Video games based on the world of professional wrestling, like the event itself, have always had their share of big pops and blown spots. For every No Mercy or Here comes the pain, there's a Rumble Roses or Legends of Wrestling waiting on the shelves. Fortunately for THQ, the annual series of WWE SmackDown was generally positive side of things - adding an adequate annual improvements to keep fans happy with this Vince and company bring to the table. But like most great fighters who remain with the same trick for too long, WWE Smackdown vs Raw 2007 is starting to feel a little well-known for his good.
Now do not get me wrong, SmackDown 2007 is still an impressive combination of wrestling, storytelling and customization. Like every year before, it offers a host of new gameplay features and additions and continues his reign as one of the best fighting games looking around. The problem here is that after eight consecutive years of the modus operandi of Yuke, type of presentation has not evolved enough to feel as fresh as it did before. But we will have more on this later. First, let's talk about what the right SmackDown - and that includes a lot.Let's start with the control system, which is the first and most obvious difference between this year title and those that came before it. controlling the fighter has moved to the right analog stick instead of the face buttons and, although there is a curve defined learning (which can last up to a week to get used to), the new system is definitely more responsive and fun to use of the old method. Another advantage of the new
system is that it flows from one move to another easier because the analog stick emulates realistic movements more natural (though not on par with something like Fight Night or NHL 2K7). It is difficult to return to smackdowns elderly after using analog modulation.Connecting the analog system is another SmackDown vs. handle new attractive features of the premiums, the "absolute Moves" control. Started by a pressing R3, the player total control adds much needed influence to that action. Although it can not be used for every move in your arsenal, the RMC which allows you to control the speed and frequency of certain powerslams, DDT, and suplexes powerbomb. The only disadvantage of these manipulations are not always properly balanced - undermines their dry strength after performing three or four "groin in the ring" pushes, while allowing him to leave three or four powerbomb repeated similar (or perhaps even less ) aguante effects. Certainly it is a smart idea, but not without problems.
Perhaps the most fun (and addictive) new feature for SVR '07, is the integration of environmental hot spots and the choice to fight the crowd. For THQ, these mini-series really captures the sense of brutal duels WWE (especially serious games in the late 90s, especially, come to mind) and is definitely fun to play. Not only do these environmental interactions allow users to throw their opponents speakers and strangling with cords, but also allows them to crush the heads stairs, grab the sign of a fan to build heat, or to send an opponent flying over the table Spanish speaker. fun things
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