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[Multiplatform] Sweaty men in tights pretending to fight 09
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dagget
Spoot


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Old Mar 29, 2008, 03:41 AM #1 of 12
Sweaty men in tights pretending to fight 09

It's that time of year again. The grappler with the Madden-esque title is back for another year. SvR09. Coming out on PS3/360/DS/Wii/PS2/PSP.

Here's the IGN article to start it off:

IGN: WWE SmackDown vs. RAW 2009 Preview

Quote:
March 28, 2008 - Many would think after yesterday's WWE SmackDown vs. Raw 2009 announcement and QA blowout there couldn't possibly be any more to say about THQ's tenth entry in the storied series.

They'd be wrong.

Cory Ledesma, THQ senior creative manager, took the stage just after noon at the Swan Hotel in Orlando and laid out the "teaser" for SVR 09 that IGN fans are already busy memorizing -- the company's commitment to improving load times, rebuilding the AI, and so on -- but he also dropped a few unannounced tidbits and gave us our first chance to see the game in action via some prepackaged clips.



First up was how the new tag team features are going to work. If you haven't made your way through all of our coverage, SVR '09 is revamping of how the series handles tag team matches. In a video feature starring Jeff and Matt Hardy against Ken Kennedy and Randy Orton, Ledesma walked us through some of the nifty double team moves the Superstars now have access to. With the opponent on the ground, Matt lifted Jeff, Jeff kicked out his legs, and when Jeff got to the highest point, Matt released his brother for a devastating leg drop. The brothers Hardy pulled off a double-sided Russian leg sweep, and Jeff tripped an opponent before Matt dropped his trusty old fist on the bad guy's head. Although it was quick, we also got to see our first tag team finisher. Matt hit the Twist of Fate, and as soon as the move was over, Jeff was soaring through the air for the Swanton Bomb.

Then, Ken held Jeff against the ropes while Randy talked some trash and slapped the hell out of the Hardy.

The visual delights of the tag team world didn't stop there; throughout the video, the opponent on the outside was able to walk the apron at will so that he could get into position, pump up the crowd or pull of a bind tag. Now, when the ref's getting distracted or you're pulling off a neat double-team move, the camera pulls into the cinematic perspective you're used to seeing for finishers and other animations. There's even a new camera outside the ring that shoots the action from right around the steel steps so you don't lose the action because of the apron getting in your way.

Next on big screen was how Hot Tag works. If you're not familiar with the phrase, you're for sure familiar with the action -- it's when a guy's getting his head kicked in, crawls to his corner, slowly reaches out his hand, makes the tag and the fresh partner comes in and steamrolls everyone. Ledesma said this Hot Tag will be available for the team throughout the entire match, and his video showcased the Hardys pulling it off. Matt stormed into the ring and took out Kennedy, laid out Orton on the sideline and then hit the Twist of Fate on Ken. Of course, the video also showed a scenario when Matt stormed into the ring and Orton reversed the Hot Tag attack when the Hardy boy came to the apron. Apparently, the move isn't foolproof.

The other big part of the presentation focused on Create-A-Finisher. Although Ledesma prefaced the video by saying the option was a work in progress, it still looks pretty damn impressive. As of now, the feature looks similar to the creation features you know and love -- on the left side of the screen, the green guy does whatever moves you're selecting from the right side of the screen. Along the top of the builder is a set of numbers from one to ten that let you know what step you're at in creating your masterpiece. There's also a fraction tracking how much of your 100 percent of move memory you've used.


Each of the moves on the left-side laundry list -- grapples, piledriver positions, etc. -- has a speed attached to it that players can modify at will to make it more dramatic or snappier. In the THQ video, creation focused on creating an F-U Brainbuster and a cradle piledriver for John Cena. The piledriver, a seven-step move, started with the green guy putting the red guy into position, green guy kissing his biceps, green guy lifting the red guy up and rotating just and bit, the green guy cradling the red guy, and then the inevitable drop on the head. Once the moves were completed, they were given to Cena and demonstrated against Orton.

That might not be the most interesting thing to read, but it sure looked good. Although there were cuts in the video so load times and such were impossible to get a read on, the step-by-step addition of moves and adjustments of speed all blended together seamlessly to make the mode seem like it'll be really easy to get into and in-depth with. Your created moves will work in any mode with every Superstar -- created or legit.

