make them harder to counter. This balances out the grapple types and adds a strategic element to the grappling system that has not been seen in previous SmackDown! products.

Another improvement to the grappling system is the addition of a new grappling ██████████ the sitting position. Players will now be able to place an opponent who is lying on the mat into a sitting position so that they can then execute moves while their opponents are in this posture. Certain moves will also cause opponents to be automatically placed into this new position. This game addition gives the grappling system a new look and gives the user a variety of new moves.

In the submission system, we now have two different submission-meter mechanics. One is the same tug-of-war mechanic from last year, which is used only for moves in which the opponent is able to climb to the ropes in hopes of earning a rope break. The other submission meter is a new timing-based mechanic that's used for submission moves that do not involve the user crawling to the ropes, such as the bear hug. In this new mechanic, the user must lock a moving target--who is traveling side to side in the meter--into the "submission break" section of the meter to escape the submission. The user will also have a riskier option of trying to lock the target into a smaller "reverse submission" section of the meter that will allow the opponent to not only break the submission but also apply the submission right back to his opponent. The superstar's submission attribute rating will have an affect on both of the submission meters.

Another improvement to the basic gameplay system is a ramp up in power to the weapon attacks. Weapons will no longer feel like plastic toys that are being swung around in the ring. Weapons will cause a tremendous amount of damage, and they will also have a limited life span. They'll also be heavier and slower to swing.

GS: What can you tell us about these new gameplay elements, like the chop battle and the start-of-match stuff? Also, what's this "diva spanking" thing all about?

CL: We wanted to include the start-of-match minigames for a number of reasons. One of the big reasons was that we felt that the single matches in last year's SmackDown! game didn't feel like how real wrestling matches would start. Normally in the WWE, before a match starts, you always see the wrestlers mouthing off to each other, talking smack. Sometimes they'll get into a shoving contest or take a cheap shot at each other. We really wanted to add that drama and spectacle before the match to let the users begin their own little trash talking before each match starts. Another big reason we wanted to add these minigames is to give the opportunity for one player to get the first advantage in the match. In the start-of-match minigames, if a player wins it, he or she will now have an immediate advantage in the match, because his or her opponent will either be vulnerable or knocked down.

The chop battle mechanic was designed to re-create the classic back-and-forth chop battles seen on WWE programming. This is where one wrestler will use the back of his hand and forearm to deliver a mean slap to his opponent's chest. In the game, this will be a meter-based mechanic that will measure the strength and accuracy of your chop to the opponent. Whichever superstar wins a best-of-three battle will win the chop battle and will deliver a devastating chop that will knock his or her opponent to the mat.

Who doesn't want to spank a diva? Last year we added the bra and panties match, which really got fans excited. This year we wanted to continue to add some hot diva action, so we added a diva-spanking mechanic. This new mechanic will give users the opportunity to spank a diva into submission during a bra and panties match.
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Old 08-07-2004, 04:56 PM   #364
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GS: Have any new match types made their ways into SmackDown! vs. Raw? What about mechanical changes to the existing match types?

CL: This year we've added a "parking lot brawl" match type. This is a hardcore match that will start off with two superstars in the middle of a parking lot that's surrounded by cars and trucks. All of the vehicles will be interactive, and your goal will be to knock out your opponent by any means necessary. This can include slamming opponents into windshields, doors, car hoods, etc.

We've also made a significant improvement to our royal rumble match type this year. It will now be much more challenging to throw opponents over the top rope and out of the ring. The match type will use a new meter system that will re-create the classic royal rumble struggle of forcing superstars over the top rope while fighting to hold on for dear life. This new system will also allow multiple superstars to gang up on one superstar by having two users join the meter struggle to force the opposing superstar out even faster.

GS: We understand that you've made some changes to heighten the more-personality-based aspects of the wrestlers, such as the differences between good guys and heels. What are they?

CL: We strongly feel that for our game to really represent the WWE, we need to incorporate the "good guy/bad guy" aspect of wrestling. We want players to be able to choose whether they want to fight like a dirty, cheap superstar or a clean-cut, crowd-pleasing fan favorite. So now, users will be able to choose which match tactic they want to use (dirty or clean) after they select their superstar. Then, when in a match, they can fill up their match-tactics meter by playing like a dirty superstar or a clean superstar. There are a list of tactics that each superstar can perform to build up either his dirty or clean match-tactics meter.

