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Old 11-04-2005, 06:24 PM   #2561
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Old 11-04-2005, 06:45 PM   #2562
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DarkAngel is a trend_setta
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Old 11-04-2005, 06:47 PM   #2563
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Old 11-04-2005, 06:55 PM   #2564
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Quote:
Originally Posted by Gohan3k
DarkAngel is a trend_setta
I actually thought we were doing this to annoy her.
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Old 11-04-2005, 06:59 PM   #2565
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FourFifty got the bus to Rep Town and repped it up real bad at the rep shop (100,000+)FourFifty got the bus to Rep Town and repped it up real bad at the rep shop (100,000+)FourFifty got the bus to Rep Town and repped it up real bad at the rep shop (100,000+)FourFifty got the bus to Rep Town and repped it up real bad at the rep shop (100,000+)FourFifty got the bus to Rep Town and repped it up real bad at the rep shop (100,000+)FourFifty got the bus to Rep Town and repped it up real bad at the rep shop (100,000+)FourFifty got the bus to Rep Town and repped it up real bad at the rep shop (100,000+)FourFifty got the bus to Rep Town and repped it up real bad at the rep shop (100,000+)FourFifty got the bus to Rep Town and repped it up real bad at the rep shop (100,000+)FourFifty got the bus to Rep Town and repped it up real bad at the rep shop (100,000+)FourFifty got the bus to Rep Town and repped it up real bad at the rep shop (100,000+)FourFifty got the bus to Rep Town and repped it up real bad at the rep shop (100,000+)
Quote:
Originally Posted by CSL
What's the American release date?
The 14th.
10 days... 10 days... which means in 13 days I'm calling in sick.
I did that when SmackDown vs Raw came out
I thought it was going to come the day after, I was hella stressed out, so I called in. A few seconds after I got off the phone with my boss the UPS dude came to my door.
Proff that Jesus digs me.
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Old 11-04-2005, 07:06 PM   #2566
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Dumb question. What's a good connection speed for a game like this to play well online without lag? I just got my DSL set up, and ran a speed test. I'm getting 1221 kbps downloading, and 313 kbps uploaing. Think that's good enough?
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Old 11-04-2005, 08:16 PM   #2567
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1221kbps should be good. I had 900 max last year for SvR and I rarely lagged, or at least I know i wasn't teh cause of it.

IT also depends on your opponents internet though.

btw i've got 2000kbps now... still not that good though, other people have like 8000kbps.. in Japan, an ISP has 100 000kbps
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Old 11-04-2005, 08:25 PM   #2568
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Quote:
Originally Posted by Cool King
I actually thought we were doing this to annoy her.
we are
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Old 11-04-2005, 08:29 PM   #2569
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Quote:
Originally Posted by Gohan3k
1221kbps should be good. I had 900 max last year for SvR and I rarely lagged, or at least I know i wasn't teh cause of it.

IT also depends on your opponents internet though.

btw i've got 2000kbps now... still not that good though, other people have like 8000kbps.. in Japan, an ISP has 100 000kbps
Slickness. I figured the downstream was good, as you only need like 800 for the network, I just didn't know if there were any issues with the upstream. I should be good though. I got DSL for 15 bucks a month for a year... That's slick. This league thang will kick some ass.
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Old 11-04-2005, 08:33 PM   #2570
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http://www.gamespot.com/ps2/action/w...6139202&page=1

GM Info... Bad news.. NO CAW in GM mode

Good news, the rest sounds really badass.

**Edit** Fuck it, since Disturbed posted the pics, I'll just post the article.

WWE SmackDown! vs. Raw 2006 GM Mode Spotlight


Straight from the Yuke's development team in Japan: We go behind-the-scenes of SmackDown! vs. Raw 2006, plus an inside look at the all-new GM mode.


