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#601 | |
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RIP SABU
Posts: 35,580
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#602 |
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He's Here
Posts: 60,735
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Just like real life, Cena will probably be last. And just like real life, it will likely disappoint.
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#603 | |
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RIP SABU
Posts: 35,580
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#604 | |
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Tongue my Fartbox
Posts: 5,363
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Hmph, the fire really looks like an afterthought that was bunged in late in development. When someone gets suplexed through a flaming table you'd expect a more painful reaction when they go through, right now its like the animation is the standard break through the table animation
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#605 |
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The Darkness Has Awoken
Posts: 2,619
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![]() Finishers - Sweet Chin Music 1, Sweet Chin Music Pin 2 Fighting Styles - Technical, Showman STR 7 SUB 8 DUR 8 TEC 9.5 SPD 9 CHA 9.5 HRD 8 STA 9 PS3 Shawn Michaels Entrance Shawn Michaels vs MVP Sweet Chin Music Last edited by Dark-Slicer Diago; 09-17-2007 at 10:08 PM. |
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#606 |
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President of Freedonia
Posts: 58,383
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http://ps3.ign.com/articles/820/820578p3.html
YESSSSSSSSSS Custom soundtracks for 360 while PS3 owners get to view first person versions of their entrances |
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#607 |
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The Darkness Has Awoken
Posts: 2,619
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It began with a few seconds buried in a WWE SmackDown! vs. Raw 2008 trailer. In between talk of fighting styles and random clips, Sandman dropped a match on a folding table and the thing burst into flames.
THQ cut to some other action, but the image lingered in the minds of SmackDown fanboys worldwide -- did we just see what we think we saw? Was that for real? Would this be the year flaming tables finally get introduced into the premier professional wrestling game? Yes. Yes it is, but THQ and Yuke's aren't stopping there. This year will also see the inclusion of flaming, barbed wire two-by-fours, more audience interaction than ever and barricade moves that'll make you think twice about what's possible on the black behemoth -- and it's all thanks to ECW. ![]() OH MY GOD! Say what you want about old school ECW -- it was more brawling than wrestling, the talent was never as good as other organizations, some other statement that shows you're a lame ass, etc. -- but after a morning of WWE SmackDown! vs. Raw 2008's ECW Extreme Rules Matches, we can tell you everything that made the organization special has made it into this year's game. As you're about to see below -- we've uploaded lots of video and images for you to peruse -- we went nuts and threw caution to the wind for this feature. Sure, we could've stuck with who has debuted on our daily Countdown, but Rey Mysterio and Batista in an ECW Extreme Rules Match just didn't sound right -- but the Innovator of Violence Tommy Dreamer and new blood Elijah Burke? Now, this is extreme. When the match type was announced, some of the more jaded among the SmackDown brethren rolled their eyes and wondered how this would be any different from a hardcore match. The answer is that this is the embodiment of what it must be like to wrestle in the ECW arena in Philly. Our Dreamer/Burke match started with the ECW icons in the ring and weaponless. There weren't any cheesy items sprawled out in or around the ring -- it looked just like a regular ECW bout. Lucky for us, the match also plays like a normal ECW fight as well. There's no count out and no disqualification, but unlike a hardcore match, pinfalls and submissions can only take place in the ring. Just like in the old days when Paul couldn't afford a Titantron, you can't wander into the backstage labyrinth like you can in a traditional WWE hardcore match -- you have to keep the action in front of the live fans. ![]() Eat your heart out, Double J. Think that sounds weak? It isn't. In fact, the fan interaction is what makes this mode feel like it's torn from the glory days of the Dudleys, Mikey Whipwreck and Francine. As Tommy wailed on Elijah outside the ring and around the barricade, fans would present weapons to the ECW Legend who could either take the tool from the blood-thirsty fanboy and bludgeon Eljiah with it or -- using an environmental grapple -- have the fan hold the object out while Tommy hurled Elijah into it. Guitars, championship belts and even beverages make there way from the front row fans -- sadly, no one's decked out in a neon windbreaker or the long hair/shades combo -- and into the faces of the fallen. At one point Tommy, while performing an Ultimate Control grapple, carried Elijah over to the barricade and we were prompted to press up on the right joystick. When we did, Tommy lifted Burke. When we pressed the stick down, Tommy let the heel go and Elijah's face met the barricade. Later, a fan held out a crutch, Tommy laid Elijah over the barricade and the right joystick commands popped up for us to decide how long we wanted to wait before we jerked the stick down and slammed the rehabilitation tool on Elijah's back. When Burke had been beaten on enough, Tommy rested against the barricade and celebrated with