"We’ve shifted the gameplay experience focus from an arcade-centric, fighting game style to simulation-based gameplay, and WWE 2K17 continues pushing in that direction with both improved and new gameplay mechanics."
That's why I like each game less and less, I suppose. Am I crazy? Aren't the N64 ones the most fun wrestling games to this day? And that's what you hear on forums? Who keeps demanding these stricter simulations? It seems more like some executive wants all the sports licenses in a neat little row. It reminds me of that Simpsons episode where they end up in Australia and Marge is trying to order a coffee and the guy just keeps repeating "beer" to her.
Maybe I am alone in this...
Most of the games everyone loves and cites as the standard which Yukes/2K still can't reach are pro wrestling simulators. AKI's N64 games, Fire Pro, King of Colosseum; these are all titles that attempted to replicate match flow, limb damage, stamina, fighting styles, timing based reversals, etc. I don't understand the thread's reaction to that statement.
Unless you want, like, Midway style games or WWE All Stars 2, which is....fine, I guess.
The more confusing part of that statement is the fact that the mainline WWE games haven't been arcadey for a long time, so I don't know what they're trying to say.
Eh, I wouldn't call No Mercy a sim, that and DoR straddled the line and barely anyone calls for the game to be like Fire Pro or KoC because they (unfortunately) haven't played them. But unless they have massively changed the grappling system to have a complexity like KOC, all they probably mean is that they've slowed it down.
They said online was overhauled last year and it ended up being the same with just a new interface. 2K changed that all for the worse, too. Lobbies had freedom and the ability to do whatever you wanted, but 2K is trying to make this a sports game instead.Match Creator from '13 really needs to make a return. It was such a simple thing to be incorporated, and the fans loved it, yet they seem to be moving in the exact opposite direction by minimizing match type options.
They haven't mentioned anything about adding new match types, but they've alluded to an updated online system. Hopefully that update will at least include custom match stipulations.
Most of the games everyone loves and cites as the standard which Yukes/2K still can't reach are pro wrestling simulators. AKI's N64 games, Fire Pro, King of Colosseum; these are all titles that attempted to replicate match flow, limb damage, stamina, fighting styles, timing based reversals, etc. I don't understand the thread's reaction to that statement.
Unless you want, like, Midway style games or WWE All Stars 2, which is....fine, I guess.
The more confusing part of that statement is the fact that the mainline WWE games haven't been arcadey for a long time, so I don't know what they're trying to say.
Bring back Create A Finisher or I riot.
Eh, I say No Mercy is on the line compared to Fire Pro and KoC, not that it's total arcade. I mean, I'm not trying to impress the crowd and I can just run around with a giant Rock autobiography and destroy everyone.
Is it really a riot if it's just one?
We’ve shifted the gameplay experience focus from an arcade-centric, fighting game style to simulation-based gameplay, and WWE 2K17 continues pushing in that direction with both improved and new gameplay mechanics.
Most of the games everyone loves and cites as the standard which Yukes/2K still can't reach are pro wrestling simulators. AKI's N64 games, Fire Pro, King of Colosseum; these are all titles that attempted to replicate match flow, limb damage, stamina, fighting styles, timing based reversals, etc. I don't understand the thread's reaction to that statement.
Unless you want, like, Midway style games or WWE All Stars 2, which is....fine, I guess.
This super sim world is 2K's model. Same story for its NBA series. It has the exact same sluggish movement and responsiveness.Probably because Yukes thinks being a sim means adding more horrible mini games to things like submissions or grapples. It will still have the same horrible gameplay, animations, sound effects, commentary, and selling of moves.
If they don't remove that asinine submission system which was introduced in 2K16, then we can be sure that they just don't give a shit about fan feedback.
Do people actually want this? Whenever I think of great wrestling games from years past they were typified by simplicity and strategy, not these complex control systems. I recently played through the Steve Austin showcase mode in 2k16, and it was so frustrating just trying to remember how to do these complex prompts like moving a guy towards the announce table, only to then be introduced with a quick time event... It's like I'd have to perform this complicated chain of nonsensical button presses, and then it introduces a ridiculously over-simplified QTE.
