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  1. #1
    Check-pointer Mr. Showtime's Avatar
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    IGN WWE '13 Reveal

    http://www.ign.com/articles/2012/05/...ebut-of-wwe-13

    Enjoy!

    Change is inevitable. In the world of professional wrestling, change can come in the blink of an eye. One match. One move. One speech. The simplest things can change the fortunes of many in an instant. Over the past year, the WWE has undergone a sort of revolution, a shift in tone that has allowed two distinct ideas - sports entertainment and wrestling - to co-exist better than they have in the past. The show and the sport are finding equal footing, and it’s largely due to the efforts of one man, CM Punk.

    Within WWE’s revolution, CM Punk is its visionary. Almost one year ago, Punk sat down on a stage in front of millions around the world and did something remarkable for a form of entertainment that is as orchestrated as it is raw and real - he spoke his mind. His electric speech struck a nerve with passionate fans who love the art of wrestling more than the theater that surrounds it, but don’t always feel listened to. Punk proclaimed himself the ‘Voice of the Voiceless’, vowing to change things for the better - or quit. Since that fateful day, things have been different. Talented performers who couldn’t catch a break started to appear on television more. Storylines started to become more interesting, using talent in smarter ways. The line between wrestling’s intertwined notions of reality and fiction began to blur. Many found themselves, for the first time in a long time, more captivated than captive.

    Mirroring those changes, THQ drastically changed its approach to wrestling video games. Discarding the notion of ‘Smackdown vs. RAW’, the publisher rebranded and revamped its core wrestling simulation product into something entirely different - WWE ’12. The simple motivating factor? The product had grown stale. The changes introduced in WWE ’12 would be significant, but they wouldn’t address everything. This wasn’t by accident. THQ knew that the development time for one game couldn’t contain all of the alterations it wanted to make. The publisher and its development team had committed to a multi-year plan. This year more of that vision will be revealed in WWE ’13.

    Continuing its focus on refining and evolving its products, the development team has kept what worked and throw out what didn’t, going so far as to discard the entirety of the ambitious, yet flawed, single-player design from WWE ’12. Much as Punk’s vision for the WWE looked to wrestling’s past to empower its sports entertainment future, THQ looked to the past for its future - it is bringing the Attitude Era back to video games, bigger and louder than ever.

    The foundation of WWE ’13 is firmly rooted in its predecessor. The game’s mechanics, visuals and controls are fundamentally the same as they were last year. Matches still have a heavy emphasis on momentum, forcing players to escalate the quality of their grapple-based moves, from standard to stunned, as they wear down their opponent. ‘Breaking Point’ submissions, limb-targeting systems and time-based pinning are all back, with many subtle tweaks, including continuous refinements to animation and move fluidity, along the way. In many respects, WWE ’12 found a great balance between showcasing the technical elements of wrestling while preserving the engaging, accessible element necessary for video game fans. If it’s not broken, it doesn’t need fixing... Just a ton of adjusting.

    That said, THQ’s additions to WWE ’13 are still numerous and significant. The biggest of these deals with context-sensitive power moves that enable players to recreate some of the most memorable and spectacular moments in WWE history. These actions, which range from literally breaking the ring with super heavyweights to bulldozing a rival through the ring barrier to catching a finisher in mid-air, can only be enabled by certain wrestlers in specific locations and instances. Much like the appearance of a ‘Finisher’ icon, an ‘OMG!!’ logo will appear above a character’s head when they are capable of executing these devastating maneuvers, which can quickly change the tide of a match - or even end it. The developers are also in the process of creating specialized visual and audio methods of presenting these moments, ensuring they feel as significant in the game as they do on television.

    Anyone who has watched wrestling for any period of time understands that different broadcasts require matches of different lengths. The amount of time superstars might have to compete on an average two-to-three hour Monday Night RAW, for example, differs greatly from what would be possible on a three or four hour Pay Per View. In the past, wrestling games didn’t take this concept into account. WWE ’13 does.