It's Your Show


While SmackDown! vs. Raw 2006 will have plenty of new features to boast when it's released in a scant few weeks--new backstage brawl environments, a casket match, a new WWE divacentric Fulfill Your Fantasy match, and the aforementioned upgraded online play--the biggest addition to the game is an entirely new gameplay mode, one that will likely leave hardcore wrestling fans giddy in anticipation: the General Manager mode. We had a chance to see GM mode for the first time at the Yuke's studio, and we were given a guided tour of the new feature by its designer, Kenzy Nakamura.



As the name implies, GM mode will put you in the shoes of either Eric Bischoff, current Raw general manager, or Theodore Long, who's running SmackDown! these days. Your goal in the game will be to win as many fans as you can for your show, while stealing fans away from the other WWE broadcast in the process. Over the course of one broadcast year, it will be your responsibility to sign a roster of WWE talent, book weekly shows and monthly pay-per-views like No Mercy, WrestleMania, and Summer Slam, deal with the vagaries of show finances, and basically do whatever it takes to ensure that, after your year is up, you end up with more fans than the other guy.
The mode starts you off in an audacious fashion. After you choose which show you wish to run, you're put in a head-to-head talent draft and given a chance to draft up to 20 WWE superstars for your roster. You can choose the contract length for each wrestler you choose--from a few short weeks to as long as a full year--with the realization that you only have a limited amount of money to spend on talent; and you'll need to make sure your coffers aren't empty when it comes time to put on the weekly shows--show promotion and special match types such as cage matches cost money, after all. Furthermore, choosing your roster is a bit more in-depth than simply filling up your spots with your favorite grapplers and then starting the show. For one thing, each show has a slightly different championship-belt lineup--Raw is the home of the women's championship, while SmackDown! hosts the cruiserweight championship. Furthermore, each wrestler will have a popularity rating that will add to your show's ability to draw fans. You might not be the biggest fan of the Undertaker, for example, but if he's available to you in the early rounds, it's in your best interest to snatch him up.
Each roster has a maximum of 20 slots, but you aren't required to use that many; however, Yuke's producers told us it's a good idea to have at least 12 wrestlers in your stable. Unfortunately, it seems you can only use WWE superstars in this mode--no created wrestlers are allowed. Once you've got your roster worked out and have assigned championship belts to whomever you like, it's time to get to the central job of the general manager--booking shows. For each broadcast of Raw or SmackDown!, you'll have a number of matches and promo slots to fill. Building a card is as simple as slotting in various match types in the "match" segments of a show and choosing from a number of different promos during "promo" segments. By choosing a specific slot, you can fill it with any combination of wrestlers in your roster, give them a match type to compete in, decide if it will be a title or non-title bout, and choose from other options, such as whether or not managers will be allowed to escort the wrestlers.




But that's not all. In addition to standard match types, there are a number of different types of nonmatch options you can use to fill up slots on your show. You can run rivalry promos, for example, to build up the tension between two feuding superstars (more on rivalry in a bit), build up hype for the night's main event or an upcoming pay-per-view, or even decide to run some smack on your opponent's promotion, hoping to draw away fans from their played-out programming to your fresh, cutting-edge cards. If you really want to lay down the gauntlet, you can even run an interference promotion on your opponent and have select members of your roster invade the other show in an all-out assault on their ratings. Other promos to choose include everything from introducing a newly acquired superstar to build some hype, to running an "inactive superstar" promo, which lets you rest a member of your roster and maintain his popularity at the same time.

Rivalries = Cash


One of the key elements of success to any good wrestling promotion is the rivalry. Everyone remembers classic grudge matches between stars like Ric Flair and Harley Race, Ricky "The Dragon" Steamboat and Randy Savage, and even more current feuds, like that between Flair and Triple H. In SmackDown! vs. Raw 2006's GM mode, you'll be able to create an entirely new set of rivalries between foes who may have never stepped in the ring together. All you need to do to start a rivalry is have the same set of wrestlers meet in the ring over multiple weeks. The more often a pairing squares off in the squared circle, the more heat that rivalry will bring. If you time things right, you can build up a rivalry to the boiling point and set yourself up for a huge payoff at a pay-per-view event, where you can really give the fans what they want.




