tag:blogger.com,1999:blog-2431989845115058290.post8024529256148747932..comments2023-01-09T00:49:53.689-08:00Comments on Headlocks 4 Breakfast: It's the Little Things...Unknownnoreply@blogger.comBlogger46125tag:blogger.com,1999:blog-2431989845115058290.post-75299497924291725792010-09-27T12:10:47.586-07:002010-09-27T12:10:47.586-07:00As a life-long fan, I ask myself why do we watch w...As a life-long fan, I ask myself why do we watch wrestling, what compels us to tune in week after week, to spend our hard-earned money on its products, to follow its stars online, to demand so much out of a video game?<br /><br />I would say it’s the drama created by the storylines, the tension created by the wrestlers through their verbal exchanges and in-ring work, the spectacle, scale, and sound of a live arena event, the emotion that we experience vicariously as a face gets retribution for an injustice done by a heel, an outlaw employee tells his conniving boss to shove it, or the sad fact that sometimes even the hardest fought battles end in defeat, and the realization that there is honor, even, in that.<br /><br />The ultimate goal of a game, meant to be a simulation of pro wrestling, shouldn’t be that it accurately replicates the visual spectacle, but that it tries to create an environment (or universe) that gives players opportunities for achievement and reward. Few value what comes easily to them, and as it stands now, no one I know is venturing online to share stories of how they were able to dethrone Undertaker at Wrestlemania. No one brags about leveling up the CAS. These things aren’t significant, aren’t come by through any talent or skill as it relates to the game. They’re just things to do in hopes of keeping the player busy, rather than entertained and challenged. <br /><br /><br />When all of those things are in order, the best a game designer can hope for is what happens while watching at home: we find ourselves on the edges of our seat, hoping for but uncertain of a victory, frantically trying to pull ourselves off the mat and find enough resolve to finish the match, remembering that it’s important to do so in spectacular fashion, emotionally invested in every action because we are absorbed in the experience, completely.<br /><br />Thanks for the invitation to share. :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-90242388460629919222010-09-27T12:09:47.639-07:002010-09-27T12:09:47.639-07:00All Star Pro Wrestling 3
+ Regardless of this titl...All Star Pro Wrestling 3<br />+ Regardless of this title’s shortcomings elsewhere (Powermake mode and it’s restrictions, a more limited moveset than some would like, difficult control set that can be annoying when it comes to pins and submissions), it made up for those faults in presentation. Its animation was like the next generation of AKI games, but much more fluid and life-like. This movement combined with the quality of the character models suggested the authentic and made it seem to be a truer simulation of the sport. Another thing that was done extremely well were character entrances, and this title along with the Smackdown series leads the way in that area. <br /><br />The moves differed from the animation system of Smackdown significantly because of the fluidity of the animation and the acknowledgement of weight. There was a noticeable difference between a delayed suplex and a snap suplex, not just in the time it took to execute the move (the speed of the animation) but also in its impact. I’m not sure how to describe it, but the animation designers made you feel as though the moves had varying levels of power, and they accomplished that not by shaking the camera or amplifying sound, but by honestly recreating the semblance of reality and making the gamer believe that all models were not equal and were not just hollow wire frames.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-28434807421066975442010-09-27T12:08:31.779-07:002010-09-27T12:08:31.779-07:00+ I think the major complaint for the last few yea...