Showing posts with label Previews. Show all posts
Showing posts with label Previews. Show all posts

Saturday, August 2, 2008

Call of Duty: World At War


Still very popular with fans frags online Call of Duty 4: Modern Warfare was at one time or another make way for his successor. If nothing said that the arrival of fifth opus relegates production Infinity Ward the cupboard, fans of the series rightly expect the heir to the blockbuster of last year with curiosity, but also a lot of apprehension. And we understand that developers Treyarch, already responsible for Call of Duty 3: Walk To Paris, have decided to revert to the original context of the series, namely the Second World War. A regression argue some, but developers want to be reassuring: it will be a new vision of the conflict, located in the heart of the Pacific. A bit like Medal Of Honor: Rising Sun

The presentation orchestrated by members of Treyarch present for the occasion began with a few remarks. Among them, an ad size: Call of Duty to come will no longer be numbered but will become a sub-heading, and the fifth opus shows an example. Call of Duty: World At War, because his name, has benefited from two years of development, double the third episode, argument trumpeted by Treyarch to give the player some reasons for hope. Hoping what? A campaign that does not align hackneyed situations, a little more complexity in environments proposed freedom of action that is not sacrificed on the altar of spectacle or a scenario finally mature.

On this last point, the first mission presented did not really reassured. In the shoes of an American soldier prisoner of the Japanese troops should be first to go through a scene of summary executions particularly savage before launching the assault on a beach in the company of reinforcements intervened to us out of trouble .slender then the first "Banzai!" to belch by Japanese soldiers. A formal brutal situation which, if it fits well in an action game, deserves still a hint of subtlety in terms of historical context exploited. In short, we hope that an introduction to the corridors of these clashes before the start of the game in its final version and that developers will finally decide to deal with this terrible conflict other than as a mere pretext.

The irritation overcome, we can dwell on the realization of this first environment. Based on the graphic engine of Call of Duty IV, the World At War honors his senior by posting a reported overall good bill. A tranquil water striped light, flames spitting particles rougeoyantes, a sandy beach covered by shadows that projects the light of the moon: the scene of the first battle we seduced. Likewise, the city devastated by bombs, only environment presented on the Russian side of the campaign, particularly in providing details and other effects of particulate offered a playground of more credible. We unfortunately can not be said of all missions revealed. These include the single level presented in terms of multiplayer whose aridity visual sharply contrasted sharply with the abundance of graphic effects of the first mission. Similarly, it still expects the series Call of Duty it finally decides to raise the level of interactivity of its surroundings. Without being completely frozen, sets noticed missing still life, blamed a physics engine that promises to be once more fairly lazy. We are nevertheless remained in a good overall impression and let us not forget that this was a far from being finalized. It can therefore suspect Treyarch for putting the package on the first level and a little less for more ...

The first bullets exchanged we have offered a small glimpse into the gameplay of the title. Again, we must not expect major changes. If we can not obviously not a decision we firmly on the mechanical game as a whole, the impression given by the demonstration that we have seen has been rather tepid. From Call Of Duty pure juice: corridors, checkpoints and confrontations scripted constitute the bulk of phases unveiled Thursday. It should be noted, however, a staging remains turbulent trademark of the series. The ambushes should be commonplace since the developers were keen to emphasize the strategy used at the time by the Japanese forces. We were promised and a specific behavior for the latter supported by a legacy of Artificial Intelligence Call of Duty IV and reworked for the occasion. The Japanese soldiers should not hesitate to sacrifice for victory by multiplying the same tension clashes. An innovation still promise that we therefore expect the realization joystick in hand. But Call of Duty: World At War should not stop at this recipe and chewed eye up . The developers have indeed provided some have implemented changes such as those introduced in the fourth opus. We find a sequence shooting perched on a turret air during which it will flow of Japanese vessels. A moment of great spectacle for which teams Treyarch have not skimped on pyrotechnics. It is worth noting that the flamer should take a leading role to flush terres soldiers in their bunkers and other underground plaques.