Once a card is set, you can choose to either simulate or play through any of the matches you've organized, and after the show is over, your performance will be graded on a simulated version of WWE.com. Both shows will receive "star" ratings (with five stars being the best show possible); you'll also be able to see a running tally of total fans for each show, as well as the weekly swing in fan loyalty from week to week. As long as you're taking fans away from the other guy, you'll be in good shape.
As you progress through the season, you'll be able to check out your progress on your roster, propose trades with your rival brand, pick up free agents to fill out your roster, or check out your current champions at any time. You'll also be able to check out your financial performance on a weekly basis to see how your promotion is drawing in the dollars. If you're running low on cash, you can choose to run a sponsored product promotion to fill your coffers--but run too many of these and the quality of your show will suffer. Periodically you'll receive e-mails from folks like J.R. or Taz, who will offer you helpful hints on how you can improve your promotion from week to week. You won't have the opportunity to jump in the ring and do Bischoff-style promos or run screwjobs on the good guys, but the opportunity to set up a number of dream matches from week to week should make up for that.
At the end of your year as general manager, just after the WrestleMania pay-per-view, the ratings will reset and you'll be able to steal three members of your opponent's roster (he'll be able to take three of your top superstars as well) and the whole vicious cycle will start over again. We're excited by what we've seen of GM mode so far in SmackDown! vs. Raw 2006. It's a concept that seems to make a lot of sense in today's wrestling climate, in which everyone fancies themselves a better booker than those on TV, and there is no doubt that if GM mode takes off in SVR 2006, there is a lot room for some fascinating developments in the future.



SmackDown! vs. Raw 2006 for the PS2 is just a scant few weeks away, and we'll have much more on the game, including a full review, in the coming days. For more on the game, including the straight dope from the Yuke's development team, be sure to check out the SmackDown! vs. Raw 2006 media page. And be sure to check back next week for a special behind-the-scenes look at the Yuke's SmackDown! studio straight from Japan

Last edited by What Would Kevin Do?; 11-04-2005 at 08:43 PM.
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Old 11-04-2005, 08:35 PM   #2571
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Brand new images of GM Mode, SPOILERS:


































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Old 11-04-2005, 08:40 PM   #2572
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LOL
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Either use me or lose me.
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Old 11-04-2005, 08:41 PM   #2573
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Old 11-04-2005, 08:41 PM   #2574
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Old 11-04-2005, 08:47 PM   #2575
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GM Mode is going to be the tits, seriously big tits
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Old 11-04-2005, 08:56 PM   #2576
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If they have anything even remotely resembling the RNN updates, this will be the shit.
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Old 11-04-2005, 09:08 PM   #2577
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You have to pay the guys to wrestle!

I thought they would do It for free, since they keep on waffleing on about how much they love the company.
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Old 11-04-2005, 09:21 PM   #2578
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Old 11-04-2005, 09:23 PM   #2579
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LOL! Kick ass. The only thing that would make that mode better would be being able to use CAWs in there.
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Old 11-04-2005, 09:27 PM   #2580
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fucking gamespot or ign are idiots. I think gamespot is though.

Quote:
Originally Posted by IGN
The Roster option is equally important because it's used for trading, releasing, and hiring new superstars to fill the lineup. Created wrestlers can appear in the Free Agent pool (along with unselected and released WWE Superstars) and you can add whomever you wish from there as long you have room for them and can afford it
Perhaps you can't pick a created wrestler initially, but can trade for it once season has started, and gamespot missed that.
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Old 11-04-2005, 10:16 PM   #2581
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Quote:
Originally Posted by Gohan3k
fucking gamespot or ign are idiots. I think gamespot is though.


Perhaps you can't pick a created wrestler initially, but can trade for it once season has started, and gamespot missed that.

Yeah, I think Gamespot's full of shit. I'm pretty sure that CAWs will be allowed in GM Mode. Certainly not the first time GS has fucked up.
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Old 11-04-2005, 10:17 PM   #2582
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Quote:
Originally Posted by What Would Kevin Do?
If they have anything even remotely resembling the RNN updates, this will be the shit.