his fans. For those who loved ECW enough to suffer through ECW: Hardcore Revolution and ECW: Anarchy Rulz!, your prayers have been answered. But you didn't come here to read about all that jazz, did you? You want to know about the tables. Well, when a wrestler reaches underneath the ring in an ECW Extreme Rules Match, what he pulls out is no longer left up to chance. Instead, a pinwheel of weapon choices -- a mop, chair, guitar, etc. -- appears in the lower left corner of the screen and allows you to pick your implement of destruction. Even better? You won't be attacked while you decide. Anyway, let's say you pick the table, push it into the ring and set it up. The easy part's done. Now you need to go back to wailing on your opponent to get your special up. Once your momentum meter is flashing, you can walk to the table, hit your finisher button -- triangle on the PS3/PS2 and Y on the 360 -- and your wrestler will pull a match from his boot, strike it on the sole and let the wood go up in flames. Awesome. ![]() Feeling hot, hot, hot. Once it's lit, the table won't go out until someone is thrown through it. Just like the barricade moves, getting your least favorite heel or face to feel the heat isn't that tough. You can scoop him up in an Ultimate Control grapple and toss him through the fire via your favorite suplex, fireman's carry or what have you. Of course, the cooler thing to do is to stack two tables, light the top one on fire and superplex your foe through the flaming monstrosity. The act of setting up tables and pulling off moves might be too much for the lazy pyromaniac, THQ dropped in the flaming barbed wire two-by-four. For this nifty, double damage-inflicting object, you'll need to pull the unlit weapon from beneath the ring and unleash your special in a similar boot-match-woosh scenario. Now, you can wail on your opponent until the board breaks and the fire goes out. A given character's Fighting Style -- powerhouse, technical, high-flyer, brawler, submission, dirty, showman and hardcore -- plays heavily into a match as well. Each character has two styles assigned to them, which can be changed to whatever you like in one of the create modes, but will only have one active in any given match. The style activated provides wrestlers with a number of advantages and specialties. For instance, in the ECW Extreme Rules Match, Tommy had his hardcore fighting style activated. When he was holding the guitar, he had access to a number of weapon grapples a showman or technical superstar wouldn't. When he slammed the instrument into Elijah's midsection and hauled off and nailed him in the face, he was performing a move specific to the hardcore personality. Same thing when Tommy tossed the chair to Elijah and punched it back into Burke's face. ![]() And this one's for Tiny Tim. High-flyers such as Rey and Carlito can perform quick, evasive rolls and a number of springboard attacks; technical superstars such as Shawn Michaels and Mickie James have a beefed up defense; and the list goes on with some of SmackDown's previous features now being tied into a specific style. Remember how anyone could steal someone's finisher in past games? That ability has been made exclusive to showmen. That might sound disappointing, but the benefits that come with the move are pretty impressive. Now, when a player is pulling off a stolen finisher, the action will freeze, the arena will darken, and as the camera spins around the move, flashbulbs will erupt. It's not a move for the humble mat technician to crank out. The ECW Extreme Rules Match isn't the only mode making waves on this year's game. For a ref to begin his ten count in a Last Man Standing match, you'll have to hit your finisher; although the official Title Match option is missing from the list of game modes, that's only because you can now defend a belt or challenge for a title with the click of the start button as you select your superstar; and in Ironman Matches -- of which there are only 10-, 15- and 20-minute lengths -- a wrestler who loses a fall will get all of his health back while the winner struggles on with the previous round's damage. Still, are you ready for the big news? The PS3 and the Xbox 360 are getting exclusive features in their individual builds of the game. On the PlayStation 3, you'll be able to press R2 during your character's entrance and switch to a first-person mode. Taking advantage of the Sixaxis, you'll move your controller in whatever direction you want and the on-screen view will follow. You can toggle the view on and off with a click of R2, but don't you want to read all of the signs? ![]() Freeze Frame. As for the 360 -- drum roll, please -- WWE SmackDown! vs. Raw 2008 will allow you to take the music off your Xbox 360 hard drive and put it into the game. Want your own soundtrack? It's there. Want Undertaker to come out to Flock of Seagulls? Have at it. Want your created character to come out to your friend's Garage Band track? It's go time. WWE SmackDown! vs. Raw 2008 is still close to two months from hitting store shelves, but the coverage blowout will continue on IGN with our daily Countdown, videos, screens, THQ Q&As and Friday Fights -- events where you choose who is fighting, the match type and the arena. High Flyin' With god as my witness Stolen Finisher PS3's First Person Mode Get The Weapons Flaming Table Crippled with a Crutch Flaming Barbwire 2x4 Two Flaming Tables WHOOOOOOOOOOO Last edited by Dark-Slicer Diago; 09-17-2007 at 10:25 PM. |
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#608 |
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Posts: 2,513
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Awesome stuff! I was just about to post it myself, but you guys got there first! Also a new animation for SCM too. I'm starting to get pumped for this game at last now!