Asked multiplayer developers Treyarch seem not to have taken the legacy of the fourth episode lightly. World At War will offer the opportunity to cooperate to four players throughout the campaign whatsoever offline, split screen or online. A mode called a body and cry by the owners of Modern Warfare, and they can finally enjoy with this fifth dimension. This cooperative mode will also account the grade earned by players in multiplayer classic (deathmatch, etc.). And balance the challenge proposed strengthening the enemy troops. So much for the moment everything that Treyarch and Activision have kindly announced their title. Nothing has filtered by the clashes in line and we do not always know if we will find all the great ideas introduced by his grandfather. One can only hope ...

Conclusion
First meeting mixed with the title of Treyarch. Call of Duty: World At War should ensure as planned without too essential to depart from the specifications of the series. In the action, great show, all provided by an arsenal of scripts to the Web millimeter. Nevertheless, it is hoped that the promises made during this presentation, including on Artificial Intelligence, to be implemented and that the title gets a scenario smart enough to make us forget the horrible slump ideological Opus precedent. Finally, to cross our fingers for a return to the multiplayer arrivals in addition to a cooperative mode that is expected at the turn.

Thursday, July 24, 2008

Crysis Warhead Preview


If minds sorrows criticized some aspects of Crysis first name, the fact remains that the title of Crytek has clearly been one of the events of the end of last year.Since then, Crytek has not worked and has taken on a sort of suite / extension which will not need the basic game and we contera a story parallel to that of Crysis.Subtitled Warhead, this "result" should happen before the end of the year and there was obviously no question of Crytek / Electronic Arts miss the rendezvous at E3 2008 ...It falls quite well because we did not intend to ignore. Impressions.

A sort of a hypothetical extension before next?

Change in continuity, Crysis: Warhead will be a sort of test for Crytek that still seems reluctant to prepare ourselves for a Crysis 2.Pending this hypothetical result, Warhead we will resume the service, however, changing character.In the skin of Psycho, we will follow a story parallel to that of Crysis.A story that we were able to discover during the E3 thanks to a playable version limited to the second level of the full game.The principle of the mission was there could not be simpler, and we placed in command of a military vehicle.It was therefore simply follow another vehicle of our squad, mitrailler on what was on our path while joining various crossing points to reach a port area.

According to the difficulty level selected, the address of the player and his style, this mission will loop in 30 / 60 minutes and the whole Crysis Warhead should be able to finish in just under ten hours, knowing that once again the total is widely variableSuddenly, Warhead will be significantly shorter than Crysis first name, a choice that Crytek explained by the greater density of missions where the challenges should be coming at a good pace.In the example that concerns us, we have barely time to take the road with our enemies VOTL that arise on both sides of the road for us canarder.The shortest path is a straight line, it does not really them merely to explode here and there of fuel and vehicles too exposed.

This relatively basic gameplay is the image of what Crytek wanted for the entire Crysis Warhead If the game will keep all the original features of the game, it will be more action-oriented show with a large force explosions and several passages in vehicles.We have already spoken of VOTL, but we've also been able to try steering the truck or hummers through this unique level present at E3.The full version of the game, the number of vehicles available should also be significantly more important in order to bring some variety to what players already know Crysis. It must be said that level sets, Crytek has not sought to innovate and we will find ourselves in the same environments.

In any case the impression that we gave this unique level with a plot in the middle of a jungle more or less dense, the passage through a camp and arrived in a port area: none of this would change really what we proposed Crysis, in any case the level graph.Crysis Warhead, however, should incorporate some improvements more or less subtle and propose a level of optimization still higher so that the game may seem a little less heavy.Another element that is important to note: even if the style of play is clearly focused on action, the presence of this combination allows for varying approaches since, according to the method chosen, it increases the resistance of heroes, strength or speed.

Last mode, camouflage can be froler enemies without that they would realize. Note however that artificial intelligence has been improved and, although not visible on our video, the enemies react more quickly and more adequately to our actions ..Of course, we will have other levels and a little more time with the game between the hands to confirm these improvements.In the same way, the multiplayer mode was not presented in Los Angeles and we hope to test the latest thing at the Games Convention; Crytek actually speaks many innovations to put the tooth In the meantime, even if it looks more like an extension than anything else, Crysis Warhead seems perfectly calibrated to delight fans of the first title ... Especially it should be sold less than 30 euros.

