CGRundertow WWE '12 for Xbox 360 Video Game Review


Uploaded by CGRundertow on 26.11.2011

Transcript:
One of the
best things about the Nintendo 64 was its wrestling games. In fact, wrestling games
havenít been quite the same since. There have been some good ones, but those days of
a wrestling game being among a consoleís very best titles seem to have come to an end.
THQ might be poised to change that.
I wouldnít say itís the same kind of release in 2011 that Revenge was in 1998 or No Mercy
was two years later. Itís not quite on that level, but itís at least in the title picture.
By tweaking their approach and launching a new brand, THQ has finally brought their games
out of the mid-card and into the main event.
WWE í12 represents the beginning of a new era for wrestling video games. Gone are the
games based on single shows or gimmicks. This one gives professional wrestlingís grandest
and most prestigious organization the Madden treatment, and it results in the most complete
WWE video game ever made.
Developed by Yukeís Media Creations, WWE í12 is the debut of a brand new series. Forget
this versus thatóthis game brings this and that together, the way it should be. Perhaps
the most succinct description of WWE í12 is that itís the kind of video game other
sports get on a yearly basis. The structure, the in-ring changes and even the name changeósuperficial
as it may seemóall get over a simple message.
This isnít just any WWE game. Itís the WWE game.
In a practical sense, perhaps the biggest change in WWE í12 compared to previous Yukeís
and THQ wrestling games is the way the game really tries to emulate the pace of the craft
itself. Professional wrestling is really comprised of two main componentsóthe wrestling and
the story. The best matches are the ones that tell a story in the ring, and WWE í12 tries
to do the same.
The first step in doing this is the new grappling system. You can lock up with your opponent
and from there, your options are situational. You can chain simple moves together at first,
but as the match continues and you wear down your opponent, the moves at your disposal
become more and more powerful. So the match starts to actually change, both in a functional
and aesthetic sense.
Even kicking out, which depended on button mashing for years, has a clever new makeover
based on releasing a button at just the right moment. The more damage youíve taken, the
smaller that window for escape becomes.
These kind of changes seem subtle, but in practice, they really give WWE í12 an interesting
pace. The matches have drama. They build in tension. They have a more realistic progression.
Itís almost as impressive as an actual Dolph Ziggler match...well, almost.
Speaking of Ziggler, the #HEEL is in fact on the roster, joining more than 60 other
wrestlersóI refuse to call them superstars. My favorites are all there, from Ziggler to
Cody Rhodes to CM Punk to Zack Ryder, the only person on the Internet whoís more over
than I am. And each wrestler has his own signature and finishing moves, which only adds to the
impressive sense of Madden-like authenticity in WWE í12.
Itís obvious that the team at Yukeís loves wrestling. In a lot of ways, they do it more
justice than the WWE writers. Theyíve offered fans a massive set of toys to play with, including
staggering customization options, plenty of gameplay modes and a core wrestling game that
you might call, to borrow a line, the best in the world.
Grab your controller, Undertoads. Itís clobberiní time!