For example, dirty superstars will be able to argue with the referee after two counts. They'll also be able to hold onto submissions even after a referee calls for the rope break. Furthermore, they can remove turnbuckle pads and knock out the referee to build up their match-tactics meter. Clean superstars will have to please the crowd by taunting their opponents, performing their signature moves, and performing high-fly and high-risk maneuvers. Once the superstar has filled his meter up, he will then be able to execute his special match-tactics ability. The special match-tactics ability for the dirty superstar comes in the form of a devastating low blow that will completely incapacitate his opponent and give him the chance for a cheap win.

For the clean superstar, he will become completely invincible. He will be able to perform any attack without being countered, and he will also counter any attack someone attempts on him. Additionally, he'll be able to perform double damage on his finishing move. With this new gameplay addition, there comes a whole new strategy to the game and the ability to play like the real WWE Superstars' personas.

GS: What can you tell us about some of the new gameplay modes you're implementing this year, such as create-a-belt and create-a-PPV?

CL: The create-a-pay-per-view mode is something the fans have been asking us to bring back since SmackDown! 2. This mode lets users create their own PPV card so that they can then compete in all of the matches with their friends. Users will be able to customize many aspects of their PPVs, such as the card length, PPV name, which venue it will be held at, which commentators will participate, which brand will be represented, etc. The C-A-PPV will also be a forum for users to hold title shots by using the create-a-championship feature. The create-a-championship mode lets users create their own championship titles using hundreds of parts and customization options.

GS: The story mode has always been one of the most important aspects of wrestling games as a whole. What changes or additions have you made to SmackDown! vs. Raw's story mode?

CL: By far the biggest change to the season mode this year is the addition of superstar voice-over. Players will now feel completely immersed in the experience and will be able to hear their favorite superstars talking trash directly to them. Season mode will also contain all new storylines (never seen in previous wrestling games), heel-and-face story branching, and the ability to capture all the championship titles on the Raw and SmackDown! brands.

GS: How about the wrestler dialogue? Any word on which WWE superstars we should be expecting to hear in the game?

CL: We have recorded voice-over for every WWE Superstar on our roster (with the exception of our legends). Consumers will even get a chance to hear the all-powerful Vincent Kennedy McMahon in the game.

GS: Let's not beat around the bush any longer. Is SmackDown! vs. Raw going to be online? We know Yuke's recently put out Online Pro Wrestling in Japan, and an online ability here is definitely one of the things that wrestling game fans have been dying to see.

CL: No comment.

GS: Fair enough. Thanks for your time, Cory.

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

Hmmmmm very interesting
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Old 08-07-2004, 05:09 PM   #365
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That heel/babyface system is the shit.
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Old 08-07-2004, 05:10 PM   #366
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Yeah...i so hope this game is gonna be online, it would rock if we could have a TPWW Royal Rumble online.
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Old 08-07-2004, 05:14 PM   #367
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I'm like never coming out of my house if this goes online.
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Old 08-07-2004, 05:25 PM   #368
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Yeah, if this thing is online. I would run down to PC World or some place like it, buy everything I need to get online, and never leave my room.
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Old 08-07-2004, 11:26 PM   #369
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This game is going to make me poo my pants.
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Old 08-08-2004, 12:05 AM   #370
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Quote:
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This game is going to make me poo my pants.
Dude, don't tell us your toilet problems, keep those to yourself and possibly your psychiatrist.
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Old 08-08-2004, 03:10 AM   #371
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Quote:
For the clean superstar, he will become completely invincible. He will be able to perform any attack without being countered, and he will also counter any attack someone attempts on him. Additionally, he'll be able to perform double damage on his finishing move.
Am I the only one who finds this kinda unfair. I mean, the heel gets a low blow. The face becomes a walking Triple H. Real fair..
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Old 08-08-2004, 03:29 AM   #372
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it is pretty cool they will go all rocky on them
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Old 08-08-2004, 02:07 PM   #373
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You could actually do a Hogan. Get beating the crap out of, flick the button to do you Face move, Hulk up, 3 punches, big boot, leg drop. 1-2-3.
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Old 08-08-2004, 02:21 PM   #374
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Quote:
Originally Posted by Fryza


Am I the only one who finds this kinda unfair. I mean, the heel gets a low blow. The face becomes a walking Triple H. Real fair..
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Old 08-08-2004, 02:23 PM   #375
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I can imagine a face Triple H in this game...