  • Platform: PC
  • Publisher: Electronic Arts
  • Developer: Crytek
  • Distributor: Electronic Arts
  • Genre: Action / Doom-like
  • Genre: Solo, Internet, LAN, Up to 32 players
  • Official: Website Crysis Warhead
  • Configuration : Minimum Win XP and Vista Processor: Athlon / Pentium IV - 2800 MHz RAM: 1024 MB Graphics Card: 256 MB, Compatible DirectX 9 Diskspace: 12000 MB Sound Card: DirectX 9 Compatible DirectX version: DirectX 9 Media: DVD

Monday, July 21, 2008

Project Origin preview


Success both critical and commercial, FEAR could not fail to give rise to a suite, but they are in fact two titles that should happen in the near future more or less close.Following a disagreement with Vivendi Games which will release a 2 FEAR, Monolith developers were forced to find a new partner, in this case Warner, and especially a new title for their continued adventures of Alma, the girl child The most traumatic video game.Called Project Origin, this sequel took advantage of E3 2008 to make its first outing and we're obviously there to see what is going on.


When FEAR back to the "Origin"

While it was impossible to film anything of the game, Monolith was sure that one can discover her baby in the best conditions. Thus, in addition to actual sessions of presentations, developers were willing terminals on the stand of their new partner to provide a brief overview of the game .. We did obviously not pray and for several tens of minutes, we tried this Project Origin undeniably reminiscent of his "big brother".The general atmosphere of title, the scenario and some decoration elements actually seem straight out of FEAR and the presence of Alma there is obviously no stranger.

The release of the terrible granddaughter also serves as a starting point for a scenario that developers were keen to keep still very mysterious. We know, however, that issue is a new hero and a new intervention team for Project Origin. The adventure begins in a city in very bad condition while the player has to "investigate" so I mitraille anything that moves.On the game itself, the style Monolith is undoubtedly the game with fighting also nervous that violent aspect a little gore and fully assumed the presence of famous bullet time which allows once again lead the life harder for soldiers Cloned that we already fought at the time of FEAR, there are now three years.

Do not, however, that Monolith merely a beast repetition.If the developer has retained the elements that made the success of the game, they also sought to make improvements. Thus, while the management of armor is still in the program, it is no longer a question of dealing with matters of life of our heroes: Monolith has adopted a system in the way of recovery remaining few seconds to coverThe developers have also emphasized the progress made by their artificial intelligence and we have shown how the enemies were able to use elements of scenery to protect themselves, but also how they were able to move away to avoid danger (car ready to explode).

These same enemies also seem able to each other during the assault while our side, it is possible to planquer reversing some of the decor elements such as tables of an office.Often asked the players FEAR, the choice of weapons to embark with itself should be less difficult because developers have decided to allow the transportation of an additional weapon for a total of four.To meet the players who had pinned the lack of variety of FEAR, Monolith has insisted on the multiplicity of environments and enemies in Project Origin. We hope to quickly know more about this, because the demo that we had the opportunity to test was not conclusive.

Whether super-soldiers already cited or powerful exoskeletons, we have not been very surprised by opponents met during these few dozen minutes test. Note, however, that Monolith has decided to put us at the same level as our enemy we can also put the super-armor combat ...doubtless also to bring some variety to all! We can then take advantage of two mini-guns and rocket launchers integrated into the beast without any need to worry about ammunition: for the first guns, only heating is to be taken into account while for the latter, we just take care of the cooldown.

The use of this super-armor gave a small side shoot them up nice for Project Origin, even if the bullet time is no longer activated. Another element that must be taken into account in its armor, our hero is much slower and much less keen.If the resistance is increased, it must be careful, however, the enemy rockets! It is still too early to really know what Project Origin in the stomach and developers do not wish for example, by talking about the multiplayer mode of their baby. In the immediate future, simply point out Monolith that seems to have found answers to some of the most troublesome FEAR while retaining the qualities that we do not ask more.