+ I think the major complaint for the last few years with the SD games is that the sliders don’t actually affect gameplay except in the area of reversal frequency and damage. Instead, why not think about giving the player more control over tailoring their experience whereby these options are supplemented with or replaced by a slider for match psychology. A wrestler with a higher match IQ knows not to pin near the ropes, will contain an opponent in the attacking team’s corner during a tag team match, will tag in and out more frequently to preserve energy, will systematically focus on injuring the body parts associated with his or her finisher, will hook the leg more frequently for a pinfall, and will go for sequences to build up the excitement of a match leading to its conclusion. For example, most main eventers have what they refer to as the five moves of doom. Cena, for example, would look to finish a match with this sequence: 1. Flying shoulder block, 2. Sitout hip toss or multiple clotheslines, 3. Side release spinout slam 4. Five knuckle shuffle 5. FU. When playing the computer, the player would have an opportunity to counter each of these moves, with the timing window grower smaller with each successful attack, so that the sequence becomes more difficult to interrupt. If interrupted, the computer AI would return as quickly as possible to trying to complete the sequence but with a finisher variation (that is why you all have multiple finishers, right? Which also have their own setup…). This completion of the sequence should be smaller, 2-3 moves at most, and the computer (or player) would have to earn it through reboosting their meter by landing 2 successful quick attacks in sequence. Play would proceed as in this example of Cena vs. Orton. Orton’s sequence may be Backbreaker, Clothesline, Clothesline, Powerslam, RKO. So both Cena and Orton are gaining momentum. Both players attack at the same time initiating a momentum mini-game in the middle of the ring where they trade blows back and forth. The player controlling Cena lands more successful button presses to take advantage and gets a momentum boost. He tries to whip Orton into the ropes but Orton counterwhips him. On the rebound, Orton goes for a running attack but Cena reverses and there’s a double-clothesline. Both wrestlers are down and a ten count begins. Players frantically tap to make their way to their feet first. Orton does and so gets a momentum boost, making his sequence active. He picks Cena up and clotheslines him. On the pickup, there’s a counter spot the player misses. Orton goes for another clothesline and connects because the player again missed the counter window. He whips Cena into the ropes for his next sequence move, the powerslam. The player controlling Cena hits the counter button as they come off the opposing ropes to interrupt the sequence and counter the powerslam into a flying shoulder block. Cena’s sequence is now active. He picks Orton up and whip him into the ropes, connecting with a sitout hip toss. Again he goes to pick Orton up and the player hits the counter window, triggering another slugfest animation mentioned earlier. Cena almost immediately hits his counter window also, ducking the wild haymaker and going behind to hit the side release spinout slam. He taunts at Orton’s head to extend his sequence execution window and then goes for his five knuckle shuffle. He connects and is ready for his finisher. He picks the player up and goes for the FU, but the player hits the now smaller counter window, slipping behind and pushing Cena into the ropes. As Cena comes off, Orton hits a quick grapple back drop to build momentum. The Orton stomp triggers his sequence meter. He picks him up and goes for his patented backbreaker. Cena reverses and sends him into the ropes with the push from behind. On the return, Cena hits his counter attack button to resume his sequence with the drop toe hold. He pounces on Orton with the STF, and after a struggle, wherein Orton’s momentum meter is fully depleted, Orton is forced to tap out.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-24111563226697532072010-09-27T12:07:32.212-07:002010-09-27T12:07:32.212-07:00Fire Pro Returns
+ This title addresses the issue ...Fire Pro Returns<br />+ This title addresses the issue with match pacing that other titles often neglect. There are three levels of attacks, but all are open from the beginning, unlike the tiered system in LOW which limited access to moves and hindered variety from match to match. If you go for a big move early on, it’s more likely that it will be automatically reversed (the logic is smart enough to know that player A does not have enough of a strength / damage advantage to lift player B). This encourages (and aids) players in actually using some rudimentary form of match psychology. You’re rewarded for using your weaker grapples early on and building to bigger moves (similar to No Mercy). As you build, again there is a sense of growing tension. Go on the offensive too frequently or aggressively and you can easily be beaten because you run out of stamina (think Ali’s rope-a-dope defense against George Foreman) and are then susceptible to a big attack yourself. And in later incarnations of this series, there’s even a mode that grades you on how well you performed and rewards you based on how well you worked the match and played to fan’s expectations.