I'm guessing the "Injury Return Update" thing will be similar. I'm with you on that. If it's in there, then .
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Old 11-04-2005, 10:21 PM   #2583
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Editor's note 11/04/05: The preview originally stated that you would not be able to use created wrestlers in GM mode, which is incorrect. GameSpot regrets the error.

http://www.gamespot.com/ps2/action/w...reviews&page=3

Bottom of the page, there is a correction.



WHOOOO.
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Old 11-04-2005, 10:33 PM   #2584
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WHOOOOOO!! GM mode is the shit.... I think.
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Old 11-04-2005, 10:45 PM   #2585
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Originally Posted by What Would Kevin Do?
WHOOOOOO!! GM mode is the shit.... I think.

Here's hoping. I'm starting to look forward to it just as much, if not MORE, than the Season. I don't want to judge too quickly, but it doesn't look like they left many stones unturned this year.

Ten daysssssss.
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Old 11-04-2005, 10:47 PM   #2586
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Hmmm, off topic here a bit (somewhat), but does anyone know if you'll be able to cause interference in GM mode?
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Old 11-04-2005, 10:48 PM   #2587
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Maybe, you can change the Champions around by using GM Mode. Like since the games starts off with The WWE Championship on SmackDown! and The World Heavyweight Title on RAW, you just switch them around.


Kurt Angle as World Heavyweight Champion....we can only wish.
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Old 11-04-2005, 11:27 PM   #2588
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IGN review is up! Video review, anyway. I guess the text will come later on.


http://media.ps2.ign.com/media/717/717798/vids_1.html
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Old 11-04-2005, 11:35 PM   #2589
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THE RATING IS IN!















.....Smackdown Vs. Raw 2006 scores an amazing 9.2!
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Old 11-04-2005, 11:39 PM   #2590
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V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)
it beat hctp!!!!!! OH MY TEH GODDDDD
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Old 11-04-2005, 11:40 PM   #2591
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GOHAN WINS. I'M A FILTHY FRAUD.



Happy now?

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Old 11-04-2005, 11:40 PM   #2592
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You can get CAWs in GM Mode.

When they were showing you GM Mode, they went to a bit that said "Import Superstars" then you saw the CAW that was in most of the video.
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Old 11-04-2005, 11:41 PM   #2593
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Honestly, it sounded like to me in the video review that the only thing bad was the season getting repetitive. It's not like they all don't anyways, so what's the big deal? You can continue playing it if you want, or you can fuck around in GM Mode/Exhibition.


Overall, I'm personally pleased with this. Since it beat HCTP, I'm interested to see how well it actually carries when it's released.
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Old 11-04-2005, 11:45 PM   #2594
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WWE SmackDown vs. RAW 2006
The best wrestling game since No Mercy. Period.
by Jeremy Dunham


November 4, 2005 - Last year's transitory SmackDown vs. RAW was somewhat of a letdown. Strong game that it might have been, it didn't build on the evolutionary changes that 2003's Here Comes the Pain did. Instead, it opted for the "minor update" route that's plagued professional sports titles for years and even lost a couple of features that were so enjoyable from the previous season. So while the game was certainly a lot of fun and did plenty of things right, it didn't do enough to set itself apart like the aforementioned Here Comes the Pain or Aki's No Mercy did. WWE SmackDown vs. RAW 2006, on the other hand, definitely does.
The old addage "...everything but the kitchen sink" should be the first thing that comes to mind if you were to step back and realize just how much of an improvement SVR2006 really is. The teams at THQ and Yuke's Media Creations have done a spectacular job of listening to fans and critics alike to formulate one of the most feature-packed wrestling games around. Be it presentational, the gameplay, customization options, or the online mode, almost everything in SmackDown vs. RAW 2006 has been improved in some form or another (and that's an impressive move for a sequel no matter what the source material is).