Operation Flashpoint 2: Dragon Rising





Launched shortly after the success of Operation Flashpoint first name, following the game action / tactic has been placed in abeyance very quicklyCodemasters, owner of the license, and Bohemia Interactive, the original developer, have actually interfered with and while the latter embarked on the design of ArmA, the British publisher was forced to seek a new team to take responsibility Operation Flashpoint 2.This is done now for a few months and Codemasters has been reviving its communication unfortunately not really entering into details.We espérerions that E3 2008 is finally the opportunity to see the beast "movement" ... We could hardly be farther account!

Operation disinformation?

If it is an action game, Operation Flashpoint goes completely against the tide of the current trend. And even though most of the FPS / TPS is limited to a series of corridors / rooms more or less varied, Operation Flashpoint we proposed to move as freely in the world on a map / battlefield for a military experience as realistic as possible.For this second opus, it is obviously subject to resume this concept by going much further. On paper, the island which will serve as a playground should be twice as large and allow much more strategic in clashes which oppose both the Americans and Chinese.

The conflict pretext for Thursday should also be changed to "time" for us to propose the most modern fighting with all that this involves changes in equipment and weapons. Also on paper, developers have spent considerable time to reproduce a simply amazing number of vehicles or equipment of all kinds.The battles fought on land, at sea or in the air should therefore offer a variety and richness even greater than those of Operation Flashpoint history and not disappoint the fans new parameters "technical" as congestion should be taken into account.The developers have also reviewed artificial intelligence to make it more "imaginative".

Indeed, it should be impossible to reproduce the same clashes twice in a row, but we have unfortunately been unable to verify. Actually, we have actually been able to verify anything at all during the presentation done at the E3 2008. We are obviously sorry for this "first contact" with completely lope Operation Flashpoint 2, but the developers had in fact absolutely nothing to show others that few drawings and a video without interest. While the game is, officially, still scheduled for next year on PC, Playstation 3 and Xbox 360, this is obviously not at all reassuring and of course we hope that the Leipzig Games Convention will provide an opportunity for Codemasters correct a fire that has for the moment completely lope its target.

BioShock preview



Available for almost a year on PC and Xbox 360, BioShock has clearly been one of action games, not to say one game short, the highlights of the past year. Despite some delay, the title of 2K Games should finally débouler on Playstation 3 during the month of October.The owners of the console Sony obviously hold their breath and hope to take advantage of this small marvel of atmosphere in good conditions.Through a presentation, unfortunately far too short, the 2008 edition of the E3 in Los Angeles has been an opportunity to reassure. Impressions.

PS3 Version: (Bio) Shock for PC / Xbox 360?

In order to achieve an adaptation of quality of its flagship title, 2K Games has not done in lace and no less than four studios who worked jointly on the PS3 version.2K Australia, Boston 2K, 2K Marine and Digital Extremes are therefore responsible to replicate the unique atmosphere of title imagined by Ken Levine, but also to tackle the challenge posed by technological BioShock. Both say immediately, it has not been possible to keep the joystick in our hands, but for what we have seen, the result seems largely to the high expectations. The graphics very well bear comparison with his models and art deco architecture of Rapture has not taken a ride.


Continuing on the technical side with good feelings at the fluidity and animation as a whole. BioShock Playstation 3 should not disappoint the faithful Sony besetting their brake since almost a year, and this, especially as 2K Games announced that additional content has been designed specifically for the Sony machine ... he "coincidence" is indeed frankly things since it is precisely this additional content which was the heart of the presentation E3 2008. We were able to see what these new and, again, do not turn around the pot, it will not be subject to change in any way whatsoever the campaign game as we know it.


This additional content actually boils down to one word: challenges.These challenges will be directly accessible from the main menu of the game without their having any connection with the solo campaign Thursday According to the case, it will involve puzzles / riddles where we have to work his little gray cells whereas 'Others will be much more focused "fight". The aim anyway to push further the concept of freedom of action brought by BioShock giving more latitude of movement to the player. Each "trial" will be resolved in many different ways, even though at this level we must believe 2K on parole.