When the videos were over, the new news wasn't. Ledesma let us know that there will be an additional 300 motion-captured animations in SVR '09, that Road to WrestleMania will focus on the three months leading up to the big event, that the new tag features work in all tag matches (six-man tag matches were mentioned), and that he's not too worried about that "other" wrestling game coming to the market.

"We're looking into it," he said. "We're not really worried about it"
FINALLY... after wanting this in the game since Shut Your Mouth... We're getting Create-a-Finisher. Maaaaan. There's going to be some wicked shit going on with that. Can't wait.

Here's to hoping they choose a good number of roster and maybe some Legends tha deserve to be in the game instead of just alternate costumes and people I couldn't give a rats ass about.

Jam it back in, in the dark.

mortis
3/3/06


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Old Mar 29, 2008, 04:02 AM #2 of 12
Wait, so the 24/7 AKA Season mode is now reduced to three months?

Let's wait and see the create-your-finisher for SVR2009. Who knows how good it will be, or if they will take anything out.

I'm not exactly stoked for this game because of SVR2008. The DS was a joke, and the rest were um, lacking.

I liked the comment about that 'other wrestling game'. Hilarious. I do hope that 'other game' is truly innovative and good in hopes that it will entice THQ to step-it-up with the game and polish it well instead of just putting it out there as the next game in the series.

How ya doing, buddy?
Manny Biggz
HELL YEAH


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Old Mar 29, 2008, 09:00 AM #3 of 12
The gameplay engine needs to be taken off of life support already. I pray that THQ gives me a reason to want to play this game. Create a finisher is a good start, but it alone will not warrant a purchase.

This thing is sticky, and I don't like it. I don't appreciate it.
Guru
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Old Mar 31, 2008, 11:14 PM Local time: Mar 31, 2008, 11:14 PM #4 of 12
They seriously just need to bring back the RAW game from the SNES updated with current wrestlers. That game was hilariously fun back in the day. I loved sitting on people with Yokozuma.

I am a dolphin, do you want me on your body?
<@a_lurker> I like zeal better than guru.
<@a_lurker> There, I said it, I'm not taking it back.
mortis
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Old Apr 3, 2008, 12:44 AM #5 of 12
I remember playing that game ALL the time. Me and a friend would play the Royal Rumble and just clean up (except somehow Doink would occasionally go nuts and throw us both out).

I also remember all the bugs the game had. Probably the only SNES game I got to crash that didn't involve a game genie or anything like that.

I was speaking idiomatically.
dagget
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Old Jul 15, 2008, 05:44 AM #6 of 12
Well a Pre-E3 hands on of the game was held.

INFERNO MATCH

Here's the article:

Pre-E3 hands on preview

Quote:
July 11, 2008 - You're about to read about some really cool stuff in WWE SmackDown vs. Raw 2009. This week, I got to participate in my first Inferno Match, figure out how Fighting Styles work this year, create my own finisher, and try out all of the new tag team features THQ's been talking about since WrestleMania. However, there's one tidbit that should really setup what THQ's going for in this installment of the franchise.

For the first time ever, you can enter the wrestling ring via the steel steps.

If you're a SVR hater, you might scoff at that little addition, but fans of the franchise should take note because it's just the tip of the iceberg when it comes to the polish being put into this title. After an hour and a half of playing and creating, I was digging my time with SVR 09, but it wasn't the match types that were making me cheer inside. I was marking out for the way the ropes sagged as Jeff Hardy put his weight on the taught lines. I was marking out because flicking the left stick skips the current track playing over most menu screens in favor of another licensed tune or wrestler entrance theme. I was marking out because load screens now display the stats you've racked up as whichever wrestler is on the screen -- your win/loss record with Triple H, your most played match type, etc.



I could go on -- and as you can see below, I obviously will -- but the gist of what you need to take away at the broadest level of SVR 09 is that THQ and Yuke's have taken the gameplay and controls that you now know backward and forward from SVR 08 and shined 'em up real nice. Don't worry though, they apparently haven't turned them sideways or stuck them up your candyass. The character models look more defined than ever, the championship belts fit snugly on character waists and appear polished as well as heavy, and the action seems to be a few frames faster, although both the PS3 and Xbox 360 will run at a solid 60 frames per second.