<br /><br />+ This title also lets you tweak the experience to your liking. A very basic idea they incorporated is game speed. If the title plays too slow adjust the in-game slider to 125 or 150%, but when you do, also be sure to adjust your grapple timing accordingly also. This isn’t much different to what 2K sports does in their annual titles, where sliders often play a significant role in tailoring the experience to each player’s individual tastes. For the Smackdown series, an increased slider set may be welcomed by fans, including adjustments for game speed, opponent aggression, and other common variables that could tweak the difficulty and feel of the game to individual player preference.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-60381883702364899462010-09-27T12:06:52.950-07:002010-09-27T12:06:52.950-07:00SDvsRaw2006
+ Rewarding Victories: Players have de...SDvsRaw2006<br />+ Rewarding Victories: Players have described matches in this game as having an “epic” quality, what I believe they are referring to is that wins seemed earned, and worth earning. You didn’t have to let the computer mount a comeback or always work a match to get a challenging match. Think about a simple game like Punch-Out from your youth. We all remember the first time we toppled Mike Tyson, and today players are willing to invest hours and hours into a title to figure out how to overcome level bosses. In wrestling, all grapplers are not created equal, and it should take one hell of a performance to beat the Undertaker at Wrestlemania! Until now though, he’s been just as vulnerable as anyone else. He looks like Taker, plays like Taker at times (or at least has his moves), but has the same durability of just about every other main eventer, and can in fact be pinned with a simple DDT, regardless of the arena. That is not attention to character, nor is it accounting for environment into gameplay. Environment now, outside the contextual grapples, is just a backdrop. Something else added to the game to make it look like real-life, but not really having very much of a function. Why not get your money’s worth and choose to only add things that bring added value to the product. So if I design a new arena, that arena should have some added utility other than its value as a visual.<br /><br />+ Tension: Near falls and knockout animations where wrestlers try to get to their feet before the ten count added to the tension of the match as it progressed, making the match feel as though it was moving forward and had different pacing at the end than it had at the beginning. Also this made certain that players would not go full speed for the entire match and could therefore build to a finale rather than race to the finisher. Also, why not leverage sound to augment the experience? Why doesn’t the crowd clap after certain chain wrestling sequences? Why not chant after big “moments”? Why not erupt when there’s a near fall? And why, oh why, are they always at the same volume and excitement level at the end of matches as they are in the beginning? As a performer, if that’s the experience this is meant to simulate, how can I know I’m doing my job well if the crowd sits on their hands? Get them behind me. Have them rally me to victory. Have them boo loudly when I’m the favorite and I get cheated out of my title victory. Have them show concern when it looks like I might be seriously injured. Let me progress through a season and choose to either be a face or heel with my choice of actions and rate me on how much I get the crowd behind me or how much turn them against me, but also make it show. When I’m especially despicable, show them taunting me during my entrance. If I win in an extremely underhanded fashion and am really disliked, when I cheat to steal the title from an especially favorable champion have them end the broadcast by booing me and littering the ring with debris. Just make my actions count and understand that the crowd is there for a reason. Have them serve their purpose. And when you make all of those changes, market it correctly as a “Living Arena”.