At the forefront of SVR2006's list of improvements is combination of the brand new stamina and momentum systems. A much more important addition than first thought, these meters add a lot of strategy and balance to a title that used to have issues in that category. In the past, it was easy to find a couple of repeating 'money moves' that kept your opponent floored or permanently dazed so that you could beat him up with few problems (how many of you, like me, would exploit this fact in tag team matches to keep one guy from ever reaching his partner?). Because of the addition of stamina and momentum bars, however, move duplication isn't as problematic anymore.


Repeatedly abusing the crossface isn't possible anymore.


The reason these systems bring such balance to the action is because they penalize players for repeating similar maneuvers. If you continually bodyslam an opponent over and over again, for example, your momentum will begin to drop and you'll lose the support of the crowd. This makes a comeback from your opponent a lot more likely and also prevents you from earning a SmackDown finishing maneuver.
But let's assume that you do decide to mix-up it up and start delivering power grapples and signature moves until your momentum meter is charged. That's the way to do it, of course, but you'll have to be smart about it or suffer the consequences. String together too many high-end attacks and your stamina bar drains to almost nothing. This makes your movements slower and your character prone to easier exhaustion (opening up another opportunity for your enemy to attack). Knowing when to press select to manually regenerate your stamina between big spots is essential to winning main event matches on the higher difficulty levels.


Expect guys like Kurt Angle to last longer than guys like Big Show.




Be warned, though, the meter does seem to drain a little faster than it ought to and may take some getting used to (and should probably be tweaked a bit for next year). Nonetheless, it's a great feature and it's hard to imagine any SmackDown game from now on without it.


Another nice gameplay addition this year is the inclusion of a Power Irish Whip. Performed like a Tekken throw (Triangle and Circle together), the Power Whip adds a small (but appreciated) new layer of offense. It's an ideal move to use for the Royal Rumble too, as it makes throwing people out of the ring a whole lot easier than it used to be. Of course, you still have to contend with the Rumble's struggle meter from last year should you choose to grapple someone on the apron, but the stronger whip makes that process less painful.
But the mechanical additions don't stop there. One of the most impressive new features in WWE SmackDown vs. RAW 2006 is the ability to customize your character's grapple categories. In the older titles, grapple types were identical for every character (Signature, Power, Speed, and Submission to be exact) but that's not the case any longer. Now users only have to share two commonalities: Submission (down and grapple) and Dirty/Clean (grapple button by itself) maneuvers. The remaining three grappling categories can be customized with seven open choices (Power, Speed, Technical, Brawler, Martial Arts, Luchadore, and Old School) and it means that your wrestlers can be a lot more varied (or specialized if you prefer) than before. It also gives them a higher number of possible grapples compared to last year too, and that's a good thing.


Time it right and you can counter almost anything.


Amazingly, there are still several other mechanical tweaks worth mentioning. The reversal system first implemented in last year's game, for example, has been fine-tuned to allow users to chain moves together for an attack / counter-attack string of up to three turns. It's a pretty cool little feature that adds even more reflex-based strategy to an already-better-weighted combat system. In fact, the reversal system gets a bit addicting once you've nailed the timing down and it made me wish that you could do a few more moves before ending a sequence. Other cool new additions this year include a brand new sleeper hold system (long overdue in my opinion), the ability to play possum for surprise "small package" wins, and two new player attributes (Hardcore and Stamina) that affect how well you can wield weapons and how fast your energy will regenerate.
As has been the case every year, though, SmackDown vs. RAW 2006 does run into a problem that shouldn't be too unfamiliar for seasoned players. Naturally I'm speaking of the AI. Though the CPU has been touted as "much improved" this year, it's still a little rough around the edges. Yes, players will have a harder time with dominating their computer opponents than before, but that's just as much a result of the new strategic gameplay elements as it is the AI's decision making. The actual planning and strategy of your computer opponents doesn't seem different from the older titles much at all (unless they're severely hurt, at which point they'll start searching for weapons to help). Otherwise, most wrestlers seem to approach you with the exact same tactic.


