As we played the Demo, my brother and I were constantly "ooooh!" 'n over many of the moves. The slowdown on heavy hits, the farily nice sound effects, the efficiency and technicality of some of the moves, the height and utter ridiculousness of much of the throws, vaults, and flips... I think it's manner of impact totally works for a wrestling game.
Compare it to a Japanese Fighting game, and yeah, it's a bit lacking. I kinda like that though; it kinda makes it seem like they're selling the fights more through showmanship, rather than actual, real violence.
I like the "It's like the Saturday Night Slam Masters of 2011" comment from a few pages back; It really feels like a game made to take quaters, and to wow you "in the moment", not trying to be too pretentious or anything of that modern sort.
I have 2 SvR games for 360 myself, and I've barely been drawn to really play either of them, sadly. Every time I look at the CAW movelist in these games, I wonder "when do you SEE half of these things?!?". They just seem so excessive and convolutely complex. (Ironically, I don't mind this at all in Firepro Returns, heh.) And then the actual superstars... having not payed much attention to wrestling in years, I really have very little concern about forcing ANY of them through some oddball campaign modes, lol.
It all makes this game a bit too perfect for me. I love seeing all these names from times past fighting against the newer people... from times past... that I actually kinda cared about. Then the really new ones... I'm even interested in learning some about them, in this games context.
Then the movesets... I was suprised to find more and more variety as I ran through another round or U.Warrior VS Rey. Not only special grapples, but also special dives and running moves, from people whom I wouldn't expect such skills from (I figured they'd leave such things to the acrobats only), was a nice suprise. The smaller movelist encourages actually learning the timing of the moves for counters, rather than just mashing, and shifting grapple position with R-stick feels pretty great. I guess I like it specifically because it feels as fluid and swift as swapping from front to back in an old 2D wrestler, or even Streets of Rage 2, for that matter. Going for Juggle grapples also appeals to how much I loved doing such in DoA2/U/4 (and to a lesser extent, Tekken series)... so the game hits a lot of odd points for me that I'd have never expected such a game to.
Lastly, this game also seems to make each wrestler sound genuinely interesting and unique to play, just like a good fighter. I've... rarely ever felt that in a normal wrestling game. They normally just feel like skins for the same 2 or 3 types, and that really takes a lot of the fun of playing out of the games to me.
But all the unique combo strings, differences between charge attacks and charge throws per class, chain throws, even vareity in superstar finsher startups, just makes the characters seem much more unique than your average wrestling game character types. Have I just bee lulled by the marketing and videos, or is this apparent to anyone else as well?
Compare it to a Japanese Fighting game, and yeah, it's a bit lacking. I kinda like that though; it kinda makes it seem like they're selling the fights more through showmanship, rather than actual, real violence.
I like the "It's like the Saturday Night Slam Masters of 2011" comment from a few pages back; It really feels like a game made to take quaters, and to wow you "in the moment", not trying to be too pretentious or anything of that modern sort.
I have 2 SvR games for 360 myself, and I've barely been drawn to really play either of them, sadly. Every time I look at the CAW movelist in these games, I wonder "when do you SEE half of these things?!?". They just seem so excessive and convolutely complex. (Ironically, I don't mind this at all in Firepro Returns, heh.) And then the actual superstars... having not payed much attention to wrestling in years, I really have very little concern about forcing ANY of them through some oddball campaign modes, lol.
It all makes this game a bit too perfect for me. I love seeing all these names from times past fighting against the newer people... from times past... that I actually kinda cared about. Then the really new ones... I'm even interested in learning some about them, in this games context.
Then the movesets... I was suprised to find more and more variety as I ran through another round or U.Warrior VS Rey. Not only special grapples, but also special dives and running moves, from people whom I wouldn't expect such skills from (I figured they'd leave such things to the acrobats only), was a nice suprise. The smaller movelist encourages actually learning the timing of the moves for counters, rather than just mashing, and shifting grapple position with R-stick feels pretty great. I guess I like it specifically because it feels as fluid and swift as swapping from front to back in an old 2D wrestler, or even Streets of Rage 2, for that matter. Going for Juggle grapples also appeals to how much I loved doing such in DoA2/U/4 (and to a lesser extent, Tekken series)... so the game hits a lot of odd points for me that I'd have never expected such a game to.
Lastly, this game also seems to make each wrestler sound genuinely interesting and unique to play, just like a good fighter. I've... rarely ever felt that in a normal wrestling game. They normally just feel like skins for the same 2 or 3 types, and that really takes a lot of the fun of playing out of the games to me.
But all the unique combo strings, differences between charge attacks and charge throws per class, chain throws, even vareity in superstar finsher startups, just makes the characters seem much more unique than your average wrestling game character types. Have I just bee lulled by the marketing and videos, or is this apparent to anyone else as well?