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-27982024843290682182010-09-27T12:05:40.576-07:002010-09-27T12:05:40.576-07:00I know this is an older post, but I'm replying...I know this is an older post, but I'm replying here in hopes that you'll actually see this and read these ideas. Because my post is so long, I've had to divide it into multiple parts. I apologize, but you said you wanted feedback and were open to ideas. :) <br /><br />My response to your request for player input is divided into two parts. The first identifies what I found to be the highlights of several past wrestling games. These suggest what features should be reevaluated for inclusion, in part or whole, in an upcoming Smackdown title. The second part suggests new improvements to the series that do not appear in past wrestling titles but could hopefully advance the sports entertainment simulation experience to build a more engaging and interactive environment for the player<br /><br />HCTP<br />+ Player freedom: lack of restrictions let the player decide how best to experience the game<br /><br />+ Personality: detail to individual wrestler’s mannerisms, not just in taunting but how the wrestler acts throughout the match. WWE invests significant resources in branding and developing characters and this area should be given more attention in future titles. You have the visuals down as well as authentic replication of music and entrances. What is lacking is how each player moves and handles differently. The variety in how they execute moves. 3-4 character specific animations not move-related would go a long way. <br /><br />+ Connected areas suggested that the player had authority to dictate where to go within the arena. Today, the big selling point of many games is open-world sandbox exploration. Is there room for that in terms of backstage affairs and no-DQ contests on a smaller scale? For example, maybe fights can spill over the barrier into the crowd. There’s a small walkway where players can fight until they reach a set of stairs. The stairs lead to a hallway corridor, which leads to connected backstage areas. Or players can choose to go right once in the crowd and fight near the stage. Maybe each arena has a special area that defines it, with specific props being available. I loved that idea in LOW, where one stage had a drum kit set up. That not only added variety, but distinguished that arena from the others more so than a banner and palette swap does.<br /><br />+ The computer put up a compelling challenge and chose moves that added progression to the match, often ending them appropriately through the use of finishers <br /><br />+ Customization control: Ability to customize season mode and replace all in-game wrestlers with created ones. Some people sim or run created federations, and again, this gave the user full control. It seems like this may be possible in 2011?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-23075166253751429792010-09-19T09:50:38.827-07:002010-09-19T09:50:38.827-07:00I think that the artenas should look and feel like...I think that the artenas should look and feel like you're actually @ a ppv.<br /><br />for example: Having the Wrestlemania crowd 3 times as big as the smackdown crowd, i hope you understand me lol, sorry bout the englshRaul Ramireznoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-83431655799593542252010-09-18T09:08:38.928-07:002010-09-18T09:08:38.928-07:00I think we can focus on making ringside like WWE w...I think we can focus on making ringside like WWE with chairs being taken from Justin Roberts etc.. how often are chairs taken from under the ring? Add some new weapons like Sheamus metal pipe. Also add connected backstage areas when it becomes applicable to the series and will work well.Animalz07http://www.s1.zetaboards.com/xgwwrestlingnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-50331657207879430532010-09-17T15:34:53.914-07:002010-09-17T15:34:53.914-07:00In Create-An-Entrance mode, you should be able to ...In Create-An-Entrance mode, you should be able to delay your wrestler's entrance by however long you want in case you want a long, drawn-out musical intro set to your favorite long, drawn-out song.<br /><br />I'd like to program the lights in the arena to pulsate at certain places during your chosen song like the white lights flashing at specific times in Randy Orton and Drew McIntyre's real-life entrances. <br /><br />Just to up the customization, Create-A-Finisher moves should be able to be assigned to your signature moves slots.