    Alongside selecting arenas, characters and the number of finishing moves available at the start of a match (a new option, which can range from 0 to Infinite), players will be able to adjust a setting called ‘Match Experience’. Three settings - “Quick”, “Normal” and “Epic” - will affect the overall pacing of a fight, independent of AI difficulty. Factors such as momentum, damage, enemy aggressiveness and even kick out and reversal rates will be affected. The difference can be staggering. Quick matches feel lightning quick compared to epic ones, where superstars seem to have limitless stamina - and health. Best of all, this concept will make its way into the single player campaign as well.

    Match Experience modes and Spectacular Moments are some of the flashier ideas that will accompany a still-in-development overhaul of the overall audio experience, which will attempt to better capture the atmosphere of a live event, including the reactions of WWE’s own announcers to some of the stunning developments that happen on television each and every week.

    All of this is in addition to the dozens, perhaps hundreds, of subtle tweaks the game’s designers make day in and day out. WWE ’13 is currently still in an "Alpha" state, meaning the team has another six or so weeks to tune and tweak features before it goes into an aggressive three-month campaign to eliminate bugs. That means more moves are being added. Better weight detection is being implemented, so the smaller Rey Mysterio can’t body slam the 500 pound Big Show. In fact, super heavyweights like Mark Henry or Show now have different frames to better capture their enormous size. Pinning is now not only influenced by damage, but the power of the move that was previously executed. Non-tagged partners can now be controlled. Replays are being adjusted to be more relevant.

    THQ’s ambitions don’t stop there. Not satisfied to continually perfect its core game mechanics, the developers took another hard look at its approach to single player campaign design, the focus of much criticism for WWE ’12. The team decided to do something rather bold, particularly given the ambitious, original storyline it crafted for existing and created stars last year. Rather than continuously iterate on the same concept in hopes of finding a sweet spot, the team threw everything out, and started from scratch. In doing so, the designers were free to consider any idea. Given the changes going on in the modern day WWE, it seemed only fitting that THQ turned to one period of time for inspiration. The wrestling revolution that forever changed the perception of sports entertainment. The Attitude Era.

    The Attitude Era symbolizes all that can be rebellious, shocking and brazen about wrestling. In many ways it embodies the best of the industry, and was responsible for some of the greatest personalities and storylines of all time. During the late '90s, the WWE lived on the edge, and sometimes crossed the lines of decency, to beat its competition. The result was a period of unprecedented success.

    As much as the modern era of the WWE is forging its own path, it owes much to the stars that emerged some 15 years ago. The Attitude Era created a new world for the WWE. It rewrote the rules. It’s unlikely the company, or the sport, will ever see such radical thinking again. Born mostly out of necessity, those in charge seemed to literally do anything and everything that came to mind, at first in hopes that something would work, and eventually to keep that momentum going.

    The ‘Road to Wrestlemania’ experience for WWE ’12 attempted to tell an original storyline focusing primarily on three wrestlers - Sheamus, Triple H and a created wrestler of the player’s choosing. In an effort to dictate the overall narrative, many matches ended through scripted cutscenes that took control away from the player. Whether because of the limited character selection, or the fact that the storyline removed match control from the player, many were averse to the entire concept. It turns out THQ has been listening. ‘Road to Wrestlemania’ is dead. That's where Attitude Era Mode comes in.

    Despite the fact that the Attitude Era is a well-documented part of history, THQ’s goal here is not to reinvent the past, to change things just for the sake of doing so. This single-player mode is an abridged recreation of a memorable time in sports entertainment, allowing players to journey through various storylines as eight of the most popular superstars of that time, including “Stone Cold” Steve Austin.

    The chapter-based saga moves through WWE’s struggle and eventual triumph during the so-called “Monday Night Wars,” which saw the company on the brink of defeat at the hands of a powerful rival, WCW. Told from the perspective of the WWE during that period, matches and in-game cutscenes are supplemented by superb video packages assembled by WWE’s own editors. These short vignettes put matches, feuds and larger industry developments into perspective, not only keeping the overall story going, but giving a bit of a history lesson in the process.