Indeed, one example of challenge we were presented during the show. It was to save a little girl lost at the top of a Ferris wheel.The latter should be activated so the girl can get off without damage. Alas, the big wheel is blocked and the classic traditional discharge of electricity opened the doors in BioShock here is not sufficient to completely turn the wheel and the famous plasmid arcing is of course not available. The careful excavation level will give access to several solutions that are mini-adventures well friendly.This content does not change the concept of the game, but brings a little more level life which is obviously not an evil.Given what we saw the PS3 players should therefore not have to complain about the conversion while the players PC / Xbox 360 probably regret having done the success of the game and thus be "rewarded" by the exclusivity Playstation 3 ... It is already where Vaseline?

Saturday, July 19, 2008

Resident Evil 5









So far only presented through its cooperative mode at the Microsoft conference, Resident Evil 5 was fortunately playable on the Capcom booth.Better yet, two environments we were offered, with each of them, a few scenes of cooperation with the beautiful Artificial Intelligence named Sheva (no, it is not a former star of AC Milan). First impressions hot under the African sun.


Without going through the case introduction, the first mission that we proposed this demo we put immediately into the atmosphere.After the execution of a poor here under the screams of a hysterical crowd visibly possessed, our two officials authorized by the United Nations is designated as the next victims.Galvanizes by a worrying head of pack eruct ant his orders in a megaphone, angry villagers stormed take early biconvex in which fled Chris and his acolyte.The first sequence was not without recalling the early Resident Evil 4Indeed, to get the player here must barricade the windows with cabinets and other shelves, but also search the lower corner of his homeless fortune to find some ammunition and items carefully.The preparation phase is completed, just the first assaults enemies.While windows are still the coup, the main door gave the first leaving some villagers armed with machetes invest our stash.First gunfire. We quickly find our brands through a DualShock 3 mapped as its predecessor and, most importantly, gameplay strictly identical to that of the fourth opus.


All orders are back quickly in memory, thereby enabling us to discover new features introduced by the presence of an allySheva is involved in the clashes effect effectively offering us a few bullets extracted from its inventory ammunition when we come to miss.The converse is also possible: by going to our own inventory, pressing the button R2 provides access to one of our partner to transfer the item of our choice. Attention, however, not be too far away from it because the exchanges are hand in hand A detail that is not really one because our duo will sometimes separate.But back to the assault qu'essuient Chris and Sheva.Always smart enough, the villagers regularly referred to our failure, requiring us to be faster to achieve them.Their behaviour is indeed in all points identical to that of their counterparts Hispanic Resident Evil 4.A sense of deja-vu pretty disappointing but not really daunting.



For its part, Sheva is formidable. What dispel our fear of a weighted ball more disabling than anything else. We will also regularly help, we injected a dose of adrenaline when our ECG becomes critical A support he needed, however, ask him before finally succumbing. Because if we regularly prodigal son using his own initiative, it is also possible to seek a full combat to receive items, weapons and care. In the same way, when it is surrounded by enemies and ready to succumb Help a symbol and a direction just let us know. And it is better not to delay to lend a hand because his death will mean the end of the game. Fortunately this type of situation does not come every five minutes, provided to cooperate effectively.












As the level-design, we felt well thought out with a number of shelters and exploit enough verticality for not being jammed.Ladders and stairs we have in fact allowed to escape when the enemy attacks became impossible to contain. Some barrels explosives and other cans of gasoline we have also occasionally help reduce the number of our attackers.To return to the villagers, the environment second, more advanced, we marked by the presence of parasites flying corpses while escaping just slaughtered. Targets a little more difficult to hang but less resistant than their peers housed in the body of the villagers. Finally, our first encounter with Resident Evil 5 was closed on the arrival of the now-famous giant armed with a chainsaw and masked a bloodied cloth. A formidable opponent, as was that of the fourth episode.

Conclusion

First convincing experience with this Resident Evil 5.Based largely on the achievements of his predecessor, the new production of Capcom expanding nevertheless finds some good thanks to the presence of ShevaTechnically, the title meets all our expectations: whether on PlayStation 3 or Xbox 360, Resident Evil 5 is visually sumptuous without ever losing its fluidity.It remains perhaps too much closeness to the fourth episode that we see hopes dissipated over the long term.

