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Meekin On Movies On...WWE 13'

Wrestling games have always been a curious genre. They’ve always treated matches as if they’re actual athletic competitions, where one guy is attempting to beat the other guy within an inch of his life and pin him or make him submit. This is problematic since we all know that a real pro-wrestling match is more akin to a heavily muscled dance number than an actual fight (though they both get colorful outfits) and the excitement of a match - innovative moves, heightened drama, near falls - are all but absent in the “wrestling is real” gameplay model because simply put, the better you are, the shorter and less fun your matches will be, especially against the historically brain-dead AI you find in wrestling games.  

However, when played against a human friend “in the know”, as you’d say, the WWE games become a transformative experience. Booking dream matches, winning titles, and getting immersed in the not-quite-fiction of the WWE universe, makes you feel like a kid again. On that front “WWE 13’” is awesome. There are numerous gameplay improvements for long-time fans, including the ability to fight on the announcers table, counter top rope moves with finishers, a bevy of new superstars (Jericho!) and some of the iffy collision detection is gone, too. But for wrestling fans who are absent a friend to get their smackdown on with, alas, you may be in for an all-too-familiar single player experience.



To combat this, THQ has taken a quantity over quality approach to this year’s single player offerings. “WWE 13’”’s big feature is the inclusion of the “Attitude Era” mode. Stone Cold, Kane, Shawn Michaels, The Rock, Mankind, British Bulldog, X-Pac, and Bret Hart are all present and accounted for, as the mode takes you through a somewhat disjointed and slightly modified version of the events that made WWF programming a major success in the late 90s.

I say disjointed because some of the story is told via Full motion videos, others through in-game cut scenes, and most of it through boring old text. It’s pretty obvious the FMV stuff was culled from an upcoming DVD release by the WWE (Hey look at that), the in-game cutscenes (which use real audio) are largely a mess because they have to bleep the F in WWF every couple of seconds, and the text is, well, text.  The problem with this mode is that anyone playing it is likely already intimately familiar with this epoch in WWE’s history, and it will feel like a hollow, cliff-notes retelling of the moments they lived through every Monday night adorned in their “Austin 3:16” shirts a little over a decade ago. There’s nothing in the mode that’s particularly enthralling or exciting, or innovative, and at its core it’s a series of matches against the same crappy AI that makes your typical pro-wrestling game a slog.

But that’s not to say they didn’t give it the old college try. There’s tons of content to explore in the “Attitude Era” mode, and having specific objectives to accomplish in-match shakes things up and provides a challenge that’s generally absent from matches against CPU opponents. And yes, there’s a bit of a rush in re-living Stone Cold’s Wrestlemania 14 win over Shawn Michaels, or throwing Mick Foley off the Hell In a Cell, but much like comedy, wrestling is less exciting the second time around.

The Universe mode is a bit better, as the game will throw new matches and stipulations and storylines at you as you run through the events of a typical WWE year. This mode is wholly customizable. You can assign wrestlers to either Raw or Smackdown, make new shows, bring in the legends you’ve unlocked, create belts, and if you’re anything like me, disband the Diva’s division as quickly as humanly possible. Universe mode has potential. But there is nothing to bring you back after a few matches, simply because there’s no goal.  

There’s nothing to keep gamers attached to this game. Sure, there are graphical improvements, audio improvements, new moves and new match types, but everything comes off feeling like a novelty simply because there is no compelling feature that challenges you to put it all together in an exciting and rewarding way unless you’re playing ad-hoc with a friend.

So, yes, “WWE 13’” is the ultimate playground for Pro Wrestling fans. There’s dozens of wrestlers, hundreds of unlockables, and a nearly endless combination of match and arena customization options that should make your inner Vince McMahon squeal in glee. If you’re a fan, it’s entirely possible to get lost in this content for hours. 

