WWE '12 Video Game Discussion

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Dale

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[YOUTUBE]kBVl5yYXoNs&feature=player_embedded[/YOUTUBE]

Here's part of IGN's details on the game:

"For years WWE SmackDown vs. Raw has been the Sports Entertainment simulation series from THQ and Yuke's Yokohama. It's been a fun ride, but as with any franchise, fans have complained about annual aspects over and over again. Turns out the developers were listening, killed the series, and are planning on fixing things with WWE '12.

The stiff animations, the characters warping into place for certain moves, the confusing right analog stick controls for grapples -- WWE '12 is addressing all of that and feels good so far. That's pretty damn exciting.

Now, it would be easy to glance at screenshots and assume THQ and developer Yuke's Yokohama just dumped the WWE SmackDown vs. Raw name and called it a day. That's what I did. For a few days leading into my meeting, THQ had been telling me this game was going to be unlike any other WWE game I had seen, but when I finally laid eyes on it, WWE '12 sure did look similar to WWE SmackDown vs. Raw 2011.

Then, I started to play it. THQ and Yuke's didn't just change the name, they changed the game's DNA. There's a new animation system, new blending methods, something called "Predator Technology" -- basically, they went under the game's hood and ripped out all the old stuff that people hated and plugged in brand new parts to try and make the most fluid wrestling game around.

When John Cena's suplexing an opponent, a third Superstar can punch Cena and break up the move. You can do that for any move -- even Finishers and mini-games like the Royal Rumble eliminations. When you're slammed to the mat at the beginning of a bout, you're going to sell the move and get up at the same time so that the match keeps a fast-paced feel. When you're getting up from any move, you're going to have a window to strike before you're even to your feet. The goal is to have a game that feels like anything can happen from any position and eradicate that stiffness and clunkiness that has always been a calling card of WWE SmackDown vs. Raw.

For me, it all came together watching a three-man match. Orton laid out an opponent and went to the ring apron, Cena immediately started his 5-Knuckle Shuffle routine on the downed man, and as Cena was coming down, Randy Orton launched himself from the apron to land a splash. Orton hit, Cena hit, and Orton hit again. The sequence was polished and fast -- it looked like a spot from ECW of old. There was no blown animation as the character on the ground reacted to the first move and ignored the other.

People don't warp to the center of the ring for a 5-Knuckle Shuffle and similar moves anymore; the move happens where it happens. The ropes no longer stay awkwardly still during matches; you slam someone and the ring reacts. The tired fonts and menus of old have been ditched for a new setup. Visually, new shaders and tech have been introduced to make the game look better than ever. There's definition to the character's faces instead of the blur there was last year, and depth of field has been introduced to give the brand new arenas weight and realism.

The game, according to THQ, has been taken apart and put back together, and from the little I've seen, I believe them -- though the changes aren't monumental when you stare at a still image, they shine in motion.

Seeing the game in motion is where the proof of all these Predators and shaders lives. I've already talked about how the moves flow together, but there's more to it than that. The days of analog stick grapples are over. Now, everything's going back to the face buttons of your favorite controller. Grapple, strike, pin and Finisher are all right there for the taking. There are no strong and weak grapples -- the moves you're pulling off are dependent on how worn down the opponent is.

That's all well and good, but there are specific things THQ has peppered in that affect the gameplay. First, there's limb targeting in WWE '12. You can attack the head, arms or legs, and while this obviously puts you in a good place for certain finishers, it also really twists the match in whatever direction you want it to go. If you're up against a lightning quick high flier, you can work the legs so the opponent can't get around as quickly and can't zip up the turnbuckles. Work the head, and the opponent is going to be a groggy mess. All this plays into how easy it'll be to get an opponent to tap in the new "Breaking Point" submission system where players tap buttons in a tug of war mini-game.

Epic brawls are going to look like the epic brawls you see on TV -- both in terms of the new camera angle that's more pulled back and the gameplay speed I talked about earlier -- but they get even more like Monday Night Raw when you add in the new Wake Up Taunts in WWE '12. Basically, you know how Randy Orton pounds the ground before he goes to hit his Finisher on TV? That can happen in the game now. You knock your opponent down with your Finisher primed, hit the taunt button, and you'll get a celebration that ends with the opponent getting to his feet in the perfect setup for your big move. The opponent gets a chance at reversing it, but it really brings together that TV style presentation THQ's been working on for the last few years.

That said, I thought the stamina bar was a bit of a step backwards in WWE '12. The last few WWE SmackDown vs. Raw games incorporated a barely visible halo around the Superstars feet to keep players in-tune with how they're doing in a match and not distract from the presentation. As of now, WWE '12 features a big meter with a name on it at the bottom of the screen showing how close you are to building a Signature or Finisher (you can store two Finishers). I found it jarring as the game looks better than ever and is trying so hard to mimic broadcasts.

Still, that's the only gripe I have with the new direction. WWE '12 also adds Dynamic Comebacks, which are those tried and true combos you see folks like Cena throw out that take them from the edge of defeat to clearing the ring. If you reach a certain amount of damage, you'll be able to have a shot to use this one-time combo. Pull it off, and you get two Finishers.