Monday, July 14, 2008

WWE SmackDown vs. Raw 2009

Gameplay still offers a solid wrestling experience

THQ's WWE SmackDown! vs. RAW wrestling game franchise may have taken one chair shot too many. As much as this series has always been about piling new features on top of existing features, the pile is starting to teeter and is in danger of falling over entirely. Once again, this year's game adds several new components to the existing game engine that's been piled upon since the series was a PS2 exclusive, but the difference this year is that few, if any, of the changes really feel like they impact the overall experience for the better. In fact, some of the changes impact the game negatively. The gameplay is still basically fun, but all the various little problems that have built up over the years remain unaddressable, and some of the surrounding components of the game are really starting to show their age.












Still lots of different stuff to do


Whether you think WWE wrestling is fake or not, it’s hard to argue with it being quite entertaining. And, whether you love or loathe the man behind the WWE, you have to hand it to Mr. McMahon for successfully taking over the spectacle-creating duties of his father’s empire.The new fighting styles do a decent job of differentiating different wrestler types

The WWE is one of the most successful franchises in entertainment history. Not only did it pioneer the art of live “sports entertainment,” but it is also a powerhouse on television and is on nearly every night. Recently, the WWE has been branching out into the wide world of video gaming. As a result, ever since the last generation the WWE series of games have been steadily improving. From the Legends of Wrestling to the Wrestlemania series, the market has literally been flooded with games based on the sports entertainment powerhouse.












New 24/7 mode is severely disappointing

THQ has thoroughly realized that gamer and WWE wrestling fan have been one-in-the-same for quite some time now. Three console generations and ten games later, Japanese developer Yukes and THQ are in the midst of their most ambitious and gaming/wrestling fan friendly grappler to date– WWE SmackDown vs. Raw 2009.

THQ have been listening to the fans and are making some serious changes to the multiplatform release of Smackdown! vs. Raw. One of the biggest flaws across the console versions last year were the below average character animations and the poor A.I. The wrestlers felt clunky in the ring, and opponents were either insanely difficult or entirely too easy to beat. However, THQ is promising this time the A.I. will be a truer reflection of a given wrestler’s actions in the ring. For example, Ric Flair will not move around in the same manner as John Cena (as was often the case in the previous iteration). Characters will also sport a larger amount of detail in the console versions and will look a lot more like real wrestlers instead of models with faces and muscle definition painted on.




Old problems like clipping issues and AI shoddiness are still a big problem in this sequel


The gameplay hasn't seen much alteration from last year's game. The same right analog stick-based grappling system is on offer, though the number of buttons you have to press to pull off a total-control grapple move has been lessened. The submissions system has seen a slight change, where both players use the right analog stick to respectively apply pressure or escape, but this doesn't add much dynamism to that particular component. This year's game does also add ECW into the mix, along with all the various hardcore-isms that go along with that. The ECW extreme rules match is available in all its glory, and weapons have been given a bit of an overhaul, specifically how you go about getting them from under the ring. There's a nifty little weapon wheel that pops up, letting you select among several different weapons, like tables, chairs, 2x4s wrapped in barbed wire--you know, the usual stuff. Also, you can set weapons on fire now, which is undeniably awesom




Fantastic wrestler models.

Still, apart from this ECW-centric stuff, there's not much else to marvel at with the gameplay this year, especially considering all the holdover problems from previous games that plague this sequel. The artificial intelligence continues its downward spiral into utter boobdom, especially in any kind of gimmick match where weapons are prevalent. They'll constantly stand around, periodically flailing at another wrestler with a weapon and hoping for the best. Any match that has a ladder involved but nothing hanging above the ring to collect still results in a number of wrestlers constantly scaling ladders in the middle of the ring over and over again. Tag partners still sometimes forget that they're supposed to help you when you're in trouble, too. And now, with this new fighting style system, the AI has taken to relying on these various special moves to an almost irritating degree.




Most modes have seen little to no updating

One of the biggest upgrades across the consoles will be the revamped tag team mode. Any fan of wrestling will tell you tag team matchups are among the most exciting to watch, both live and on television. Now, the tag team matchup will be among the most exciting matches to play as well. Instead of tag team matches simply meaning two players will work cooperatively against opponents, players will now be able to interact and work as a team to conquer opponents. For instance, if you are out of the ring, you now have more options than just sitting and waiting for a tag. You can now help pump up the crowd to make your opponent’s concentration falter or distract the referee if your teammate is about to pull an illegal move. Of the new out-of ring moves, the most notable is the ability to do illegal assists. Yes, it is technically cheating, but anyone who watches WWE on television knows that those who cheats most, wins most.

