WWE 12 overhauls Smackdown vs Raw – hands on

24 August 2011

WWE 12 is a significant evolution for the series of wrestling titles from THQ and long-time developer Yuke’s. It does away with the long running Smackdown vs Raw brand, and has been overhauled on a number of levels. The cover star for the 2012 iteration is Randy Orton, and the new combat engine has been accordingly named the Predator Technology.

Combat system designer Bryan Williams took us through our hands-on; he describes the new system as the dismantling, polishing and reassembling of the core mechanics. Many of the problems that have crept in to the series over the years have been addressed. The Physics system has been reworked, and now the ring ropes move more realistically, and will vibrate when players are slammed to the ring mat. The animations are now far more fluid and transition correctly between the various moves.

The team has also focussed extensively on removing the ‘warping’ effect that plagued previous titles, where wrestlers would teleport to the centre of the ring when particular finishing and combo moves were executed. These immersion breaking problems appear to have been rectified and none of them were evident during our hands on demo time.

Loading times have also been addressed, and things were looking much snappier loading between create modes and matches. Williams said that they are still working on refining the load times even further.

The combat system has also been tweaked to be more user friendly, one might even say it has been simplified, but it still retains enough complexity for those who like to dig in to the various options to have a good time. The barrier for entry has however been lowered, and newcomers to the series will likely find it far easier to get into the action.

Players will be using a new limb targeting system, which can open up strategic gameplay for those well-versed in their opponent’s moves. For example, knowing that a wrestler uses a strong headlock choke as a finishing move means that targeting the arms during the early stages of a match will mitigate the effectiveness of that move. Super moves can now be interrupted; Williams explained that his was to keep players in the game, instead of just having to sit back and watch while the move takes place.

An adrenaline meter has been added, which dictates how much running players can do, and how much energy they have to perform high-flying manoeuvres. Williams explained that this was done to prevent online battles from deteriorating into a ring full of players running back and forth and performing flying head-butts.

A comeback mode has also been introduced, a mimic of the way in which television’s WWE superstars have dramatic bursts of energy when they look to be losing. So as not to be overpowered, this mode requires some quick reflexes to pull off, and can also be countered by a skilled opponent.

The way things are presented has been significantly overhauled as well. The development team worked closely with the WWE television production team and they now present the game in a way that closely mimics what fans see on TV. The rather static isometric view of the previous titles has been done away with and now there are 25 camera angles employed during fights, dynamically switching depending on the action.

Classic elements such as the story-driven Road to Wrestelmania will return. This has also been streamlined, with none of the aimless and annoying wandering in backstage areas. Wrestlers will dynamically develop rivalries, no matter which gameplay mode they are in, and the game will use this to introduce story-line run-ins, either by AI or for the player to interrupt AI matches if they choose.

Along with all the usual create modes seen in previous titles, a much requested fan feature has been introduced – a full-fledged ring creation tool. All elements of the wrestling ring and its surrounds can be customised with colours, patterns, and a large selection of decals; the outer mats, the canvas design, individual ropes, turnbuckles, crowd barriers, scrolling digital hoardings, and announce table. Player creations can be uploaded to the online universe thing, and this is where one can also download designs by other players, if creating a new ring is too much of a time sink. Up to 50 player created rings and stars can be made.

Player skin textures, lighting and shading have been improved, and the wrestlers no longer look like greasy Plasticine replica’s but realistic (insofar as WWE is realistic) human beings. The game will launch with more than 60 WWE Superstars (view the full roster) and more will be available through DLC.

WWE 12 is scheduled for release in November 2011, for Xbox 360, PS3 and Wii.

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