These stored Finishers and Dynamic Comebacks make it seem like my friends and I are going to have some awesome matches, but THQ and Yuke's want you to have awesome matches with computer-controlled opponents, too. The AI learns this time around. If you spam run attacks like I do (I'm infamous on the Internet for my floatover DDT), the computer opponent is supposed to recognize that and be ready to counter it. For the first time, THQ says that the computer is going to remember what you've been doing and what it's been doing. (i.e. if it picks up a chair, it's not going to drop it -- it's going to hit you with it.)

Balancing the difficulty isn't just a focus when it comes to the man versus machine matches. THQ found that people figured out how to master the pinning system pretty quickly in SVR 11, so it's been redone in WWE '12. It's still a metered system (hold a button to fill a meter and release it when it gets to a window on the meter), but the window moves around this time at random -- it won't always be in the same spot. Similarly, the window size varies on how beat up you are, and if you're pinned after the opponent hits his Finisher, the meter might not pop up to the two-count so you'd only have one shot at it. "
Think i'll be keeping an eye on this one as I got bored of SmackDown vs Raw and hadn't bought them over the last few years​
 

rhetts jetski

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I was disappointed with 2011, so I'm trying not to get too excited for this. A lot of the changes have been a long time coming though, particularly the updated submission system. I'll definitely be following the updates and will buy it as always, I just want real change, not the "changes" we're given every year that never really make the game feel any different.

They're showing a 1 on 1 match at E3, so that'll be one to look out for.
 

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Def looking forward to this as they seem to be making this one the most realistic WWE game ever with the way you can now break up move while they are happening and everything.
 

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i'm pretty excited to see all the changes they have made.
 

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I'll reserve my opinion on all of this until I see some gameplay.

WWE All Stars was completely different to the SvR series but, while it was loads of ridiculous fun, I couldn't play it anymore after a month.

The dynamic "anything can happen" system is something I need to see. Usually when most fighting games go for this, it makes the game unbalanced and the worse player ends up winning because of a sudden quick-time event or something.

Basically all these new changes sound interesting and I do think WWE '12 will end up being a lot different, if not superior, to the SvR series. But I need to see how deep it actually is. So I'm waiting for gameplay footage really.

I probably won't get this on release date either. There's still Arkham City, Gears 3, Saints Row 3, Modern Warfare 3 and Battlefield 3 that take priority for me this November.
 

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They finally changed the annoying SmackDown vs Raw name, always thought it looked cheap. Raw is the dominant brand, but is listed second. There is no brand wars, the rosters are unbalanced as hell.

WWE '12 is a great name, and I fully expect the game to sell just because of the name change.

Won't be buying it, however. Wrestling games suck.
 

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PHX

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Graphics look pretty good. Don't seem to be a huge change in the look but that has been fine though.
 

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Source: Nodq.com

- Names currently confirmed for the new WWE '12 video game are Alberto Del Rio, The Miz, John Cena and Randy Orton. Ring announcer Justin Roberts and commentators Michael Cole and Jerry Lawler are also confirmed. Ricardo Rodriguez is also confirmed for the game as he's featured in Del Rio's entrance.

It sounds like the game will also feature Legends as The Road Warriors and The Rock are heavily rumored but not confirmed.

More footage and details on WWE '12 will be released at the E3 convention next week. THQ will unveil the WWE '12 demo next week at the convention and then release it online.

WWE and THQ's Cory Ledesma noted on Twitter that gameplay related features will be revealed at E3 but details on other game modes and features won't be released until August.

Cory also confirmed that WWE '12 will only be released on Xbox 360, Playstation 3 and Wii. The game won't be released on PSP or any other consoles.
(Y) @ Ricardo being in the game.
 

rhetts jetski

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Thank goodness they finally dropped the PS2 version of the game. Crazy that they continued releasing it into 2010. I guess it must of sold well enough to warrant it though.

As I do with every new wrestling game, I want a real challenge from the AI and a playable online experience. Maybe this will finally be the year.

Gameplay video randomly got leaked:

http://www.youtube.com/watch?v=Lzhw6p_FI6Q

Constantly changing camera angles look weird, matches look to flow better though.
 

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That video didn't really impress me if i'm being honest, looked kinda clunky.
 

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They should do a thing where you can reverse a finisher with another finisher. Like when Randy RKO'd Evan Borne while he was doing the SSP.
 

rhetts jetski

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They should do a thing where you can reverse a finisher with another finisher. Like when Randy RKO'd Evan Borne while he was doing the SSP.

I'd love to see something like this implemented. Could do it for loads of things. AA into an RKO, RKO into a killswitch etc. Could even do it where you use two stored finishers to do a finisher reversal, to make them more special.
 

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I think with the way they were explaining the changes that could possibly happen. Would love if you could reverse a finisher with a finisher as long as it didn't look weird. Chain wrestling stuff would also be nice.