But, before you slap that whole “WWE 13’ is the ultimate playground” thing on the back of a box, or make it the headline over at metacritic, let me be clear by stating that I do not *want* my wrestling games to be a playground. I (and I suspect other gamers) want an obstacle course. Yes, Attitude Era and Universe is fun, but it requires a great deal of imagination to continue to play that mode without feeling a bit like an idiot - simply because there is no goal - seriously, when was the last time you had the urge to go to a playground by yourself?

Despite the popularly held belief that the N64’s “WWF No Mercy” is the Best Wrestling Game of All Time ® The illustrious title actually belongs to a little known indie pro wrestling game “Booking MPire” (and it’s sequel Booking Remix) developed by one dude in England named Matt Dickie. “Booking Mpire” while graphically low res, was (and is still) years beyond anything THQ has put out in the past decade. “Booking Mpire” put you in charge of one the several not-quite-real-life wrestling promotions, and told you to run the show. Book matches, deal with egos, make money, use that money to sign popular wrestlers, use the popular wrestlers to make less popular wrestlers more popular, have good matches with said wrestlers, all the while trying not to get anyone killed, maimed, or blown up in the process. It was (and is) wrestling game nirvana.

Why? because it challenged you to succeed in all aspects of the pro-wrestling business. Yes, the meat of the game involved having matches between wrestlers and attempting to win, but you also had to take wrestler health and (most importantly) match excitement into consideration, as well - it wouldn’t be uncommon to switch between competitors to pull off an exciting top rope dive to the outside, or a powerbomb through a table to boost the match rating. THQ actually had a “match rating” in its ill-fated “GM Mode” during the “Smackdown! Vs. Raw years”, but it’s sadly been removed, thus giving gamers very little to work toward in the Universe mode.

But I digress. These are just the musings of a lifelong wrestling fan who has no one to play his wrestling game with. All my criticisms melt away if I had a friend to bash some skulls with. If you’re a parent wondering if this is a good investment for your wrestling fan kids, or a gamer (with friends that like wrestling) wondering if enough has been upgraded to warrant a purchase, the answer is definitely a Yes! Yes! Yes!


(that was so cheesy I could not resist) 

Comments

  1. Pretty much my sentiments exactly.

    It's definitely a good game, but the AI really sucks, and there's a few things that do nag me a fair bit (like you mentioned).

    Plus, you're right - there's no real goal.

    I'd love some funky DLC packs of like 'indy', 'deathmatch' and all stuff like that (that include arena pieces, new weapons, new moves etc), but that'll never happen.

    Ideally, the AKI group would (yes, I know they're not called that any more) get together and make an independent wrestling game with updated graphics but the same grapple system.

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  2. Gotta differ with you on the front of wanting an obstacle course rather than a playground for your wrestling game. I've always felt that, apart from the THQ games that offered both, the AI on most wrestling games has always been problematic for me. Rarely does a game feel like a real wrestling match, with realistic give and take between moves. More often than not, if you ratchet up the difficulty on a wrestling game, it's in the "the game is cheating" style where offense becomes practically impossible and they just counter everything. The appeal in wrestling games for me is and pretty much always has been the vicarious aspect of being a fantasy booker, doing cool moves and spots, creating either unique custom characters or replicating existing wrestlers, and just having a lot of fun in the sandbox. That's why No Mercy was the best (because it could still be challenging, and playing at a high difficulty was always fun because it felt like a genuine battle of wills rather than a one sided drubbing. Recently on my emulator I had my CAW Daniel Bryan face Dean Malenko and I swear I could put that match on YouTube and Scott would give it 4+ stars.)

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  3. Well, that's why I'm praying that the Pro Wrestling X Kickstarter gets it's funding goal.

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  4. I think the massive amount of unlockables makes the game fun in single player but the Universe mode is very much about your own imagination. No Mercy had different paths and match stips to get 100%, WWE '13 is similar there. I picked up the Fan Axxess pack which comes with all the DLC, plus other bonuses - including some moves that only certain CAWs will have. Haven't played online yet but the eventual move for Universe mode will be online where you and buddies can interact and both play matches within your designed card.