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#609 |
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President of Freedonia
Posts: 58,383
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Feel bad for people getting the game on Wii. Apparently they aren't even getting the Extreme Rules Match
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#610 |
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Ninja Mod, Esquire
Posts: 12,676
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Nice animation on the SCM, although I would have preferred the standing SCM to be a pin, since he usually falls into a pin after hitting it by surprise, but oh well.
360 owners got the better deal on the exclusives. I'd rather have a custom soundtrack than first person view in entrances (which would be cool easter egg feature, but little more.) Still not sure if I'm going to pick this up or not when it comes out (I'll be picking up the PS3 version if I do.) I'm concerned about CAW.... Also curious to see how many moves they pulled this year. |
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#611 |
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Posts: 1,907
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Fuck it, I'm sold now, time to save up for a 360.
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#612 |
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Diabetes Coming To Getcha
Posts: 6,826
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Havent watched that Extreme Rules vid yet....
HOLY SHIT! DOUBLE FREAKIN TABLES ON FIRE! THE SHOVEL! PICK YOUR OWN WEAPONS! SANDMAN OH MY GOD! Im not gonna watch any vidoes or read any news about this game until it ocmes out. When I first play it, I just have a feeling Im gonna get hooked on this one. |
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#613 |
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Raw Video Footage
Posts: 45,951
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Custom Soundtracks. Thank you.
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#614 |
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Over Like Rover
Posts: 38,444
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HBK looks great. And the walk is spot on.
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#615 |
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...IN HD!!!!
Posts: 23,327
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Hopefully they'll announce DLC.
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#616 |
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The Rum Diary
Posts: 13,841
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Well its offical, i'm going out and buying either a 360 or a PS3, i'm sold
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#617 | |
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Posts: 21,603
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#618 | |
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Posts: 21,603
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WOOOOOOOOOOOOOOOOOOOOO |
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#619 |
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Raw Video Footage
Posts: 45,951
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The Online League was something we wanted to do last year, the ideas I had for it is still functional. Though 2007's online mode was a bit bare bones in terms of a lobby system. It doesn't have to be as fleshed out as Halo's party mechanic (though that wouldn't hurt). But a simple pre/post-game lobby would be boss.
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#620 |
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XBL TAG : Mootkinstein
Posts: 3,342
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Custom Fuckin' Soundtracks.
Yeah online league, tried to get one together but it all went pear shaped |
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#621 |
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Posts: 21,603
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Wonder if you'll be able to take your custom soundtracks online. Doubt it.
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#622 |
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The Darkness Has Awoken
Posts: 2,619
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I don't see why they won't considering they're on said persons hard drive.
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#623 |
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He's Here
Posts: 60,735
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I think Mac means having the other person listen to the music. That's extremely doubtful. But you will probably be able to hear it.
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#624 |
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Less Talk, More Rokk!
Posts: 3,555
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I'm so in, if we do said league, I mean every league needs an jobber, and more then likely I'll fit the role.
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#625 |
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Posts: 2,513
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Sounds like a sweet idea. Could be cool to have some custom TPWW titles floating around
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#626 |
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The Darkness Has Awoken
Posts: 2,619
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Too bad I'm using the PS3 version, I'm getting both but my brother will hog the 360 version.
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#627 | |
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BAY BAY
Posts: 36,524
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I feel more bad for PS3 owners. Their machine can hold MP3s and play them, they're getting screwed on custom music.... |
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#628 | |
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Your All Puppets
Posts: 7,585
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#629 |
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Yeah it seems like a pretty shitty deal. I mean, custom music won't get old, because the possibilities are endless, from creating CAWs to updating current superstars.
But with the FP view, you do it once, and after that whats the point? Its going to be the same thing. |
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#630 | |
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The Rum Diary
Posts: 13,841
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#631 |
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Posts: 2,513
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And no gay HBK entrance gear this year. Bonus!