KICK!

WHAM!

PEDIGREE!

Match over.
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Old 08-08-2004, 03:22 PM   #376
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I'll only buy it if it goes online.
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Old 08-08-2004, 03:23 PM   #377
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Quote:
Originally Posted by KingofOldSchool
I can imagine a face Triple H in this game...

KICK!

WHAM!

PEDIGREE!

Match over.
Hell, he does that to me in every game.. Just the way you put it makes me think of Hurricane..
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Old 08-08-2004, 03:49 PM   #378
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So what are the big features in this game?
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Old 08-08-2004, 03:49 PM   #379
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Quote:
Originally Posted by Fryza


Am I the only one who finds this kinda unfair. I mean, the heel gets a low blow. The face becomes a walking Triple H. Real fair..
Kinda depends how powerful it is and how easy it is to fill up ther bar and how long the invincible thing lasts. You can always do it the old No Mercy way and run out of the ring while the other guys invincible.

Either way, there will probably be an option to turn them off if you don't like it.
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Old 08-08-2004, 04:04 PM   #380
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Quote:
Originally Posted by KingofOldSchool
I can imagine a face Triple H in this game...

KICK!

WHAM!

PEDIGREE!

Match over.
...As a face?
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Old 08-08-2004, 07:16 PM   #381
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Originally Posted by Loose Cannon
That heel/babyface system is the shit.
Absolutely. That's cool.

Of course, this will bring "Hogan" levels of annoyance fighting a souped-up face... but I love how the heel gets to be dirty...and rewarded for it.
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Old 08-09-2004, 09:23 AM   #382
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posted by Makaze-IGN on IGN's forums, about tonights info

So just what do we have in store for you? Could it be the long sought-after first videos? A more detailed explanation of the face and heel meter? Could it be a better explanation of create-a-belt and create-a-ppv? How about these changes to the weight detection system we've been hearing about? Or the improved graphics, the roster, or perhaps things we haven't even been told about yet?
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Old 08-09-2004, 06:07 PM   #383
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One quick note about tonight:

Nowhere in any post or article did I say that I had a "Huge Surprise" for anyone with tonight's forthcoming update. I said that I had a huge article coming with lots of great stuff in it. It seems that fan anticipation has twisted that statement into it somehow being a "big surprise".

But I reiterate, the only real "surprise" is that I haven't told you what the article would have in yet, but never did I promise that Monday's update would contain some "Huge surprise"

That said, tonight's article is going to be very big, and should be very satisfying for those of you that have been following the game's progress.

Thanks.

From same place, same person.
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Old 08-09-2004, 07:57 PM   #384
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The face/heel system looks pretty nice...I just hope that in the game you'll have the option to make both wrestlers in a match either a heel or face, instead of every match having to be black and white, heel vs. face.
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Old 08-09-2004, 08:04 PM   #385
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Quote:
Originally Posted by Head
The face/heel system looks pretty nice...I just hope that in the game you'll have the option to make both wrestlers in a match either a heel or face, instead of every match having to be black and white, heel vs. face.
From the screens I've seen, it seems that one doesn't have to be face, and the other heel. So faces/faces and heels/heels can happen.
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Old 08-09-2004, 08:10 PM   #386
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I'm pretty sure that you are allowed to have face vs face and heel vs heel, they do that on TV sometimes.
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Old 08-09-2004, 08:48 PM   #387
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I'd gladly step up to be Video Games Forum Mod
I would gladly vote for you during any electoral type of thing.
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Old 08-09-2004, 08:57 PM   #388
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I'd love to be mod of the videogames forum.
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Old 08-09-2004, 09:30 PM   #389
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so would I
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Old 08-09-2004, 09:31 PM   #390
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Oh God, I want that so badly.
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Old 08-09-2004, 10:20 PM   #391
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here are the info beginning with pics, then info than finally vids