Now, even though SVR 09 keeps the left stick to move, right stick to grapple scheme we all know and -- most of us -- love, that's not to say that nothing has been added. When you get dropped by a superkick or what have you in this year's game, you'll still be instructed to tap a button repeatedly, but when you pull yourself to your knees, you'll be able to hold down R2 and L2 to enter a guarded state. Basically, if someone wants to kick you while you're guarding, you'll be able to reverse the strike and get up cleanly. If for some reason you can't get up and your opponent is stomping your corpse over and over again, the game will only let you take the punishment for so long before it generates a reversal that pushes the bad guy back and gives you the chance to get to your feet. There are other nifty tweaks and additions to the control scheme, but we'll chat those up when we get to them. For now, let's talk about the Inferno Match.

Ever since the Undertaker and Kane stepped into the ring at Unforgiven 1998 and ring hands set fire to a barrier around the squared circle, the WWE fan base has dreamt of participating in a videogame version of the Inferno Match. This year, THQ's delivering that vision. My inaugural bout in the flaming fight pitted my CM Punk against the one and only Matt Hardy. The entrances progressed as normal -- Punk trotting to ringside in his T-shirt (which hugged the champ's body and looked more realistic than ever) and Chicago-inspired trunks before wringing his hands in the middle of the ring; then, without a load screen, Matt Hardy's music blared and Version 1 ran to the ring -- and I got to see Punk pacing Matt as the fire round ringside illuminated his face.

The first thing you'll notice is that SVR 09's Inferno Match takes advantage of the fact that it's a videogame. Rather than have some lame metal halo around the ring that actually houses the flames, the actual ring-rope sides of the ring are on fire. You pull off body slams and other moves, and, as the bodies impact, the flames shoot up.

Think Go to Sleep is a gruesome looking finisher in real life? Take a gander at it as flames explode around Matt Hardy's impromptu dental work and the screen shatters like broken glass -- the broken glass bit is the new visual that goes off at the moment of Finisher impact and looks pretty damn cool.

As you're pulling off these moves and the ring's belching towers of fire, a smaller box in the lower left corner is tracking the heat of the ring. It'll start at a bone-chilling 300 degrees and work its way up as the moves get more and more devastating. The rising flames also mean the screen's getting redder and redder. Anyway, when the pyro gets to a balmy 500 degrees, that's your chance to shove your opponent into the hellfire. To do this, you'll need to pull off a strong grapple and then work the enemy to whatever side of the ring you want with the left stick.

If you're the dude getting dragged to the fire, you'll have to be on top of your face buttons to get out before you're lit up. When the strong grapple starts and you guys begin inching forward, your controller's face buttons will pop up near your HUD and you'll have to tap the buttons that are lighting up. If you pull off the taps quick enough, you'll break the hold and save yourself from third-degree burns. If you fail to keep up, the buttons will disappear as your opponent goes for the final shove into the fire and then the buttons will pop back up for one final command. Miss that move, and you're extra crispy.

What happens when you go up like a brother of the Undertaker? The camera cuts to your dude rolling around ringside on fire -- a rolling/freaking out animation that stays on a disturbingly long time -- before fire extinguisher fog blasts in from the sides to save the day.


There are other caveats to this match, such as the fact that you can't bounce off the ropes when the temperature is at its highest, the ring'll stick around that 500 degree mark for about as long as a momentum meter would flash, and so on, but one thing I can tell you is that this match is eye candy. Sure, it's goofy to see Triple H rolling around on fire, and it felt a bit sluggish moving a grappled opponent to the flaming ropes, but the fire growing and the roaring sound after every big move is a brilliant touch.

I've played these games for a long time, and the close up on CM Punk rearing back on the Anaconda Vise as flames grew behind him might be one of the coolest shots I've ever come across.

