Niles Jansen The Third Posted August 7, 2009 Posted August 7, 2009 Ok, so looking at what would make the next game better, I have come to the conclusion there is a mile between realistic (or accurate to WWE, i should say) and what is in 2009. First off, the moves are so generic and over animated that it doesn't really feel your doing anything other then just a string of animations. Your opponent always falls the same way, and the moves are like constantly triggering movie clips - very little to no interaction after a button is pressed, until the animation is over. The main problem I have, is impacts made by moves. We've seen the same animation for 10 years now, where you drop the guy down, and he lands the same way, all the time. But that isn't the case in WWE. In the WWE, when you have higher momentum, you make higher impact moves. This isn't even that difficult to do - even just turning up the volume on the sound of the mat when slammed would do this, make you feel like you're on a roll. HOWEVER - something they would need to implement goes along with the discussion of momentum. And that is the surprise win factor. In WWE you rarely see a guy dominate a match the entire time, then win - other then John Cena. Most of the time, whoever is getting more offense near the end of the match gets a move reversed into a finisher, or gets caught with a quick finisher, and BOOM, it's done. In Svr games, this is not possible, considering : 1. You have to build up to a finisher. 2. the finisher would do little damage to the opponent, resulting in him getting up and beating your ass more. 3. There is NO surprise finisher factor. You have to get the opponent groggy to hit a finisher. So, I have an idea of a way to fix this. First, remove the build up to a finisher thing. Just make it so that in the first couple moves of the match it's hard to pull off, less effective, and the reversals to it do significant damage. Second, implement a "stunned" factor. this is not the usual "groggy" that you would see now, where the opponent gets wobbly, and you can hit your signature move, or finisher. I'm talking about a bar added into play, where it would fill very slowly through performing moves ( and I mean very slowly ), but the speed it fills will be based on not how many moves you do, but the predictability of your offense. For instance, quick moves mixing between strikes, running moves and slams would result in more being added onto the opponents stun bar then a string of strong moves, which would do damage to there body based on the yellow-orange-red system. The stun system however, causes the ability to kick out of a finisher or submission become much more difficult, at the same difficulty it would be after body damage was done, depending on how filled the shock meter is. A shock finisher (think RKO out of no where) for instance would fill this very quickly. This adds another level of play to the game, no longer being just a offense-offense-offense-reversal-offense-offense based game. There's more to it with this. Next improvement would be when finishers are capable of being done. A shock finisher would be possible by using the finisher button instead of a reversal. Let me explain. the opponent is just dominating you, when you,re on the ground, he goes to pick you up to continue decimating you. Rather then smashing the grapple reversal button, you time your pressing of the finisher button allowing you to reverse directly into your finisher - rather then to a punch to the gut/low blow then a finisher. Now with all that said, there is still a big gap of game play that is missing, - and I know the animation need to be redone in a system where reactions are more random , but not a subject worth getting into considering everyone talks about it - this being the aspect of stamina and how it effects you. Previously, your stamina made you run slow, or fall over. I don't know about you, but I have never seen this happen in WWE. I've never even seen Big Show fall over from being tired. Especially after he hits a huge string of moves. Rather then having the stamina diminish from running, or performing moves as much, call it "winded", and have it be your response to big moves hit on you, and from you. Explain you say? Gladly. When winded you would be more vulnerable to being reversed, and more likely to lose after a big move or submission. You get winded from doing big moves like the superplex, and other top rope moves. Moves received would be the obvious, powerbomb, weapon hits, anything high impact really. to make this work fully you would need to implement a 'crawl' into the game, along players to do something while trying to revive from being winded, like maybe crawl to the ropes to pull themselves up, or crawl to opponent and go for a pin. And light button hitting, not crazy button mashing like the old submission system (except maybe in the last man standing match, at which time crawling to the ropes would make it slightly easier to get up.). This all would be HUGE steps in the right direction. the next steps would be fixing the commentary, specific match types, and the horrible camera. But that's for a later day. Quote
Joe =/ Posted August 7, 2009 Posted August 7, 2009 Nice post, now go work on the game. Your ideas gave me an e-boner man Quote
Fozy Posted August 7, 2009 Posted August 7, 2009 Yukes should've taken more than a year out to refurbish the game, but nah. They're fucked over now. Quote
ALL STAR Posted August 7, 2009 Posted August 7, 2009 I think desperation moves should be added and they could work in the way of a small bar under your health or finisher bar or whatever. Anyway when your getting beat down the bar will fill up once filled you will have a short amount of time to pull off a desperation move such as hitting a double clothline or performing a back suplex as the oppenent is about to do a grapple. I think also blood should play a bigger factor and the animation of the character should show the affect of the blood loss, take Triple H for example in a match when he is busted open after performing a big move he would fall against the ropes or drop to one knee. Quote
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