The team at Yuke's Media Creations and THQ are coming off a banner year in 2003 as their collaborative effort on Here Comes the Pain was considered one of the best wrestling games yet made. A huge leap forward for the SmackDown! franchise and wrestling genre in general, the well-received title introduced a myriad of new features that the series had never seen before. From the introduction of the legends roster to the inclusion of the Bra and Panties match, the sheer number of extras last year was huge. Submission meters, more accurate character attributes, a weight detection system, and the Elimination Chamber were yet additional motives towards making Here Comes the Pain so popular with its fans. And yet, there was still one big looming question: "How was THQ going to top it?"

Of course, for those of us that have been playing all the previous SmackDown! titles, the answer to that question was a rather easy one. As it seems that no matter how many refinements or changes are given to the WWE product each year, there's always a laundry list of features that players want continuously included. It's almost become a common acceptance, in fact, that the diehard crowd never gets everything they want -- as it seems that the more developers add to their wrestling titles, the more it reminds the public of how much extra they need.

With that in mind, THQ has put an awful lot of effort into making as many improvements as possible for its 2004 installment, WWE SmackDown! vs. RAW. Boasting everything from the long awaited create-a-belt and PPV options to a more realistic presentation of faces and heels, the game seems to be as big an improvement as Here Comes the Pain was over Shut Your Mouth. But where Here Comes the Pain was all about making major gameplay alterations over the titles from years past, SmackDown! vs. RAW is about improving on the presentation and replayability.

To find out how extensive these changes were for ourselves, we managed to secure some exclusive hands-on time with an extremely early build of the game over the weekend. This version of the disc was so early, in fact, that the majority of the wrestlers on the roster didn't even have their music or TitanTron videos yet. Even so, we were privy to a slightly expanded look at the roster that reveals the presence of a couple of folks we didn't know about -- namely Hardcore Holly, Victoria, Sable, Molly Holly, and the regular Undertaker. But as we had theorized in an earlier article, Rikishi has been completely removed from the lineup.

What really caught our attention, though, was the addition of a series of unplayable superstars that were available on the roster but were marked as "Non-Playable". Whether or not this means they'll remain unplayable or have to be unlocked in some other manner we honestly don't know; but the prospect of playing as some of these guys is definitely enticing. So which personalities are we referring to? Well that would be Eric Bischoff, Paul Heyman, Michael Cole, Earl Hebner, Jerry Lawler, Jim Ross, Vince McMahon, The Coach, Mike Chioda, and Tazz. Sadly, legends had not been implemented in this version yet, so we couldn't check them out.

After viewing out the roster, one of the first new features we wanted to see was the all-new match type, the Parking Lot Brawl. Still somewhat in the fine-tuning stages, this match works almost exactly like the old hardcore matches did -- except for the environment in which it takes place. Modeled after the classic John Cena/Eddie Guerrero U.S. title match from earlier in year, the mode is deceptively more entertaining than it sounds. As rather than just supply players with an abundance of weapons or other random objects to beat their opponent senseless with, it's the environment that's there to hurt them.

Each automobile that surrounds your wrestler has a distinctive deformable action too. Should you throw an opponent towards the limousine, for example, you can either slam their face into various parts of it or open up the back door and toss them inside. While inside, an unknown ally will literally beat them up for you before throwing them back out the way they came. Other interactive cars, like Eddie's pimped -out hydraulic ride, an open-top convertible, and a big-ass semi truck are just a few of the several objects that you can toy with. Blinding your opponent with headlights, throwing them into and shattering windshields, and using the steering wheel to smash someone's face are all entirely possible. Needless to say, we're a lot more pleased with this mode than we thought we would be.