As a tandem, both members of a tag team will share the same momentum meter, which means that if your partner is sucking it up in the ring and tags you in, you'll need to fight back to regain the momentum. There will also be plenty of team-specific moves and attacks that you'll be able to pull off on opponents; during the presentation, THQ showed footage of the Hardy Boys roughing up Randy Orton with tandem moves such as double slams and dual drop kicks, as well as more elaborate tag-team finishing moves.



Fighting styles sometimes feel imbalanced


In addition to the revamped tag team mode, there will be substantial improvements to the Create-a-Wrestler mode. You will now be able to create your own finishing move, using elements from existing ones. The story mode this time around has been redubbed the “Road to Wrestlemania” mode. It will feature unique storylines for each major character as they overcome personal and professional hurdles on the way to the big event.


This year's SmackDown! doesn't do an awful lot to improve the franchise in any meaningful way

Because Smackdown! vs. Raw 2009 will be a multiplatform release, there are many special features each specific console will feature. The Wii version of the title is probably getting the most significant feature upgrade with the inclusion of online gameplay. Although the Wii isn’t known for its online capabilities, it is great to see the online feature is being offered. The PS3 and Xbox 360 versions of the game are also getting new online features in the form of downloadable content. The folks at THQ have largely kept mum on what exactly this downloadable content will entail, but my best guess is it will included expanded past and present rosters, story elements, and perhaps some vintage arenas.

Unfortunately THQ didn’t want to get too far into the exciting online features of WWE SmackDown vs. Raw 2009 quite yet, but it’s clear that some clever game modes and ways to play via Live will be included. We already know that the Create-a-Finisher and some form of DLC are guaranteed for those “connected” (oh, we can hear the smack-talking and see the gaudy silk robes already). THQ also kept a bit quiet about story mode for WWE SmackDown vs. Raw 2009 known as Road to Wrestlemania, but the publisher promises multiple endings, branching, star-specific storylines and the chance to campaign as a tag-team throughout.



Commentary is still abysmal.


Although new features are always important for keeping any game fresh, one could argue that THQ has a lot to do in improving some aspects of the previous years' games that have become extremely tired; namely, long load times, crummy collision detection, and subpar animations. It seems that THQ is listening on all of those points and is promising improvements to each of these aspects of the game, as well as an improved AI that will see the virtual Undertaker acting in the ring as he would in real life. We're most curious to see how the hit detection and load times improve. Producers claim that the game already has 50 percent shorter load times than last year's game, with the overall goal of reducing load times completely (which sounds optimistic, if not necessarily realistic, to us).

SmackDown! vs. Raw 2009 will be the 10th version of the SmackDown! series (which sort of makes us feel old). As the series prepares to head into its second decade, it seems to be focusing on both the new features and modes that will keep fans coming back, while addressing the important issues that SmackDown! vets have been clamoring for.

General Features
  • TAG TEAM EXPLOSION -- WWE SmackDown vs. Raw 2009 unleashes a brand new tag team match. Build momentum and attributes as a team, destroy opponents with high-impact double teams, pull off new bone-crunching tag team finishers and get the 'hot tag' for the win. Players can also take their tag teams online by creating Online Tag Team stables and competing in tag team matches all across the country.
  • CREATE-A-FINISHER -- Construct the most devastating moves ever unleashed in a WWE ring with this brand new interface. WWE SmackDown vs. Raw 2009 lets players customize all aspects of created Superstars ... even their very own finishing moves.
  • ROAD TO WRESTLEMANIA -- Pave the way to WWE's biggest event of the year through WWE SmackDown vs. Raw 2009's new story mode, which features the franchise's first-ever co-op storylines
  • NEW ONLINE FUNCTIONALITY -- Extend the WWE SmackDown vs. Raw 2009 gameplay experience with downloadable content and much more