Wrestling games used to be the single most fun party games you could play. WWE 2K16 is so complex for a new person to pick up that you'd have to constantly pause the game to explain controls for various situations.
Showcase mode is something that I enjoy, but fulfilling the match criteria is needlessly annoying. When you need the CPU to do something in order for you to do something, it just sucks... Good example is the Royal Rumble match for Austin where there's 7 or 8 criteria to adequately beat the mode, one of which is hitting Kane with 3 chair shots... But what the gamr doesn't tell you is that the CPU Kane has to go outside the ring to get the chair, and so you basically play through this 10 minute match hoping that CPU Kane goes out and gets the chair. More often than not, he never goes out and gets it so you're stuck either waiting endlessly, or simply tossing him out when you get sit of waiting for Kane to try to get the chair.
These games are just terrible in every way.
At least with AKI's N64 wrestling games, it's not so much that they were simulators or arcadey, it's that they had simple systems to understand and almost anybody could learn the gameplay within a match or two, while people who played a lot understood the strategy of a match and how to win, which made the gameplay way more free-flowing and fun. You could have a 1 on 1 match with managers and everybody would feel involved in the match.
2K16 is impossible to pick up and play, and for professional wrestling that just doesn't make sense. It might make sense for a UFC or MMA game. It's also needlessly complex in the wrong ways. Pulling off your special move is very easy, you hit Y or Triangle. But pulling off a simple body slam is obtuse and way more complex than it needs to be, with grappling minigames and a revearsal engine that is difficult to learn and only introduces annoyances.
Great post. Mirrors my thoughts exactly.Do people actually want this? Whenever I think of great wrestling games from years past they were typified by simplicity and strategy, not these complex control systems. I recently played through the Steve Austin showcase mode in 2k16, and it was so frustrating just trying to remember how to do these complex prompts like moving a guy towards the announce table, only to then be introduced with a quick time event... It's like I'd have to perform this complicated chain of nonsensical button presses, and then it introduces a ridiculously over-simplified QTE.
Wrestling games used to be the single most fun party games you could play. WWE 2K16 is so complex for a new person to pick up that you'd have to constantly pause the game to explain controls for various situations.
Showcase mode is something that I enjoy, but fulfilling the match criteria is needlessly annoying. When you need the CPU to do something in order for you to do something, it just sucks... Good example is the Royal Rumble match for Austin where there's 7 or 8 criteria to adequately beat the mode, one of which is hitting Kane with 3 chair shots... But what the gamr doesn't tell you is that the CPU Kane has to go outside the ring to get the chair, and so you basically play through this 10 minute match hoping that CPU Kane goes out and gets the chair. More often than not, he never goes out and gets it so you're stuck either waiting endlessly, or simply tossing him out when you get sit of waiting for Kane to try to get the chair.
These games are just terrible in every way.
At least with AKI's N64 wrestling games, it's not so much that they were simulators or arcadey, it's that they had simple systems to understand and almost anybody could learn the gameplay within a match or two, while people who played a lot understood the strategy of a match and how to win, which made the gameplay way more free-flowing and fun. You could have a 1 on 1 match with managers and everybody would feel involved in the match.
2K16 is impossible to pick up and play, and for professional wrestling that just doesn't make sense. It might make sense for a UFC or MMA game. It's also needlessly complex in the wrong ways. Pulling off your special move is very easy, you hit Y or Triangle. But pulling off a simple body slam is obtuse and way more complex than it needs to be, with grappling minigames and a revearsal engine that is difficult to learn and only introduces annoyances.
In WWE 2K17, the ladder can only be set up in five specific locations: in front of each set of ropes, and in the center of the ring. Just get close to one, press the right button, and it gets set up properly every time. On top of that, you can set a ladder up as a bridge from the apron to the outside barrier.
When a member of a mutli-person match takes a big burst of damage, they will be forced to roll out to ringside, where theyll rest for a while.
There are three separate backstage areas, and a bevy of interactive props to get nasty with. There are even a handful of backstage-only OMG! Moments to really put the hurt on your opponent with
Chain Wrestling is no longer automatically engaged at the start of a match.
As for the submission system, its been tuned so that your rotating pie wedges arent so slippery. It definitely feels like you have more control in submission situations as a result. That said, some people still just want to mash buttons, and for them, an alternate submission system can be turned on that lets them go back to the days of controller smashing and mashing.