The CPU loves to try submissions, so plan to escape a lot of them.



That said, the harder difficulty levels will still challenge you for sure, but that's mostly due to the fact that the computer's counter ratio gets pretty ridiculous and is harder to hurt. Longtime fans of the SmackDown series should welcome the new challenge just as I did, but as I alluded earlier, it would have been nice to have more diversity in opponents (at least you can customize a whole boatload of AI options with adjustable sliders, though, but it affects everyone as opposed to individual characters). Either way, this shouldn't be an issue in the long run as SVR2006 is meant to be more of a multiplayer game anyway.


While we're on the subject of multiplayer, it goes without saying that SmackDown vs. RAW 2006 supports the notion very well. There are a huge number of modes and options that players have at their disposal and there should never be a shortage of things to do. Offline, gamers can hook up and duke it out with five other players for some serious six-person action. One of the best multiplayer features, though, is the ability to win and defend championship belts. Be they individual or tag team, you can win up to ten of them and even bet people money for belts if you want to raise the stakes. With a couple of friends and a pizza, the title match option can take up a good chunk of your time. The only thing I would have liked to see added is the ability to create your tournaments to help you out.
But nothing says multiplayer like online... and SmackDown vs. RAW 2006 has enough online options to make folks disappointed from last year much happier. To start, THQ keeps a server-side record of Wins, Loses, and Title Belts earned so that users can get some background info on their opponents before they face them. Up to four players can compete at once while online too, and almost every major match type is supported (sadly, no Rumble). The coolest feature, though, is that players can get together and trade created wrestlers with one another all day long. You can even preview the created superstars before you download one. As Carlito would say, "Now that's cool."


Online play should be a big hit.


Unfortunately, SmackDown 2006 is still a little behind in a couple of other areas. You can't communicate with one another while in a match, for example, and setting up buddy lists and clans isn't an option. Tech heads probably won't like the fact that there isn't any USB headset support either, and the fact that there are no anti-cheating measures in play is pretty disappointing.
Despite your preference for multiplayer or single-player experiences, SVR 2006 still has a number of match types and goodies for even the most discerning wrestling fan. Personally, I really like the new backstage brawls and their highly-interactive environments. Likewise, the refined cage match (you can leave out the door now), ladder matches (multiple ladders), and Fulfill Your Fantasy bouts (half-naked ladies) bring new life to some old favorites as well, and the option to setup 2-on-3 matches or over the top rope battle royals has been a long time coming.


Buried Alive is just one of many new match options.



Of course, the new match type that's received the most press is probably the oft-requested Buried Alive contest. Allowing users to wrestle from the ring all the way down the ramp and into a giant mound of dirt, this mode can't end until one player stuffs another into a casket and piles a couple hundred pounds of earth on top of him. Personally, I found the match to be somewhat of a chore after the first couple of playthroughs (these things can take forever), but the effort is there and there's nothing wrong with it mechanically other than its length of completion.

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Old 11-04-2005, 11:45 PM   #2595
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Strangely, the season mode is both an improvement and more disappointing than last year's version. On the plus side, its more structured setup, better voice-acting, and WWE-style presentation really makes you feel like you're in the middle of World Wrestling Entertainment programming. The cool twists and turns and nods to classic feuds and storylines is a big bonus too, and the ability to play two entirely different years on two different shows is awesome. But then you have season mode's more unsatisfactory elements -- most notable the lack of customization and flexibility afforded to its earlier "text-only" counterparts. There's a lot less opportunities to branch off and do your own thing too, which gives it a little less longevity than season modes from the past.


To help combat this, THQ has also included the recently-revealed GM Mode. Borrowing its inspiration from the Madden and 2K line of sports titles, the GM Mode gives players full control over the WWE. They can draft all-new rosters for their shows, setup rivalries and feuds, try to raise the ratings of their favorite program, and move mid-carders like Heidenreich all the way to the top. It's a pretty cool diversion from the typical season-type match that we've grown accustomed to over the years and the ability to hop in and play or simulate any and every match is great. Those who don't like to cycle through a bunch of menus and read text, however, may not like it as much as I did.