Next up, we were off to check out pre-existing match types so we could see what kinds of changes had been made to them. Fortunately or unfortunately (depending on how you've felt about them), they're pretty much unchanged, save for a few slight alterations. The Elimination Chamber and Cage Matches, for example, seem to be pretty much the same as they were last year. While the Hell in a Cell option has added a few refinements (re: it's a lot harder to fall from the top of the cell by accident, slightly better floor animations), and the Bra and Panties match has an all-new spanking mechanic. Hardcore matches seem to have been scaled back a bit as well -- as the only section backstage that we could fight in was a long corridor with televisions, catering tables, and boxes. We didn't have the option to change rooms either, and whether or not we'll be able to in future versions is still unknown.

The biggest change to the existing game modes would have to be to the Royal Rumble. Instead of simply going into the ring against five other guys (yep, the maximum wrestler count onscreen at one time is still six) and throwing them out Battle Royal style like we used to, we now have to contend with an all-new ringout meter. Not as big a deal as it sounds, this simple meter is listed below the health meter for your wrestler and as he struggles with getting thrown over the top it lowers. Once the meter has been expended, you'd better try not to get thrown over the rope again -- as you'll likely fall to your doom.

Taking its cue from EA Sports games, THQ has also implemented a special Challenge Mode that's running at all times. If players fulfill certain requirements and meet these challenges while playing, they'll earn bonus money to spend in the shopzone (where you can purchase Legends, additional outfits, movesets, arenas, and load screens). There are 60 different challenges in all and they're spread out across four different difficulty types (15 each). So while just about anyone will be able to meet the amateur-level requirements of winning a single match without using their finisher or defeat an opponent in under three minutes, they might not be so lucky with some of the Superstar challenges (such as performing a successful 5-star splash from the top of a ladder with RVD or defeating The Undertaker in a first blood match in less than four minutes). These types of ongoing challenges really add a lot to the single player experience even when playing exhibition matches and are definitely a step in the right direction.

Speaking of steps in the right direction, Yuke's has also implemented a much more realistic account of the differences between faces and heels. Now whichever alignment you choose, that's definitely up to you (selectable between clean, neutral, and dirty before an exhibition match or dictated by your storyline actions in career mode), but whichever association you select, it can change several dynamics of a bout. Fan reactions, referee reactions, and bonuses for specific moves are all dictated by which way you swing. Using these guidelines, face wrestlers earn bonuses for their alignment meter by performing their signature moves, taunting, or performing submission counters. Once their meter is built all the way to the end it will flash. Once it does this, flicking the right analog stick makes him invulnerable for a short period of time; at which point not only can he not be hurt, but his finishing moves will do a lot more damage as well.

As for the gameplay itself, there are definitely some obvious changes in how things work. Though the pace and speed of the wrestlers seems pretty much identical to the way they were last year, the inclusion of the new meters alters the flow of the match rather effectively. In addition to the dirty and clean meters we touched on earlier, the all-new counter bar finally gives you a fighting chance when caught in specific submission holds. Keep in mind that this reversal bar only seems to appear when caught in specific types of moves (Crossface chickenwings, Buffalo sleepers, triangle holds and the like). Luckily, Yuke's has made it so that forcing your opponent's to submit is harder than it used to be regardless of whether or not you can counter the move. Players are going to have to work a whole lot harder now to get someone to say "I Quit" to one of those bearhugs.

The much publicized stare downs and tests of strength aren't as common as we thought they'd be -- which is good. As instead of forcing each wrestler to participate in such a thing each time a match begins, the chances of it happening are totally random and seem to be tuned to a solid ratio (though the chances of these things happening are made better if there's a current feud between opponents). Chopping matches are initiated in a somewhat different manner, however. Simply trap your opponent in a corner and press up and grapple to get the series going. Once the action begins, players are treated to a golf-like timing meter that has power and timing bars you'll need to tap in order to successfully pull them off. And the reward for doing so is a seriously downed opponent. Once down, you can even sit your foe up in a sitting position by double tapping the circle button -- opening up all-new grappling possibilities.

