WWE '12

Scutch

Futsal Master
31 October 2006
Cumbria, UK
Tottenham Hotspur
SmackDown vs. Raw is dead. Now THQ is fixing the stuff you complain about.

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Released : Late November 2011

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.

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THE NUTS AND BOLTS STUFF

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.

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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.

GAMEPLAY

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.

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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.)

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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.

WHEW

All that, and there's still more to say. Unless your opponent is really hurting, expect to get just one ground grapple in. The right stick repositions opponents. Animations change based on weight classes. There are new "attach points" for moves so that hands and legs lock to certain points in certain moves and don't clip through bodies. Justin Roberts is here as the ring announcer, King and Cole are confirmed, and Alberto Del Rio's entrance comes complete with Ricardo Rodriguez.

There's a lot to WWE '12, and I won't pretend that I've seen it all. As it stands, this taste served its purpose -- I had fun playing and can't wait to see more. We'll all admit that WWE SmackDown vs. Raw was getting stale and doing the same thing year after year, so a relaunch that tackles a lot of fan complaints head on is very exciting. Let's just hope it doesn't suck.

Viper Trailer :
http://uk.ign.com/videos/2011/05/31/wwe-12-cover-superstar-reveal-trailer
 
Re: [PS3/360/Wii] WWE '12

Nice timing :))

Been getting back into WWE Since Feb, I do hate how awful the roster is though and am definitely a casual' but do follow it unlike the previous 4-5 years. The last WWE game I bought was the original Smackdown V Raw so hopefully they have finally improved the gameplay.

EDIT: Are the games PG also? I'd hate to have no Blood, Through the cell stuff.
 
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Re: [PS3/360/Wii] WWE '12

I think blood is optional, although usually turned off by default.
 
Enjoyed playing this fairly recently, although that was more to do with the universe and being able to download the likes of NWO and stuff. Like how they done that and hopefully can build on the universe thing.


FD
 
Not a big fan of wrestling anymore but i had Smackdown! Vs. Raw 2006: RAW on PS2. I played that game to death.

Any chance that this game will even be near that game?
 
TBH, THQ look like they've taken SvR and amended it slightly. They have told us it's been re-created from scratch, but we'll see. It's difficult to change wrestling games now. They all look very similar. My favourite game on the N64 was WCW/NWO Revenge. Loved that game. Very addictive, tons of features, moves and wrestlers.

I haven't bought a SvR game for years now, but after reading what THQ have mustered up for WWE'12 (in the original post), it does sound decent, especially the ability to stop moves in flow, including finishers.

We'll see.
 
Yea my favourite was WCW/NWO Revenge.

i think the past wrestling games where fun,. i dont watch it anymore but i thought the games provided fun MP games with mates
 
There's not a whole lot THQ can do; they have had the perfect formula for years. Games have just been glitchy & buggy. This looks promising though!
 
They could release a Nostalgic game with this engine though, normally the Legend games are arcade fests which doesn't make sense as its most likely the older generation that will get them.
 
I was really enjoying the reading until I read that you basically cannot decide what moves to use... surely this means interaction with objects will be less interesting and the levels that SVR11 reached in terms of creativity may take a kicking.

I really want to be able to go for a DDT when I see a chair on the floor but if it's a case of me pressing the grapple button and the cpu choosing what to do it means me worry that it may choose to do a body slam or a suplex instead.

It all sounds great with the exception that I may lose my ability to control the character fully the way I want to.
 
How easy is a pinfall, In the older version a "battered" opponent could be pinned with a ridiculously lame move, beating a "face" clean should be much much harder than beating the same guy if he's a "heel". so a face Cena shouldn't be getting pinned with a scoop slam but 2 finishers for example.


How do Submissions work now?

any improvements to Career mode or something like a Online Career mode.

Will they be releasing a Demo?
 
Seems like you now how the games shaping up, is it looking really good this year or same old Gameplay wise?
 
It was the owner of a wrestling legends site I'm at who was invited to the summerslam event THQ/WWE run. I'm just relaying his messages to the forums along with the other mods on the site.

The first message he gave us yesterday was that create an arena is in, its awesome, he created the wrestlemania V arena and it was old school heaven. And that the gameplay was fantastic.

If you head over to the WLF site you can see his pics videos and answers to most questions. its probably quicker than me copy/pasting things here
 
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