    THQ isn’t simply relying on the allure of legendary stars to boost its Attitude endeavors. It has learned from previous ‘Road to Wrestlemania’ efforts. Seeing this new mode in action proves that. First off, the vast majority of matches are just that - matches. While there is certainly a desire to stay true to history, and tell the stories the way they played out on television, the developers of WWE ’13 are mindful that wrestling fans want a fun game first and foremost. Therefore each match is broken down into a series of main or side objectives, which are clearly labeled when on-screen, can be easily accessed, and will disappear from a list when they are completed.

    In general, main objectives are simple (pin your opponent, grab the title), allowing players to advance the storyline simply by winning matches. However optional side objectives are more meticulous by nature, setting more specific victory conditions - asking players to put an opponent through a table, for example. Those looking to get the most out of WWE ’13 will want to pay attention to all the game asks of them. A wealth of bonus material can be unlocked by completing all side tasks, and there can be several per match. The developers have even included a few ‘hidden’ objectives, opening up further rewards if players decide to pursue a more comprehensive strategy for beating the mode.

    There’s an emphasis here on the core game experience, without the clutter and complication that can arise by trying to dictate the conclusion of a match, robbing players of the feeling of victory or control. Backstage sequences were particularly guilty of this, placing players in odd environments that the game’s mechanics poorly supported. There’s some good news on this front: they have mostly been removed, with the exception of a few matches that take place outside the ring.

    WWE ’13 is such a massive product that describing gameplay changes and a radically overhauled single player concept just scratches the surface. THQ has yet to fully reveal the Attitude Era mode, which has substantial depth. Universe Mode hasn’t surfaced. Create-a-Superstar has its upgrades. New matches, rings and moves are on the way. And all of this is to say nothing about the roster, which contains stars from the past and present, including a formidable array of wrestlers from the late ‘90s. THQ’s revolution may have started last year, but if WWE ’13 is any indication, the publisher is continuing to radically reinvent the way it approaches its sports entertainment video games. Wrestling fans couldn’t ask for more.

  2. #2
    Completionist LuisTX85's Avatar
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    Re: IGN WWE '13 Reveal

    -Barricade&Ring breaking are a part of the game and you do them by a form of finisher

    -A weight system is implemented,Mysterio can't body slam Show

    -Pining are not just factored in how damage someone is But now what move was done before it

    -RTWM is replaced with an all new story campaign called"Attitude Mode"

    Any other highlight somebody noticed?


    Credit to ANewChallenger#Heel

  3. #3
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    Re: IGN WWE '13 Reveal

    the match experience setting sounds awesome

  4. #4
    Completionist LuisTX85's Avatar
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    Re: IGN WWE '13 Reveal

    Oh yeah and we can do finishers in mid-air!


    Credit to ANewChallenger#Heel

  5. #5
    Achievement Hunter The Savage's Avatar
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    Re: IGN WWE '13 Reveal

    This sounds like the legend game I have always wanted..Half current roster..half attitude roster. I grew up with the attitude era, and I cant wait to relive the gimmicks and feuds.

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    Re: IGN WWE '13 Reveal

    Quote Originally Posted by LuisTX85 View Post
    Oh yeah and we can do finishers in mid-air!
    about time and it sounds like only some u will be able to but Im sure we will get a list before the game is release.

  7. #7
    Gaming Purist WWE RKO's Avatar
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    Re: IGN WWE '13 Reveal

    Sounds good so far. Being able to finishers in mid air sounds awesome.
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  8. #8
    Completionist LuisTX85's Avatar
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    Re: IGN WWE '13 Reveal

    Maybe I read it wrong But what's with having 0 to infinity amount of finishers in the beginning of the match?,Some fool can&will spam tons of them in row!!


    Credit to ANewChallenger#Heel

  9. #9
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    Re: IGN WWE '13 Reveal

    Quote Originally Posted by LuisTX85 View Post
    Maybe I read it wrong But what's with having 0 to infinity amount of finishers in the beginning of the match?,Some fool can&will spam tons of them in row!!
    part of the new match experience setting. you can change a bunch of different things

  10. #10
    Completionist LuisTX85's Avatar
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    Re: IGN WWE '13 Reveal

    So basically it's added stuff for match creator!?..Cool!