GM Mode gives you full power over the WWE.



But even if GM Mode isn't for you, the list of things that can be done here is extensive. As an example, your profile saves a complete record of everything you've accomplished in the ring (much like the online stat tracking) and you can earn all sorts of special trophies and title belts to decorate your virtual locker room. You can customize that locker room too, and even adjust the color of your walls and floors, add knick-knacks to your desk, or completely change your couches and furniture altogether. Create-A-Wrestler and Create-A-Stable have been streamlined for easier access too, and you can even make stronger tag teams by developing the chemistry of your favorite squads. I'm also a huge fan of the new "Create-an-Entrance," it's so much more flexible than the canned stuff from before that it'll be impossible to go back. There are literally dozens of other cool things to talk about as well, from the higher polygon count and post-match celebrations to the awesome challenge and better weapon balancing. The list is highly impressive.


Closing Comments
What makes WWE SmackDown vs. RAW 2006 such fantastic fun to play is its total accessibility. While everyone may not care for the Buried Alive match or Fulfill Your Fantasy, they can always retreat to GM Mode or defend one of their titles instead. If those options still don't tickletheir fancy, they can always just make someone with the excellent create-a-character feature, or drop into an impromptu Season, or simply engage in an old favorite like Hell in a Cell. What's more is that the gameplay has made another noticeable step forward with its strong stamina and momentum systems and the adjustments to the rest of the gameplay are just as effective. And while I'll be the first to admit that the series could still work on its list of recurring problems, there's no other wrestling game since No Mercy that offers this much replay, value, or depth. Kudos to Yuke's and THQ for a job well done.

Presentation - 9.0
This is wrestling done right. Post-match celebrations, an excellent recreation of WWE programming, and some of the accurate ring walks around. THQ spared no expense this year.

Graphics - 9.0
A higher polygon count, true 3D crowds, motion-captured animations, and dead-on facial recreations make for the best looking SmackDown ever (there are still collision problems, though).

Sound - 7.5
The voice-overs this year are huge improvements compared to last time and the selection of music is more varied. Announcer commentary, on the other hand, is really, really bad.

Gameplay - 8.5
Imagine the familiar SmackDown mechanics but add the strategy of a real momentum and stamina systems, while refining just about every other aspect of the game. That's SVR 2006.

Lasting Appeal - 9.5
A much-improved online feature, the General Manager mode, a cinematic season option, a huge array of customizable segments, tons of bonus unlockables, and dozens of matches. 'Nuff said.

OVERALL - 9.2
Outstanding (out of 10 / not an average)

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Old 11-04-2005, 11:46 PM   #2596
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V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)
bah umbrella beat me, but mine has the pics so it's better >.>
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Old 11-04-2005, 11:53 PM   #2597
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Quote:
Originally Posted by Gohan3k
bah umbrella beat me, but mine has the pics so it's better >.>

You win. I concede defeat. I was too lazy to be arsed with getting the pics.
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Old 11-05-2005, 12:12 AM   #2598
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V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)V puts the "bang" in Bangladesh (30,000+)
if you agree then edit yours out so people don't read yours and see there was a better version afterwards
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Old 11-05-2005, 12:59 AM   #2599
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I know Maven's not in this, but I'm hoping like hell that the Lungblower is in here. I don't know why it wouldn't be, as I saw Rene Dupree do it on Heat a while back.
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Old 11-05-2005, 01:58 AM   #2600
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Quote:
Sound - 7.5
The voice-overs this year are huge improvements compared to last time and the selection of music is more varied. Announcer commentary, on the other hand, is really, really bad.
Amen!

If J.R. didn't sound like he was bored out of his tree, this game might've scored a 9.5 or higher.

And yeah, it's still the best game since No Mercy. I'm not so sure about that. I personally think it'll beat No Mercy as best YET.
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