DTY
DON'T
TRUST
YUKES
Major reversals were a new addition last year, but you seldom saw them because of how narrow their timing window was. This year, the timing is a bit more forgiving, and it does a lot more for you when you land one. In addition to getting as bit of an offensive boost like before, a successful Major Reversal locks out your opponent’s ability to perform reversals of their own.
Couldnt you alter an option/set of options in wwe 13 to make reversals more lenient on timing? Is that option available in 2k16?
IGN got a hands on
Really hope that "5 locations" just means for IN the ring, otherwise that makes things really limited.
Sounds ok with CPU stuff, maybe not so much with actual players.
Oh wow, THREE, don't strain yourself there Yukes. Hopefully they're decently sized.
I always turn this off anyway.
Maybe not the most elegant way to fix that issue, but I'll take it.
Do people actually want this? Whenever I think of great wrestling games from years past they were typified by simplicity and strategy, not these complex control systems. I recently played through the Steve Austin showcase mode in 2k16, and it was so frustrating just trying to remember how to do these complex prompts like moving a guy towards the announce table, only to then be introduced with a quick time event... It's like I'd have to perform this complicated chain of nonsensical button presses, and then it introduces a ridiculously over-simplified QTE.
Wrestling games used to be the single most fun party games you could play. WWE 2K16 is so complex for a new person to pick up that you'd have to constantly pause the game to explain controls for various situations.
Showcase mode is something that I enjoy, but fulfilling the match criteria is needlessly annoying. When you need the CPU to do something in order for you to do something, it just sucks... Good example is the Royal Rumble match for Austin where there's 7 or 8 criteria to adequately beat the mode, one of which is hitting Kane with 3 chair shots... But what the gamr doesn't tell you is that the CPU Kane has to go outside the ring to get the chair, and so you basically play through this 10 minute match hoping that CPU Kane goes out and gets the chair. More often than not, he never goes out and gets it so you're stuck either waiting endlessly, or simply tossing him out when you get sit of waiting for Kane to try to get the chair.
These games are just terrible in every way.
At least with AKI's N64 wrestling games, it's not so much that they were simulators or arcadey, it's that they had simple systems to understand and almost anybody could learn the gameplay within a match or two, while people who played a lot understood the strategy of a match and how to win, which made the gameplay way more free-flowing and fun. You could have a 1 on 1 match with managers and everybody would feel involved in the match.
2K16 is impossible to pick up and play, and for professional wrestling that just doesn't make sense. It might make sense for a UFC or MMA game. It's also needlessly complex in the wrong ways. Pulling off your special move is very easy, you hit Y or Triangle. But pulling off a simple body slam is obtuse and way more complex than it needs to be, with grappling minigames and a revearsal engine that is difficult to learn and only introduces annoyances.
Were people complaining about the ladder being weird? I thought that was part of the fun, too. It added to the randomness of the those type of matches. No one is looking for a realistic ladder match simulator. The ladder was the wild card that made playing those matches different.
"No one is looking for a realistic ladder match simulator."
Yet anytime a ladder match, or any other type of match, would fuck up and glitch people would use that as a strike against the game.
People would post glitch vids and gifs of all sorts of gimmick matches doing things the developers didn't intend. GAF loves posting them and talking about how the game looks like shit. What I'm assuming is that they now want to control what your capable of doing with a ladder in hopes of limiting the situations for a visual glitch to occur. It would be better if they could debug the system so that you could have the ladder anywhere but it looks like they are going this route instead.
I'd prefer to have the ladder fuck up than the stupid limitations of what you can do, this is now the worst option available. Tables fuck up more often but they haven't talked about that which is stupid.
People say the game looks like shit because it does, not because of physics glitches. They're just funny,
After all this, I'd be willing to bet they still have glitches that pop up from time to time with the standard level of polish these games recieve.
KILL IT WITH FIRE
KILL IT WITH FIRE
YOU WERE EXPECTING ALEXA BLISS BUT IT WAS ME, DIO!
YOU WERE EXPECTING ALEXA BLISS BUT IT WAS ME, DIO!
KILL IT WITH FIRE