    Credit to ANewChallenger#Heel

  11. #11
    Achievement Hunter Xarmark77's Avatar
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    Re: IGN WWE '13 Reveal

    Right now attitude mode seems like rtwm and I have No clue how they can put any of that content from that time, especially if Linda McMahon wins the primary for the US senate where a newspaper had made mention to wrestling being likened to pornography and making mention to Vince making Trish Stratus bark like a dog. God I miss the 90's. The content in the game and tv could go ultra PG again *wretching*.

    That being said SOME of the additions have piqued my curiosity, damn you wwe video games...lol. I would like to see how the weight detection will work, the omg moves not being a distraction and the different lengths of matches. Of course, this is coming from the living breathing hype machine of a website that is IGN and the things that sound great in text don't necessarily. So, I take it from it's source. *Sings Lowered Expectations from Mad TV*, to well lower my expectations and remind myself of WWE 12:-P
    Let the "Reality Era" reign supreme with C.M. Punk at the helm erasing the years of CRAPTITUDE from my mind.
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  12. #12
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    Re: IGN WWE '13 Reveal

    Quote Originally Posted by LuisTX85 View Post
    So basically it's added stuff for match creator!?..Cool!
    i guess so but imo i think its a real nice addition.
    Twitter- @adamitk

  13. #13
    Completionist LuisTX85's Avatar
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    Re: IGN WWE '13 Reveal

    Corey tweeted that moves on announce tables are back&are"OMG"moves!


    Credit to ANewChallenger#Heel

  14. #14
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    Re: IGN WWE '13 Reveal

    Quote Originally Posted by LuisTX85 View Post
    -Barricade&Ring breaking are a part of the game and you do them by a form of finisher

    -A weight system is implemented,Mysterio can't body slam Show

    -Pining are not just factored in how damage someone is But now what move was done before it

    -RTWM is replaced with an all new story campaign called"Attitude Mode"

    Any other highlight somebody noticed?

    The weight system would be one thing I'd be careful of getting hyped about. There is alot of time between now and release date. If things go wrong with something (Especially during the glitch phase) this could be one of the things that is removed and looked at more for next year.

    ---------- Post added at 10:22 PM ---------- Previous post was at 10:20 PM ----------

    Quote Originally Posted by Mariners4Life View Post
    about time and it sounds like only some u will be able to but Im sure we will get a list before the game is release.
    I'm sure they will give the list Punk/Taker and Henry have already been confirmed to have the omg cathing finisher

  15. #15
    Achievement Hunter Radman McAwesome's Avatar
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    Re: IGN WWE '13 Reveal

    I'm right now really struggling to not get my hopes up. Let me tell you, it's hard considering the stuff that's supposed to be in.

    Spoiler:

    I forcefully expel saliva unto the countenances of those individual human beings who choose not to maintain a reasonably comfortable and low body tempature.

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  16. #16
    Achievement Hunter Outlaw's Avatar
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    Re: IGN WWE '13 Reveal

    Attitude Mode sounds like the Relive, Rewrite, Redefine stuff from Legends of Wrestlemania, which was one of my few favorite things from that game, so I think this should be fun.

    Match experience sounds sweet. It's something I try to do when I'm playing anyway (have a longer title match in the main event of Wrestlemania, for example), just now the game will know that's what I want to do. Also, squash matches. Even though something tells me it will end up being more cosmetic than I want it to be, I'm very interested to see how this plays out.

    The whole "WWE Live" thing just sounds like they've giving a name to their new in-match stuff, not a separate mode where these OMG things can happen. It's like Predator Technology (Two point oh! Maybe that means it won't mess up my chair shots and top rope clotheslines anymore); it's in every match you play.

    And I'm very happy to see an idea I had (having a "caught in midair" grapple that you could segue into a finisher) was apparently thought up by THQ as well, although I still think adding a new grapple position would have opened up more possibilities for the game play than just another "finisher" button press, but as long as it's implemented well, it should be a lot of fun. It's a great idea either way.