    I really didn't like WWE '12 but the reversal timing and match flow in WWE '13 are probably the best they've done in 10 years of making games. So there's that.

    Regarding the last paragraph, WWE '13 is $25 on Black Friday at Wal-mart and Amazon so those on the fence can get in inexpensively.

    I did a big podcast on the game here: http://retrosportsgamer.com/2012/11/15/wwe-13-and-the-attitude-era-thatsportsgamer-show-episode-35/

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  5. If THQ goes out of business and this is their last WWE game - at least they've left a playground that is pretty customizable. From the online CAW downloads (I found a wicked Owen Hart with four different outfits + hair depending on the time period) and the ablity to start a fresh Universe mode whenever, plus all the older guys - at least they'll go out with their best offering.
    For those lamenting the AI issues - have you tweaked any of the sliders?

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  6. Since 2006 they've been saying that. I'm tempted to contribute but don't see the product being better than the last few THQ offerings. In 2006, when games were pretty meh, maybe.

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  7. In the immortal words of Dennis Hopper, "FUCK THAT SHIT!" The Attitude Era mode is pretty awesome, both in its roster and its presentation. Just a few hours with the AE mode after renting it from Redbox was more than enough for me to drop all $60 on it the next day, along with the other goodies like Universe mode, the creation options, giant roster, and a pretty decent AI.

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  8. I really wanted to get this,but I have heard it's really buggy. Has anyone on here played the Wii version of this fairly extensively,and and did you run into any bugs?

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  9. Did anyone else ever play the fantasy booking computer-based game Extreme Warfare? I don't remember exactly how it worked, but I know I used to waste all kinds of time at work playing that one back in the day.

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  10. this can be said for all video games. I play sports games almost exclusively and so many of them equate the highest levels with making it impossible rather than more challenging. When I play the higher level of NBA2k13, I want the AI to be smarter, make smarter passes, smarter moves, fewer mistakes, but NOT simply make them suddenly faster than my team, able to shoot 30 footers at the shotclock buzzer with hands in their face and knock them down at a 70% clip, and my personal favorite, simply make my guys miss shots they make on lower levels. One of the biggest challenges for programers has long been balancing challenging with fun. Too often they miss.

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  11. I've been playing WWE 13 since the game came out, and I'm pretty happy with it. I've mostly been playing Attitude Era when I can, to unlock the stuff in that mode before I move on to Universe Mode. To be fair, I haven't played that much, so I've only just started the "Brothers of Destruction" storyline. Really, I just want to block Vader, and I'll be pretty happy...

    I go between having fun playing the game to ridiculously frustrated, depending on how often the computer starts hitting reversals on me. Once again, the computer AI is he biggest issue, much like every other WWE game I've ever played. But once I get over the annoyance, I go back to having fun.

    I also wish I had more people to play with. Back in college, playing Smackdown with friends was always a blast. Maybe I just need to be more social...

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  12. If the Wii version is 10 times better then the last wii WWE games...It will still suck-and that's coming from someone who still uses his Wii

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  13. I remember everyone complaing about all the reversals on the legend difficulty in WWE 12...but I was reversing just as much as the computer, the timing is crazy easy and telegraphed, and I win 9 out of 10 matches-yet everyone says they can't reverse anything compared to the A.I. I don't get it, I want BOTH sides to reverse less

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  14. Adam Ryland has gone on to make a much deeper booking sim called Total Extreme Wrestling. There's a new one out in the next month or two. I'd recommend checking them out.

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  15. But being a Fantasy booker without the ability to fail makes it a cow with with no teets: udderly pointless.

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  16. I have to second that. I have the Wii version as well, and it's pretty good. I mean it doesn't touch the PS3 version of course, but it's a hell of a lot better then WWE 12 was. I haven't found any of the bugs that plagued 12, yet.

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  17. One of the best computer wrestling games, not counting emulators of course. I have the 2005 version, and you can get tons of scenarios, including 1984, 1993, 2001 and current rosters. I love playing this game, and it's a blast being able to try and recreate the 90s WWF.

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