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#632 |
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The Darkness Has Awoken
Posts: 2,619
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![]() Finishers - Frog Splash Pin 2, Gory Bomb 1 Fighting Styles - Technical, High Flyer STR 7 SUB 8 DUR 7.5 TEC 8.5 SPD 8 CHA 7 HRD 7.5 STA 8 PS3 Chavo Guerrero Entrance You Screwed Up! High-Flying Gory Bomb edit - 1k post. Last edited by Dark-Slicer Diago; 09-18-2007 at 09:51 PM. |
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#633 |
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The Darkness Has Awoken
Posts: 2,619
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Hands On with the Wii
For us, WrestleMania 23 wasn't just about seeing John Cena smoke Shawn Michaels in the main event, or watching as Austin 3:16 preached a sermon on whup-ass all over Detroit. Sure, we had fun doing it, but the real purpose of the "business" trip was to check out SmackDown! vs. Raw 2008 for Nintendo Wii for the very first time. In its extremely preliminary state, SvR was already showing some serous promise, as dev members took to the squared circle and delivered an entertaining demo between Triple H and Cena, complete with plenty of "suck it" and "you can't see me" moments. It was early, but the game definitely had potential. Now months later, we have a chance to go hands-on with the game in its nearly-complete state. Sure, there are still some bugs in there, still a few oddities that occur when jumping through the interface or trying to use the non-existent pause menu, but all in all SmackDown! vs. Raw 2008 for Wii is a fully-realized game at this point. So the real question now is, what's changed over the months, and how does it play? ![]() The champ is here! For starters the game has adapted a bit more realistic - though still intuitive - control layout. It was great to see the original game run with no HUD and what seemed to be total motion control with no button usage whatsoever, but as soon as we dropped the megaton question on the developers (it went something like "So, how do you kick?") it became apparent that an in-depth wresting game can't be made purely on 1:1, two-handed motion tracking; at least not as a first-generation title. Instead WWE takes a more practical approach to control. Players can move about the ring with the analog stick, swing the Wii-mote in different directions to deliver combo attacks (each vertical/horizontal motion has a different attack), hold A and move the Wii-mote to attempt a light grapple, or hold the B trigger and perform a heavy grapple in the same way. In addition SvR automatically determines if you're trying to attack an enemy from across the ring, and will automatically go into a running strike, running grab, or extremely powerful running strong grab by means of the same button/motion combination. We can already hear what you're thinking, and we were thinking the same thing too. "Wait… wrestling games are far more complex than that. Where's the rest of my controls?" To be honest, some of the core wresting moves have been removed, while others have actually been made far easier. The Wii version of SmackDown! vs. Raw 2008 is - and will release as - a more arcade-like game of wresting. You won't find the ability to flip over a downed opponent onto his back or stomach, and from what we can tell there's no way to simply grab your enemy and then reorient yourself into a forward/back grapple, nor is there a ton of intricate moves like apron-based attacks or even general running. It's something every hardcore wrestling fan will need to get used to. Instead, however, there's a ton of context-sensitive actions, which end up making the game more mainstream, far faster, and - as mentioned - more arcade-like overall. We dig it so far, it's simply a different feel. Things like taunts are now done by holding C and then doing appropriate motions. If you're Cena, you'll need to move the Wii-mote back and forth vertically in a "You can't see me" Fashion. Likewise things like rope attacks or turnbuckle attacks are all based on holding against the ropes and moving the Wii-mote in any direction. This makes fights extremely fluid, since you can walk to the rope, wave the Wii-mote, and instantly do a springboard lionsault, but what it doesn't do is open the game up for a ton of depth when doing it. In classic WWE games you could either do a splash attack in that manor, or go into a pin by holding different buttons. On Wii it's easier to pull off, but will result in the same attack each time. On the flipside, however, this method of control was an asset more often than a hindrance. When waling up to a weapon we thought to ourselves "Crap, what button picks this up?" when in reality simply walking to the foreign object launched our player into a pick-up animation. This made combat far easier when back in the ring, as you can nail an opponent with a chair, drop it (Z trigger), pull off a snapmare or two to screw with him, pick up the chair again, and nail him when he gets up. Fast, easy, entertaining. Along those same lines weapons are context-sensitive when using them in grabs as well. If an opponent is on the ground and you go into a grapple while holding the weapon it'll automatically be a weapon-based attack. When using a weapon as a finisher, simply pull off that finisher when holding it; done and done. So in the end THQ has managed to sacrifice a slight amount of depth that only the most hardcore wrestling fan will miss - and most-likely buy the 360/PS3 version for - while enabling the other 99% of gamers the ability to quickly pick up the game and pull off some pretty incredible actions in no time at all. ![]() Don't worry... it's already over. As another update from our last hands-on with the game, THQ has implemented what looks to be the final on-screen prompt system for the Wii version. When pulling off grabs you'll need to do the move from beginning it end, and while it isn't as extravagant as literally throwing your friends around the room or jumping into the