Even though I only got a brief taste of SVR 09, there seems to be a lot of nifty tidbits like the Inferno Match, and I'd personally put the refined Fighting Abilities in that category. Last year, THQ and Yuke's debuted Fighting Styles -- a grouping of abilities that gave benefits to the characters based on how they acted in the ring. This year, the developers are dropping the styles but keeping the abilities. Look at it this way: last year, Randy Orton was a Dirty Superstar. This meant that he had access to a bunch of dirty abilities such as removing turnbuckle covers and pushing the ref into opponents, but he didn't have access to the abilities that were in the Hardcore Fighting Style. This year, every Superstar will have six abilities. This means that single grappler can have the ability to remove turnbuckle covers as well as the ability to bash himself over the head with a chair to regenerate limb damage. These abilities are now independent. There's no longer a title you have to worry about.


Breaking the abilities up seems like it's going to amplify the individuality that Fighting Styles introduced. During my demo, THQ talked about trying to make this game feel more like WWE programming than ever before and the Fighting Abilities are a big part of that. For example, when was the last time you saw a match end in a simple Boston Crab or arm-bar submission hold? If a wrestler puts someone into a hold that isn't his or her finisher in real life, it's not likely the opponent is going to tap. For years, that hasn't been the case in SVR. If you wore the legs of Shawn Michaels down, he'd tap to the simplest of leg holds.

That's not going to happen anymore.

If you don't have the Submission Specialist ability, you can't make someone submit to a plain old hold. Now, don't get me wrong -- John Cena's no Submission Specialist but his STFU will make people submit because it's a Finisher/Signature move. That fact is universal, but nobody's submitting to a figure four unless it's a Finisher/Signature or the person pulling the move off is a Submission Specialist.

If you haven't caught on in your years of reading IGN's SVR coverage, THQ is pretty good at keeping secrets. The company says that there are "big, big features" that it hasn't announced for SVR 09, but that didn't stop us from getting the dirt on a few more of the 20 Fighting Abilities. Possum Pin's one of the abilities, but it's been tweaked a bit from last year; this time, you have to spend a stored finisher to pull the move off. There's the Dirty Pin (using the ropes for leverage), Hardcore Resurrection (the aforementioned beat-yourself-up-to-heal move), Object Specialist (a proficiency with items from under the ring), Lock Pick (a one-button press that gets you out of submissions), Steal Taunt, and Steal Finisher.

Beyond all those abilities were three that we found especially intriguing. Kip-Up is the tried-and-true Shawn Michaels move of kicking up from your back to your feet. A Superstar with this ability will only be able to do the move once per match and only when he's racked up critical damage. Once the guy pops up, he'll have a full momentum meter and be momentarily damageless. The next ability we really dug was Fan Favorite. We didn't get to see it in action, but what will happen is the Superstar will begin taunting and clapping in an attempt to get the crowd going. If the opponent doesn't stop the Superstar, the crowd will get in on the claps, they'll become deafening, and the foe will cover his ears and be open for an attack. The last "big one" we got to hear about was Resiliency. This is kind of an always-on attribute that won't be deployed by a button press but should definitely affect the way the game plays. In previous years, schooling the Hurricane was the same as schooling Triple H. If you knew your moves, you could dominate different guys in the same way. THQ's looking to fix that with Resiliency, a Fighting Ability that makes a main eventer feel like a main eventer when you're wrestling him. A Superstar with this ability will need more bang to knock on his buck.


Now, to put down these main eventers, you're going to need some killer moves, and this year you'll get to make your own with Create-A-Finisher. As I'm sure many of you are aware, I was a two-time Backyard Wrestling Federation Champion before landing on IGN's doorstep. My title reigns were marked with drinking laundry detergent and a terrifying move known as the Greggy Guillotine -- a fireman's carry that spun out into a Stone Cold Stunner. I actually stole the move from the character creation found in N64's WrestleMania 2000, and I have been heartbroken every year since then to find it missing from the SmackDown series.

Finally, my virtual Gruesome Greggy can pull off his very own finisher.

Create-A-Finisher presents you with more than 500 animations to slot in up to ten steps that will make up your masterpiece. When I clicked on step one, I was taken to a list of all the available moves. Tapping R1/L1 cycled through move subcategories such as blood-drawing maneuvers, taunts, holds, and more, while the right stick rotated the green guy demonstrating the moves as well as zooming in and out. Of course, there is no such thing as a DQ in the BYWF, so I choose to start the Guillotine animation with a swift kick to my opponent's groin. For step two, Gruesome Greggy yanks the foe into a fireman's carry. Step three spins the bad guy out into a Diamond Cutter position, and step four finishes the cutter.