    I'm curious to see what they update with Universe Mode. Do they finally let us make our own show, so we can do what I think Vince should have done all along and make a separate show that's more "Attitude" in nature than "Cenation?" Do they let us make truly separate shows instead of the bleed-over like has happened in real life? Do they let the story cutscenes finally have a purpose in building up PPV blow-off matches (or even better, let us set the PPV's matches ahead of time and let the storylines have a direction and build to a match we WANT to play?)? Do they stop the whole "you have to press a button during the victory animation or we'll force-load the next match before you can change it!" thing and just bring up a menu on the bottom like on Blurays, letting the animation end naturally and letting you see the whole thing if you want to? Will Custom Themes FINALLY not get cut off with a replay or a change in cutscene???

    Regardless, I think THQ (and IGN) have a done a good job getting me interested in what WWE '13 will bring to the table. If it really is built on a fixed up version of WWE '12? That's not such a bad thing.

    I guess it just depends on how fixed...
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  17. #17
    Completionist WebbanationX's Avatar
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    Re: IGN WWE '13 Reveal

    The match experience thing is about all that I'm curious about. Like Outlaw, it's something that I usually do manually. Superstars matches usually have fast momentum buildup and the endings don't matter much to me. Raw and SD have normal momentum speed and depending on who's competing a match will end by pinfallonly by 'pin' moves and finishers. If I have a finisher hit on me, I don't attempt a kickout unless there's outside interference. PPVs have slow momentum builds and I'll try to kickout more often in singles title matches. Those I'll try and end through finishers alone. I know this option probably won't be nearly as exact but it might cut down on some of the work and I can stay awake during alot of those never-ending simmed matches.

  18. #18
    Achievement Hunter Xarmark77's Avatar
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    Quote Originally Posted by mccanehd View Post
    The weight system would be one thing I'd be careful of getting hyped about. There is alot of time between now and release date. If things go wrong with something (Especially during the glitch phase) this could be one of the things that is removed and looked at more for next year.

    ---------- Post added at 10:22 PM ---------- Previous post was at 10:20 PM ----------



    I'm sure they will give the list Punk/Taker and Henry have already been confirmed to have the omg cathing finisher
    The wd being removed sounds like a definite possibility, especially if they are going to try to apply it to all lifting moves (though that was never said). That was one of the hooks for me, but I wouldn't be surprised if they take it out.

    The "adjustments" should be interesting. I wonder if there will be properly timed reversal indicators, NON-generic reversals added(specifically reversals to weak grapples not just shoves and elbows out of the initially clutches), adjustments the pin mechanism to be more reliable and possibly an option to return to the previous pinning system and made the move interruptions more fluid. This was one of the main reason I never wanted to play anything more than a 1-on-1 match with all the kicks to stop a move and the generic shove when you tried to grapple. That just made those matches NOT fun to play. If you can't break up a move with another, then they should just transition into a a double team move.

    If they can do most if not all of these things, fix universe and make CC SOMEWHAT usable; then, I am VERY INTERESTED. Though, I am not holding my breath because that's a lot of if's. This is why it's better to have lower or no expectations, so you're not disappointed

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    Last edited by Xarmark77; May 30, 2012 at 05:54 AM.
    Let the "Reality Era" reign supreme with C.M. Punk at the helm erasing the years of CRAPTITUDE from my mind.
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  19. #19
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    Re: IGN WWE '13 Reveal

    These are the things I'd wondering about the most
    1. 100 CAW Slots?
    2. 50 Paint Too Logo Slots?
    3. Create a Brand/Show?
    4. Create a Championship?
    5. Can we change the Color of NWO Logo in the Create an Arena?
    6. Can we change the Entrance Stage in the Create an Arena?
    7. Will there be a FAN AXXESS and ONLINE AXXESS these Year?
    Last edited by TripleDan; May 30, 2012 at 06:50 AM.
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  20. #20
    Check-pointer Sabrewolf's Avatar
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    Re: IGN WWE '13 Reveal

    Everything mentioned sounds great. What I want is gameplay videos. LOTS of them. I need to see more. Just cause everything sounds good, doesn't mean it is good. I'm not getting my hopes up. I agree with Professor on how hard it is to not get hyped. Then I remember how THQ has always put 2 steps forward, then taken 5 steps back. I'm not convinced yet. If they put out a demo (either in store or for download on xbl/psn) that can allow us to see the "changes" first hand and give feedback, then I'll consider getting it. Until then, I'll be saving my money.
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