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-35952834609178423872010-09-17T15:21:43.669-07:002010-09-17T15:21:43.669-07:00I just saw the demo for NBA2K11. Before the game s...I just saw the demo for NBA2K11. Before the game starts they have a shot of the outside of the Staples Center.It looks cool and it's something they always do on TV,show the outside of the arenas.I would love to see outside shots of Allstate Arena,Mohegan Sun,Pittsburgh Stadium,etc. THANKS!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-50072636337178496762010-09-17T12:33:45.267-07:002010-09-17T12:33:45.267-07:00I'd like to be able to hold down a button and ...I'd like to be able to hold down a button and play possum / sell. It makes working a match better when you can stay down as long as you want instead of being forced to pop up quickly.<br /><br />From the old AKI/N64 games, there's gotta be simple counters to flying attacks off the ropes like knees to the gut, boot to the face, rolling out of the way, etc.<br /><br />I keep hoping every year that you could finally jump off the top rope / ladder, connect with a flying move and put your opponent through the announcer's table. It's disappointed when the table never breaks.<br /><br />Some more variations to regular actions would change things up in a match. When you get irish whipped to the turnbuckle, instead of you just landing in the corner, every once in a while you'll rebound off the corner & stumble forward right into opponent's attack like a clothesline or a backdrop.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-14609350334200949752010-09-17T07:12:15.915-07:002010-09-17T07:12:15.915-07:00In SVR 2009, there was this cool little feature wh...In SVR 2009, there was this cool little feature where you were able to do your finisher, if you successfully reversed your opponent's attempt at his finisher. That little back and forth struggle to see who could hit his finishing move first was fun, and I missed it badly in 2010.<br /><br />Keep hustling, Marcus!Little Hassan Taylorhttp://www.fireproclub.com/forum/index.php?sid=b471671b07cdd35c791467b93d5f81b1noreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-27655402027995927202010-09-16T01:43:03.915-07:002010-09-16T01:43:03.915-07:00- Referee starts a 10 count when both superstars a...- Referee starts a 10 count when both superstars are knocked down (The double knockdown game from SVR 2006 was fun!)<br /><br />- A animation or state is introduced where your beat-up superstar can't make it to his feet so he has to crawl around, use the ropes / use his opponent to pull himself up.<br /><br />- Bring back crawling to the ropes for a rope break.<br /><br />- If you're pinned near the ropes, maybe there could be a rope break mini-game where you have to move your control stick in the the direction of the limb on your body that's closest to the rope. <br /><br />- A Figure-Four Struggle Submission/mini-game that if applied, you have to rock back and forth the control stick to turn your opponent onto his belly and reverse the pressure. If you opponent doesn't release the hold, he is susceptible to giving up. If your opponent can keep you from turning over, you might be forced to submit or you might start to pass out from the pain and become susceptible to a pinfall. <br /><br />- In the crazier multi-man matches, it'd be cool if there was a logic in place where superstars would roll themselves out the ring after being attacked. They'd lay on the outside and let others fight in the ring, so the match isn't always crowded with six people constantly attacking each other.<br /><br />- If you were to dive to the outside onto two or more people, they all would absorb the blow and "catch" you instead of the move just connecting with one person. Maybe there could be logic introduced where your opponents congregate on the outside and make themselves a target for aerial attacks.<br /><br />Maybe there could even be that spot often seen in MITB matches where Superstar A jumps onto Superstar B, C jumps onto A&B, D jumps onto A,B & C, etc. etc.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-91412627919858522602010-09-16T01:42:16.823-07:002010-09-16T01:42:16.823-07:00Please forgive me bouncing around all the over pla...Please forgive me bouncing around all the over place...<br /><br />- Having the option to choose exit themes like when HHH leaves the ring, his theme starts off with "...it's all about the game and how you play it..." These versions of themes could also play when a wrestler interferes in your match, does a quick run-in, etc.