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Re: WWE: Day of Reckoning Review
Old 09-01-2004, 12:24 AM   #1
BreakABone
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Default Re: WWE: Day of Reckoning Review

First Day Impressions

Well, much like almost any wrestling game on a Nintendo system, I got it around the first week or so.

I will say right off the back that I think this is a huge improvement over XIX, which I enjoyed a lot.

I don't know what it is exactly, but I think it's the little things that add up to the whole package.

Stuff such as weight detection, location specific damage, the momentum shift, and other small facets really add up fast.

The game to me, moves at about the same pace as XIX, but the wrestler's sell longer, and well damage shows visible wear on their body. You can't run completely when your legs are hurt, you will like run then stop, your head will hurt if you do any moves when your neck is injured, you will hold your arms and so on and so on.

Another small inclusion that wasn't in last year's game is KOs as well as interference. And those are pretty much self-explained.

Now the momentum shift, which is something entirely new to this game,, and any wrestling game to my knowledge. Is just what it says. When one wrestler gets beatdown badly, there is a chance to hit a "momentum" shift move, which turns the tide in your favor. The only one I've seen so far from Triple H and Eddie G were several low blows to the groin. There are others which i believe include a poke in the eye and dropkicks, and the RKO if I'm not mistaken.

The story mode IMO is vastly improved over the one off.. er wait XIX had none, so eh.

IT is pretty linear thus far the only choice I made was going to Raw or SmackDown, but it realy draws you in with scripted events, atleast the feuds always make sense.. I hope.

~Edit~
I may as well post my grievances with the game as well.

First and foremost:
the limited roster. Now I don't particurly care for JBL, Dudleyz and some of the other omissions in the game, and wouldn't really care either way since I won't pick em, but it does hurt story mode. Since you have a limited number of oppenents. I mean think about it, about 30 in total, split 15/15 between brands. And you got a story mode where you will be seeing the same faces over and over. Sure it builds story, which is cool. But how many times do I need to fight a Basham? or better yet lance Storm who've I've fought since I was on Heat?

The background music, either good or bad depending on your taste. I don't mind the songs that mend into the background, but there are some so loud, it takes over the match. And well the selection was ok. I didn't really mind the made up music they had before though.

Some of the collision is still off. You can run right past a person and try and clothesline them and somehow miss em. Also the mysterious apron is still around, you can slam an oppenent into it and well, they will float right through tot he floor. Also, I only noticed this with the Throwback, but if you do it near enough to the announce table, he jumps high enough to somehow land on the table and till drop the oppenent. don't ask me how.

For those who are wondering, the pinball collision is till in, it's not as bad as before. Since you basically have to be in the route of the move. Like say a foot nails you on the head or something.
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Last edited by BreakABone : 09-01-2004 at 12:53 AM.
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Re: WWE: Day of Reckoning Review
Old 09-01-2004, 05:04 PM   #2
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Default Re: WWE: Day of Reckoning Review

Doesn't sound to bad. Maybe I'll rent... too bad I haven't watched WWE in weeks (Wait.. maybe months now)
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Re: WWE: Day of Reckoning Review
Old 09-01-2004, 06:19 PM   #3
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Default Re: WWE: Day of Reckoning Review

Quote:
Originally Posted by BreakABone
The game to me, moves at about the same pace as XIX, but the wrestler's sell longer.
My biggest complaint of every game since No Mercy was the wrestlers tend to just "pop-up" after a big move. This doesn't allow you to put a match together.

This, along with the CAW and the other additions will make this an easy rental and a probable buy.

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Re: WWE: Day of Reckoning Review
Old 09-01-2004, 11:55 PM   #4
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Default Re: WWE: Day of Reckoning Review

Just wanted to add that I got a look at the gameplay footage in some vids over at Gamespot, and the pace is really reminding me of the old AKI engine. It is faster, but as BAB pointed out the guys stay on the mat longer after a move and the "stunned" affect seems to last longer too.

I'm going to start saving now.
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Re: WWE: Day of Reckoning Review
Old 09-02-2004, 12:17 AM   #5
BreakABone
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Default Re: WWE: Day of Reckoning Review

Well, I was finally able to draw myself away from story mode. I have to say, a truly detailed story mode sure as heck beats the Revenge mode.

The only problem I really have with the story mode is it's pretty much linear. You don't have much choices, thus far the only one I had was either choosing Raw or SmackDown. And from what I hear, it's the same story with different people and changed up dialogue. Which isn't too bad since you get fresh feuds and some new dialogue. But till I think that was rather lazy.

I do like how they have little plot threads that tie up as the story continues, and since the events are scripted it allows for certain actions other story modes wouldn't allow for I guess.

I was able to unlock most of the Legends, I won't say which, I won't post spoilers or try my best to avoid em.

Some other minor stuff I picked up in the game.

Weight detection as far as I can tell is pretty similar to the system in no Mercy. You can't pick up larger guys most of the time, but you have a meter pop-up whenever you try and lift them and if you can get it to the top, you will be able to slam them. So in essence, you aren't completely handicapped, you just need to work harder to win.

Submission is a weird combination from what I can tell. It's a mix of the SmackDown's submission meter where one end has break, one has submit and sometimes a middle bar to reach the ropes. You pretty much have to tap A as fast as you can to break a submission or to keep yourself from tapping. Or reach the ropes. It's also based on player's specific stats. I learned that it's much easier for Jericho to beat you with a submission move than it is for someone like Triple H. Also it takes a lot more to beat someone like Benoit or Jericho with a submission than say HBK or Triple H.

They really need to work on the cage match. I mean I don't really care that you can't jump off of the top, I wish you could, but eh. But I mean does it really need to take like 2 mins to climb over the thing? I mean they make it up top with no issue, but climbing over? Give me a break!


Not much improvement to the HiAC, but it did have the best. They just need to add interactions with the cell itself and it would be set.

Ladders match, 4 Ladders in the ring at once. Crazy times.

They also did something cool with weapons, don't think it's been done too much in other games. Weapons have tons of impact and as such.. well break. So say for example a chair, you nail a person with it once, it bends a little, another time the face is pretty much out, the 3rd and final time, only the frame remains and well the wrestler tosses it aside since it's no longer any good for him. It's pretty much a similar situation with all the weapons. You usually get about 3 hits before it's wasted, but I don't think weapon grapples are in that count. Also you can combine some basic weapons, like say a DDT on the chair through the announce tablle or something like that.

I think that's all the notes I have for now.


O yeah, on one more note, if you plan on making a serious CAW, make sure you have atleast 2 hours free. I mean it took like 30 mins to 45 mins just for me to fine tune my entrance and it's not even done, just needed to get playing.
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