air to pull off a leg drop it's still pretty intuitive, and the motion detection works great. Since you'll need to pull off tons of step-by-step actions the game has an on-screen motion indicator setup very similar to a d-pad icon, telling you which motions are available, and when you've succeeded in doing them. To pull off a powerbomb, for example, you'll grab the player with "B + Up Motion" to initial the move, then flick the Wii-mote up to lift him, and then flick down with the Wii-mote to slam them down. In this situation you'd get two lit directions; the up for the lift, and the down for the slam. Go a bit deeper, however, and you'll see exactly how precise this system is. When looking at the Cena's "Five-Knuckle Shuffle," for example, there are not only a bunch of motions to do, but also options. Initiate the special move by holding A and B and implementing any Wii-mote motion while your opponent is on the ground and you'll launch the attack. From there you'll have two options; either move left with the Wii-mote to start your "You can't see me" over the player's downed body, or move up with the remote to skip that part and immediately start running from rope to rope. This would come in handy if A) you want to taunt the hell out of an opponent and have all the time in the world, or B) you're in an Iron Man match and need to pull the move off as fast as possible. Once you run the ropes and then are again standing in front of your downed rival you can again decide to either "brush your shoulders off" a few times, or go straight to the hit. It may seem complex, but once you're thrown into the mix it's fast and intuitive. You'll also use a combination of both analog stick movements and waggle motion during holds or when downed. When in a hold you can tweak your arms or try to power out (if on the defensive) by moving the stick in the specified way, using rotation to spin out or a back and forth motion to struggle your way out. When downed or attempting to get out of a hold you'll again need to use waggle to struggle away, though we'd like to see more specific prompting of this move to discourage constant shaking; which can feel like button mashing. As for SmackDown! vs. Raw's presentation, it's a bit of a mixed bag, but pretty strong overall. Character models look pretty detailed, including some fluid animations and decent texturing, though the crowd and arena detail look to be about on part with the PS2 versions, adding very little to get away from the low res look. There's still some clipping and odd transitional animations happening in the current build, but we'll have to see how the game shapes up in its final form, as graphical glitches are par for the course when dealing with pre-release builds. As for the commentary, all the expected announcers are there - including Tazz, Michael Cole, JR, Jerry "The King" Lawler, and others - and each host a few different character-specific comments, though there isn't a ton of move-to-move commentary on exactly what's happening in the ring. It's a bit basic, but again we'll see how the final product wraps up. The latest build also makes use of Mii integration for some interface screens and heath indicators when in-game, as well as some basic IR for menu interaction. All the expected modes are there, including things like singe competition, tag team, hardcore, K.O., triple threat, and tournaments including King of the Ring, and Beat the Clock Sprint, though there's no online support included this year. In addition there's also "Create a Move Set" and "Create a WWE Superstar" modes, which we'll be checking out soon as well. Overall Wii's version of SmackDown! vs. Raw 2008 is shaping up quite nicely, but we're holding off our final say on the game until we see the final version in action. For more on the game check out our image and video gallery below. Videos are here, only Insiders can dl them |
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#634 |
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The Darkness Has Awoken
Posts: 2,619
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![]() Finishers - Figure-4 Neck Lock, Full Nelson Face Buster(her Suger Rush) Fighting Styles - Showman, Brawler STR 4.5 SUB 5.5 DUR 5.5 TEC 6.5 SPD 7 CHA 7.5 HRD 4.5 STA 7 PS3 Candice Michelle Entrance Boom Through The Table She Ain't Pretty No More Figure-4 Neck Lock |
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#635 |
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...IN HD!!!!
Posts: 23,327
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For a minute there I thought Candice had a lower OVR than Kelly.
I would've ROFL if it was true. |
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#636 | |
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...IN HD!!!!
Posts: 23,327
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So I guess if you preorder the game at Best Buy, you get a demo of the game.
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#637 |
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Posts: 21,603
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Surely they'll have another demo to download on XBL Marketplace like last year.
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#638 |
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Posts: 1,290
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I'll be sticking to old faithful PS2 for this release until I get one of the new consoles.
Custom music sounds great, but to be honest after a while I usually turn off entrances to get right to the action, so I won't miss it much. |
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#639 |
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President of Freedonia
Posts: 58,383
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#640 |
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President of Freedonia
Posts: 58,383
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I think that and the GTS will be my CAW's finisher...along with everyone else's
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