Other significant changes have been made to SmackDown! vs. RAW as well. Picking up the steel steps and ramming them into an opponent is a lot harder than it used to be, for example; and they actually feel heavier too. Not to mention the fact that you can no longer use the steps indefinitely -- after five or six hits, they'll disappear. Additionally, weapons like championship belts and chairs do more damage than they used to and high-risk maneuvers off the turnbuckles take longer and do more damage after landing. Perhaps the best new balancing choice, though, is the fact that submissions and power grapples are easier to counter and take longer to perform. While quick and signature grapples are performed faster and are harder to counter attack. This new approach makes performing old favorites like the Powerbomb and half-nelson slam a lot more risky -- and helps even the odds for smaller wrestlers when tackling the bigger guys.

Last edited by Dark-Slicer Diago; 08-09-2004 at 11:22 PM.
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Old 08-09-2004, 10:29 PM   #392
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Gameplay tweaks aide, some of the most interesting new features we explored were the new Create-A-PPV and Create-A-Belt options. Located together within the same menu, both of these features (that the developers wanted to include last year but couldn't due to time constraints) offer its users an avenue they had never had before; as not only does it allow them to create their own belts from scratch with money they've earned elsewhere, but it also allows them to defend it. Making a championship title is pretty easy too -- as long as you have the money. Simply go into the proper menu, select what straps, faceplate, centerpiece, and accessories you want to add to it and boom: instant IGN title.

Creating a pay-per-view works much in the same way. After entering the title of whatever it is they want to create, it's off to assemble a kickass lineup of matches. Unlike typical SmackDown pay-per-views, though, these events will be able to house as many as eight matches at once; with every facet of the bout -- from its rules, its contestants, and its placement in the card, all dictated by the user. The create-a-PPV mode is also the only place where players can defend the titles they created earlier; making it an essential stop for gamers looking to prove that they're king of their neighborhood.

As you can probably tell by our multiple pages dedicated to the game already, there's certainly a lot to talk about in WWE SmackDown! vs. RAW and we haven't even talked about everything yet. With additional features, elements, and components that still need to be detailed, the end of our wrestling coverage is far from over. And whether it's keeping you updated on the progress of the online beta test, keeping you abreast of improvements to the latest versions of the game, or letting you know about the evolution of the character voice-overs (which admittedly are still early in our build), we'll make it our mission to be here for you.

To see direct-feed videos and screenshots taken from our early build, click on the link to our media page located below. Be sure and take note, however, that because of the early nature of this version of the game, there's still a long way to go towards improving the visual quality and not all of the features have been implemented yet (re: music during matches, enemy AI, etc). Hope you enjoy the videos, and we'll see you again soon with more.

Triple H vs Shawn Michaels in a Ladder Match

Undertaker invades Wrestlemania XX

Matt Hardy vs Kane

John Cena vs Eddie Guerrero in a Parking Lot Brawl Match

Evolution Arrives

Last edited by Dark-Slicer Diago; 08-09-2004 at 10:48 PM.
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Old 08-10-2004, 12:21 AM   #393
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The Parking Lot Brawl looks good.
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Old 08-10-2004, 01:27 AM   #394
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in that 'Evolution Arrives'

Randy is playing Batistas Moments, HHH is playing Randys Moments and Batisita is playing flair's Moments.
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Old 08-10-2004, 07:48 AM   #395
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OMG Undertaker's enterance
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Old 08-10-2004, 07:56 AM   #396
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BTW guys, there is a video preview in the Insider section of IGN. Downloading it now.
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Old 08-10-2004, 08:24 AM   #397
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Ok, this is what the video preview showed:

- Showed Victoria and Ric Flair's enterance.
- Talks about the chop battles.
- Stare down battle with Jericho vs Christian
- Press L1 to argue with the ref.
- Chuck Palumbo is in
- Weight detection allows you only to lift the weight class above you
- Shows the new features of Royal Rumble
- Shows reversal meter
- Game set up screen where the wrestlers taunt before the match
- Lots of stuff on Create-a-belt
- Shows spanking meter
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Old 08-10-2004, 11:06 AM   #398
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<3
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Old 08-10-2004, 11:14 AM   #399
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BTW guys, there is a video preview in the Insider section of IGN. Downloading it now.
Is there any chance you could send it me?

I would be able to host it for a while if other's wanted it too...
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Old 08-10-2004, 11:19 AM   #400
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Is there any chance you could send it me?

I would be able to host it for a while if other's wanted it too...

Do it...
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