Sure, it wasn't the stunner -- only a few dozen of the 500-plus moves were available in the build I was playing -- but it was still awesome looking and a cinch to set up. With the move running next to my four-step layout, I decided the kick wasn't swift enough and jumped back to crank the speed of the blow up to 150 percent. With the brutal combination complete, I jumped in and named the move -- you can choose from a set of pre-assigned names if you want to hear the announcers say it or create your own title -- and saved the creation. From there, it was as simple as assigning it to an actual or created Superstar.

Our final touchstone in our WWE afternoon was the revamped tag team match. Although the company's keeping a lid on all the bells and whistles under SVR 09's hood, THQ's had no problem promoting the double team finishers, hot tags and more that this mode features. For our bout, we teamed up with a developer to become the Hardys (EXTREME!) and went up against Rey Mysterio and Mr. Kennedy. Jeff and Matt came out as a team and under the Hardy moniker, while Rey and Ken entered solo.

As Jeff, the match began with me perched on the apron watching Matt work. Since it announced that SVR 09 was overhauling the tag match, THQ has said that it's going to make the inactive tag team member still feel like they're part of the match. From my quick taste, it appears to be working. While Matt wailed on Rey, I could stalk around the two sides of the ring that touched our corner, I could jump to the arena floor, I could crawl into the ring, and I had a number of offensive moves I could pull off when the time was right. When Matt whipped Rey at the ropes, a button tap had Jeff yank the rope down so that Rey went flying. If Mr. 619 got too close to Jeff, I could use the right stick to grab the munchkin and hold him so Matt could get in a few shots -- however, I ran the risk of Rey reversing when I tried this and belting me in the jaw. If Matt decided to be selfish, I could also use the right analog stick to force the tag and get my time in the limelight.

Tag teams are nothing without teamwork though, and SVR 09's got a wealth of options. There's a ton of double team moves -- think Jeff and Matt's copyrighted crotch/leg drop thing -- that can be set off by one player initiating a strong grapple and the other guy just grappling normally. On top of that, there are around 20 dedicated tag team finishers -- such as the Twist of Fate followed by the Swanton Bomb. Some of those double team finishers will be self-explanatory when you're rolling with an established squad, but if you're pitting Wrestler A with Wrestler B and the two aren't connected, you'll have to pair them from the main menu -- a lot like the old Create-A-Stable -- and assign the finisher there.

Thankfully, tag teams will share a momentum bar, so there's no need to worry about tagging in a partner and losing your power. On top of that, the new Hot Tag seemed pretty cool. I let Jeff get beat on a bit by Kennedy, and then began holding the D-pad. Slowly but surely, the onscreen momentum meter began to burn and finally erupted in flames. When this happened, I just had to get Jeff on our side of the ring, and the camera jumped to a beleaguered Jeff making the weary, last ditch dive to tag in Matt. Like a ball of brutality, Matt leapt into the ring, took out the legal man, and then swung at Rey on the apron. As this happened, a button prompt appeared on the screen. If our partner piloting Matt hit the proper button, Rey would go down. However, our partner missed the prompt. Rey nailed Matt and ended the Hot Tag antics.

When I read the message boards or check the comments on an SVR story, I almost always see someone criticizing THQ for "putting out the same game every year." As a fan, you and I could argue the fact that there's always new arenas, wrestlers, modes, and more, but there is some truth to the criticism -- THQ constantly builds on what makes its games good. Although I've only logged a little more than an hour with SVR 09, this title seems to be building in the right ways. There's a more appropriate amount of echo in the ring announcers voices; there are four different crowds that will show up in the game's arenas; when a ref's counting a pinfall or ring out his voice now sounds as if it's coming from inside the ring and there are no more big, hokey numbers that pop up on the screen; and when Superstars such as the Undertaker perform finishers that end in a pin, the game's going to make the move flow so that the sequence doesn't end in a rope break. The character models look sharper than ever, the entrances are grand, we don't even know all the features yet, and there's going to be downloadable content.

I am legitimately excited about this title, and I don't see how fans of the franchise couldn't be.