<br /><br />- Seamless transitions between entrances<br /><br />- Instant replays during matches (like the X-Box RAW games)<br /><br />- WWE logo in lower left hand corner<br /><br />- More character specific taunts and moves like Rey only bouncing off the middle rope when he runs around the ring.<br /><br />- Less HUD text that say obvious stuff like "PIN" or "PRESS ---- TO RELEASE PIN" or at least have a more extensive checklist in the menu where you can pick which HUDs you want to display.<br /><br />- The option to pick what kind of camera angles you want during your match (Traditional WWE camera from the side, facing the entrance like the old SD! games, etc.)<br /><br />- More Superstar/referee specific grunt, groan & moan SFX. R-Truth and Batista had their own SFX last year; it'd be great this was expanded. Fire Pro Wrestling Returns had this cool feature where you could assign voices/SFX to any move or taunt. In that game, you can have Abyss growl when he does moves or have Evan Bourne do his lame hi-pitched karate yells.<br /><br />- In the match-up screen before you start playing, I hate seeing stuff like "SINGLE TLC MATCH." There's only two people on the screen; obviously, it's a singles match.<br /><br />- LOUDER crowd reactions during matches. It's a little disheartening to have an awesome match end and hear silence from the crowd.<br /><br />- LOUDER sounds when someone takes a bump. <br /><br />- The surface where you fight affects how much damage you can take. Getting DDT'ed on the concrete hurts more than being DDT'ed on the metal grating which hurts more than being DDT'ed on the protective mats on the outside which hurts more than being DDT'ed in the ring.<br /><br />- Being able to pull back the protective mats and expose concrete<br /><br />- Being able to put your opponent through the barricade with a running move<br /><br />- Actual sponsors / advertisements in the arena / during entrances (Monday Night RAW is brought to you by: Castrol GTX, Drive Hard)<br /><br />- Better representations of arenas/faciilities. Maybe actual licensed venues are out of the picture, but in previous SD! games, you could spot cool, faux versions of the Astrodome, MSG, Toronto SkyDome, etc.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-72750626765283505182010-09-15T16:39:20.870-07:002010-09-15T16:39:20.870-07:00When someone runs out to interfere in your match, ...When someone runs out to interfere in your match, they should probably be in street clothes or entrance attire. Not their in-ring attire.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-9408667798051797322010-09-15T12:38:07.001-07:002010-09-15T12:38:07.001-07:00Post match celebrations definitely need improvemen...Post match celebrations definitely need improvement.<br /><br />Also, intros should be more seamless. After the first superstar makes his entrance, keep the camera on him as hes in the ring pacing and waiting for the opponent to come out. Then have the lights/music/pyro come up and turn the camera towards the stageAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-30600890252253823292010-09-15T11:35:51.712-07:002010-09-15T11:35:51.712-07:00HERES WHAT YOU DO, SO FAR I LIKE NON-CARTOONY LOOK...HERES WHAT YOU DO, SO FAR I LIKE NON-CARTOONY LOOK THAT SVR2011 HAS,ABOUT TIME SAVE THAT STUFF FOR ALLSTARS. WE IS NEEDED WITHOUT A DOUBT, TO ME IS MORE BODY DAMAGE, YOU CAN DO IT IN UFC GAMES WHY NOT THE SVR GAMES...SERIOUSLY. CAWS DESERVE TO SWEAT AND,BLEED TOO.....AND FLEX. TRUTH BE TOLD DIDNT SE THAT COME BUT ITS BADASS KEEP IT UP. HOW BOUT THIS, YOU SEE THA T LOVE TO MAKE FANTASY CHARACTERS, SUPERHEROS ETC. HOW ABOUT SOME MORE FANTASY ITEMS FOR OUR CAS...NO IMPORTANT BUT ITS BROWNIE POINTS BRO. I HEARD THE ATTRIBUTES THING IS FIXED, AWESOME I WAS SICK OF PLAYING WITH CAWS THAT WERE 44 OVERALL. THANKS MAN YOU JUST DEFEATED TH PURPOSE OF CAS. IDEA FOR CAW PROGRESSION THOUGH, ACCESS TO EXTRA CAS ITEMS, CLOTHES, ENTRANCES, MOVES ETC. LIKE HOW THE DOR GAMES WERE SET UP....DONT MIND THAT ONE BIT BRO DO THAT SHIT. DAY OF RECKONING STYLE IS A STYLE THAT WE ALL ENJOY WITH A SIDE HERE COMES THE PAIN. COMBINE ALL OF THAT WITH SOME BALLS FOR ONCE AND NOT A GROWN UP GAME TRYING TO REACH OUT TO CHILDREN. AGAIN THATS WHAT ALLSTARS IS FOR. I KNOW THE WWE IS GOING THE PG ROUTE....AND I GUESS THATS ALL WELL AND GOOD IF YOU WANT TO SCREW UP SOMETHING THAT USED TO LET PEOPLE ENJOY THEIR VIOLENT SIDE. BUT NONETHELESS WHAT I WANT TO SEE THE MOST IS ((REAL)) DAMAGE, NOT SOME GUY WHO LOOKS COVERED IN PAINT WITH A BEAT RED CHEST. WE'VE SEEN RIC FLAIR GO FROM WHITE