What kind of toxic man-thing is happening now?

dagget
Spoot


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Old Sep 26, 2008, 12:35 AM #7 of 12
Career Mode added:

Quote:
September 25, 2008 - A few weeks ago, IGN debuted the details about Road To WrestleMania, WWE SmackDown vs. Raw 2009's story mode that has players choose from seven wrestlers and set out on a character-driven storyline that features voiceovers, cutscenes, and the works.

The Interwebs exploded. Fans launched message board posts demanding to know why only seven Superstars could be used in the mode, e-mails poured in demanding to know what this meant for created Superstars, and I'm pretty sure somewhere people burned a scarecrow made up to look like THQ Senior Creative Manager Cory Ledesma. Of course, all of these extreme reactions were a bit premature. THQ and Yuke's have been playing their cards close to their respective vests when it comes to SVR 09, so it was safe to assume they had something up their sleeves.

Today, the cat's out of the bag -- Career Mode is in SVR 09. It's open to every Superstar, Diva, hidden character, and created wrestler in the game. It allows you to pick what titles you go after. In the mode, you get to pick the matches you'll compete in and set win conditions. This is how you will build your created character's stats and abilities -- the game monitors how you perform in the matches and awards you attribute points in the durability, strength, and so on areas.



The setup is simple (there are no cutscenes or storylines) but from my five hours with the mode, it seems like a refreshing and challenging way to build a character.

You can take any Superstar you want into this mode, but for me, Career is geared for your CAWs. When you choose your character -- you can only have one Career going at any time -- you'll start at the bottom of the ladder. When I created two-time BYWF Champion and current IGN Champion of the World Gruesome Greggy, the man that would be a star started with a meager (see: crappy) rating in the mid-30s.

That's out of one hundred.

When the new mode begins, you'll find yourself on your Superstar's private jet, which is a scene similar to last year's locker room. You can click on an event program to check your stats such as your record and the total number of matches that have ended in pins or submissions, you can choose the exit sign option to go wrestle, and you can click your cell phone to see what's going on with your title path. See, depending on whom you choose to start your career, you'll have a handful of championships to go after. You choose a path -- Greggy's extreme, so he went the way of the ECW title -- and are then presented with a list of four Superstars and one mystery champion at the top. Your goal is to steamroll through everyone on that list until you're fighting the champion.

What happens is that you pick to go fight, and the game asks you whom you wish to fight. You pick someone, and then a list of eight singles match types or seven tag match types pops up. You're free to choose whichever bout you want, but in the beginning, you'll only have a few to pick from; more will open up as you knock off each title's No. 1 contender. Even when you're starting from square one, you'll still have some options. When you decide to just have a normal singles match, you're welcome to turn off pins to create a makeshift submission match, turn off countout, and so on.

Of course, Gruesome Greggy's hardcore; I turned off DQ and countouts so I could drag Elijah Burke and whomever else got in my way to the outside and beat them with weapons and such. During my first match, this customization option seemed like a nice bonus, but it turns out it actually weighs pretty heavily into your Superstar's progression. Once the match is over, you'll get kicked to a rating screen where the game will use a five-star review to summarize your bout and where the game will award you attributes based on what moves and techniques you just used. The attributes pop up and slowly fill depending on what you did out there. Because Gruesome Greggy was beating the hell out of Burke with weapon after weapon, his Hardcore rating exploded while Agility and Technical attributes got minor bumps due to the occasional submission hold I tossed in or whatever. When I decided to start leaping from the turnbuckles a bit more, my speed stats started to grow.

Awesome.

On top of the straight moves to attribute point relationship, there are awards and abilities to keep in mind. THQ has about 100 awards packed into this game that you unlock by performing specific stuff. Cheese with That Whine? Award comes after you argue with the ref at least four times and Too Many 2s is awarded after winning a match by pinfall after five two counts. Aside from getting these little medals at the end of the match and then being able to view how many times you've earned them, certain awards give your stats a boost. For instance, if you pull your opponent's shoulder off the mat during a pin four times in one match, you'll get the Continue the Pain award, which gives a one-time boost to the Superstar's Charisma attribute. If you can go an entire match without striking, you'll get On Strike and that'll bump up your Strength.