TO RED IN 2 SECONDS FLAT, IT SHOULDNT BE SUCH A CHORE TO TORTURE YOUR OPPONENT TO YOUR NEEDS. YA KNOW? LIKE I WANT TO FIGHT AGAINST CENA AND NOT JUST BEAT HIM BUT DO TO HIM WHAT EVOLUTION DID TO GOLDBERG....OR DARE I SAY WHAT ACTUALLY HAPPENS ON TNA...I SWEAR WWE WOULD SKY ROCKET IF IT HAD VIOLENCE SIMILAR TNA. OH ONE LAST THING ((GET RID OF THOSE NASTY ASS SHARPIE CAS TATTOOS......AND TIGHTS LOGOS....YOU CAN DO BETTER COME ON,LEG TATTOOS SHOULD NOT BE THE TIGHTS LOGOS AS WELL. AND BETTER ENTRANCE ATTIRE FOR CAS. ((((BIGGER EFFING BELTS MAN.....SERIOUSLY, MAN TITLE NOT CHILD STYLE)))) AND KAVAL....COME ON...HES BADASS. MORE SARCASM, BAD ENOUGH TRIPLE H ISNT WRESTLING RIGHT NOW, AND AFTER SEEING CENA GET OUT EVERY SITUATION, OVER, AND OVER, AND FUCKING OVER. I NEED MY OWN INNER PEACE AND JUST CHANGE HOW THE STILL LOOKS CENA ORIENTED...I KNOW HE'S A TOP SUPERSTAR, BUT I SHOULDNT BE FORCED TO LOOK AT HIM, DURING LOADING SCREENS, TITLE MENU, POSTERS ETC. SOO HOW BOUT A SYSTEM THAT THROWS UP PICTURES TO FOR THE MOST ACCOMPLISHED WWE /CAS SUPERSTARS, THAT WAY YOU FEEL LIKE ITS UP TO DATE. AND I KNOW YOUR THINKING "BUT **** THE CAWS DONT HAVE ANY PICTURES FOR LOADING SCREENS, TITLE MENU ETC." SIMPLE LET US MAKE THE PICTURE, SCREENS FROM MATCHES ETC OR GENERIC CRAP IDC JUST FIGURE IT OUT MAN YOUR THE VIDEO GAME GENIUS. ONE SMALL THING JUST THOUGHT OF...DIFFERENT VOICES FOR ENTRANCES IN WHICH SUPERSTARS USE A THEIR VOICE....JUST A THOUGHT ON THAT ONE NOT IMPORTANT. OH....BRING BACK THE ZIP LINE ENTRANCE....JUST EPIC...SPECIAL WRESTLE MANIA ATTIRE AND ENTRANCE ATTIRE FOR SUPERSTARS AND CAWS...AGAIN NOT IMPORTANT JUST A THOUGHT. WHAT IS IMPORTANT IS TO MAKE THE MOST LOOK LIKE THEY EFFING HURT IN 2012. WELL GOTTA GOTTA GOTTA GO, WISH THE BEST FOR THE NEXT GAME AND LOOKING FORWARD TO 2011, KEEP UP THE BADASS WORKAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-65598504476690499002010-09-15T08:42:58.079-07:002010-09-15T08:42:58.079-07:00Hey Marcus please read my small things and hopeful...Hey Marcus please read my small things and hopefully consider them for next year.<br /><br />I'd like to see the WWE intro you know the one where Cena at the end says the champ is here added also TV show intro's please. These could be added into story designer to make it realistic.<br /><br />Double KO from SVR06 loved it.<br /><br />Crowd improvments boo/yay punches? lets go cena/cena sucks? Big Heat Small Heat Big Pop Small Pop? Add these too matches.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-31998078750194551852010-09-15T05:36:55.085-07:002010-09-15T05:36:55.085-07:00Well to begin with make the WWE/World Heavyweight ...Well to begin with make the WWE/World Heavyweight championship belts more realistic,they look like toys.<br /><br />Plus it would be cool to counter a finisher with another finisher.<br /><br />There's weight detection too but it needs to be improved.<br /><br />As mentioned above,we want to be able to fight in the crowd.<br /><br />The crowd reaction needs to be improved,I just don't feel the energy you see on TV,I mean when Taker hits the Tombstone I want the fans to cheer so high that it would cover up every other sound.<br /><br />Now even though I haven't tried it yet I really like the free roaming in RTMW what if it's implemented in WWE Universe mode too?it'd be great.<br /><br />Oh and the impact of the moves need to be stronger.<br /><br />And in WWE Universe Mode,let's say you wanna introduce a wrestler or make him look tougher,there should be an already created "jobber"with a really limited move sets and who's beaten fairly quickly.<br /><br />When your opponent is red and you put him in a submission hold focusing on the damaged area,maybe the camera could get a close up on his face and you could really hear him scream,like really loud in agony.<br /><br />And there's the finishers that need to be improved like Drew's Future Shock or Kane's chokeslam( ppl who receive should not turn on their belly)<br /><br />And as already mentioned the double knockout and the sleeper hold submission should return.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-77599973691303159892010-09-14T20:37:34.391-07:002010-09-14T20:37:34.391-07:00I hate when you do a 4 person match, or 3 on 3, an...I hate when you do a 4 person match, or 3 on 3, and the wrestlers dissappear from ringside during superstar entrances. <br /><br />1 on 1, 2 on 2, those work fine. My opponent comes out first, I come out second and I see him at ringside/in the ring waiting<br /><br />Also, better post match celebrations. If it was a tables match, the carnage should be seen in the post match celebration (or at least the one table which got broken)<br /><br />Also, when doing a triple threat or fatal four way, how come all of the opponent disappear after the match? During the post match celebration we should see ALL of the opponents involved in the match laid out.