If you've been following the SmackDown Countdown here on IGN, you're probably well aware of the game's Abilities, which give Superstars special moves, taunts, and so on. To get Abilities for you created Superstar, you'll need to earn them in Career Mode. You do this by performing specific actions. Pull off at least 50 object attacks in your career, and you'll unlock the Object ability so that you can perform grapples with the stuff from under the ring. If you rake in three five-star matches with three different opponents who have the Dity Pin Ability, you'll get that Ability. From your private jet, you can scope what Abilities are in the game, but the title won't tell you how to unlock the options until after you unlock them.

Personally, I'm excited about Career Mode, but I can understand how some people might be put off. Usually, I only heavily use one created Superstar a year, so the lengthy molding process in Career -- with five hours under my belt, Gruesome Greggy's only at a 69 rating -- appeals to me. However, if you're looking to create an entire roster, having to mold each one in Career rather than just assign them stats, might get old. Still, this is definitely new ground for the SVR franchise. It's a little odd just going through, beating people, wining a title, and moving on to the next belt, but the character creation and ability to customize your matches seems way better than last year's stifling 24/7 mode.


FELIPE NO

DarkMageOzzie
Chief Strategist


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Old Sep 26, 2008, 03:25 AM #8 of 12
Career Mode... ugh. Why did they have to mess with the exp system last year? I like being able to make multiple characters and set there stats exactly how I want them. Nobody wants to play through the game 30 times to power up all their CAWs.

What, you don't want my bikini-clad body?

"Out thought and out fought."
dagget
Spoot


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Old Nov 2, 2008, 08:33 AM #9 of 12
Finalized Roster?

Raw:
Ashley
Batista
Beth Phoenix
Candice
Chris Jericho
Chuck Palumbo
CM Punk
Cody Rhodes
Hardcore Holly
JBL
Jillian
John Cena
JTG
Kane
Kelly Kelly
Kofi Kingston
Lance Cade
Layla
Melina
Mickie James
Mr. McMahon
Paul London
Randy Orton
Rey Mysterio
Santino Marella
Shad
Shawn Michaels
Snitsky
William Regal

SmackDown:
Big Show
Brian Kendrick
Carlito
Curt Hawkins
Edge
Festus
Jeff Hardy
Jesse
Jimmy Wang Yang
Maria
Michelle McCool
Mr. Kennedy
MVP
Ric Flair
Shelton Benjamin
The Great Khali
The Undertaker
Trevor Murdoch
Triple H
Umaga
Victoria
Zack Ryder

ECW:
Big Daddy V
Boogeyman
Chavo Guerrero
Elijah Burke
Finlay
Hornswoggle
John Morrison
Mark Henry
Matt Hardy
Tazz
The Miz
Tommy Dreamer

Downloadable:
Charlie Haas
Evan Bourne
Super Crazy
Ted DiBiase

Other:
Masked Man
Tony
Zombie Finlay
Zombie Santino

Good to see *some* downloadable content. Maybe they'll release more as time goes on. Now if only Sony would let us use custom soundtracks for the PS3 version....

Jam it back in, in the dark.

DarkMageOzzie
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Old Nov 2, 2008, 10:10 AM #10 of 12
As if size differences didn't already screw up the way grapples look enough as it is.

There's nowhere I can't reach.

"Out thought and out fought."
Rockgamer
(OH CRAP. IT'S THE DUKE)


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Mar 2006


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Old Nov 2, 2008, 02:22 PM Local time: Nov 2, 2008, 01:22 PM #11 of 12
I've never really been a big fan of wrestling games (the last one I played that I enjoyed was some WCW game from the N64 days), but I really enjoyed the demo for SvR 2009. The controls made it easy enough that even a novice like me could win, but definitely seemed complex enough so that if I really wanted to I could get really deep into it. I can't say that I'm willing to buy it when it comes out, but I may think about it after a price drop.

This thing is sticky, and I don't like it. I don't appreciate it.
Living Legend
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Old Nov 3, 2008, 02:18 PM Local time: Nov 3, 2008, 11:18 AM #12 of 12
I cannot stand the grapple system in Smackdown vs Raw 08 and to read that they're leaving those horrible play mechanics in there is a real downer.

I am a dolphin, do you want me on your body?


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