<br /><br />Guys who were standing when the match ended could maybe pace outside the ring in frustration while guys who got laid out would lay in the ring during your victory celebration.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-56441573223277530282010-09-14T20:30:13.148-07:002010-09-14T20:30:13.148-07:00LONGER SPECIALTY MATCHES!!
Double or triple the d...LONGER SPECIALTY MATCHES!!<br /><br />Double or triple the durability of superstars during special matches like HIAC, extreme rules, etc. <br /><br />Sucks knowing you can easily win the match without using any weapons. Feels just like every other match..Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-35966964409330210122010-09-14T20:27:01.263-07:002010-09-14T20:27:01.263-07:00A.I. individuality -
(Mysterio running and jumpin...A.I. individuality - <br />(Mysterio running and jumping at you from all directions, very tough to catch, using very little grapple moves, jericho yelling/taunting you through the match, heels cheating and doing anything to win, big show being sluggish but powerful and tough to knock down, etc)<br /><br />Weight detection<br /><br />Double K.O. (svr 2006)<br /><br />Sleeper submission hold (svr 2006)<br /><br />Better Falls Count Anywhere match (connected backstage area, stage interactions, possibly environmental finishers such as throwing opponent off of stage)<br /><br />BIGGER POPS AND CROWD REACTIONS!<br />(Adds to the experience. If i hit a finisher, have a back and forth battle with near falls, take out a weapon from under the ring, an interference occurs, leap off the turnbuckle, the crowd should react and go NUTS!)<br />...Did you guys watch the sheamus/jomo match, or the tables match last night? The crowd was insane!<br /><br />Turnbuckle moves should be more risky and devastating (miss a move, maybe set up for double KO)<br /><br />Finishers out of nowhere... EG shawn michaels getting his ass kicked by taker at WM, hits SCM out of nowhere. <br />Idea for this: New fighting style which kinda works like the 'hot tag', when it only activates in desperate situations. Ur getting beat up, if you land a counter a promt comes up to hit your finisher, however your stamina drops to 0 once you land the move. That would be awesome!<br /><br />Great ideas listed so far by all u guys btw. And thanks for listening to us! Huge fan of the series :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-18715594861694462382010-09-14T19:55:17.371-07:002010-09-14T19:55:17.371-07:00In match, brand specific replays after a big spot,...In match, brand specific replays after a big spot, just like WWE TV. <br /><br />WWE logo in the corner.<br /><br />Actual dynamic, smart commentary. This can be done - look at NBA 2K10. Use voice-stitching techniques. Place a wrestler's name into a generic phrase that can be used for the entire roster. More lines, more conversation, REAL commentary. It will improve the presentation and immersion tenfold.<br /><br />Bring back the Sleeper Submission and Double KO system, they should have never been removed.<br /><br />Pre-match mini games. <br /><br />More realistic audio for impact moves, knife edge chops, and weapons.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-81766176482120515592010-09-14T17:53:43.143-07:002010-09-14T17:53:43.143-07:00Oh and add more REAL CAW NAMES. We don't want ...Oh and add more REAL CAW NAMES. We don't want those nicknames.Tan Vunoreply@blogger.comtag:blogger.com,1999:blog-2431989845115058290.post-89643844520828909022010-09-14T17:52:37.961-07:002010-09-14T17:52:37.961-07:00first of all, thanks for listening to us fans.
i ...first of all, thanks for listening to us fans.<br /><br />i think a lot of us would love it if you guys really go all the ways for the divas. <br /><br />Beth has been using the Glam Slam for a very long time and it hasn't been in the game. Really? So I hope you fix that.<br /><br />The Matrix move the Trish & Melina does. That could be an irish whip rebound move.<br /><br />We would also love if the titranton shows what we're doing during the match. that would be very realistic to T.V.<br /><br />Thanks for listening to us.Tan Vunoreply@blogger.com