Oh, you didn't know about WWF SmackDown? Well,
if you didn't see our preview last week, here's
a brief rundown of the first PlayStation game
produced under THQ's acquisition of the WWF
license: SmackDown! is based on the Japanese
Toukon Retsuden wrestling game from Yuke's.
Over 35 WWF stars are featured in more than
a dozen match types, and all the features we've
come to expect like season mode, pay-per-view
mode, and custom character mode are included.
WWF SmackDown! has more than a solid foundation
to work with, and it builds upon it nicely,
though not quite as well as I would have liked.
Much
like WWF Wrestlemania 2000, SmackDown! features
a simple control system that lets anyone just
pick up a controller and play. One button strikes,
one button performs a grab attack, and the other
buttons are for non-attack functions like running,
blocking, taunting and focusing on opponents.
There is no lock-up button. Punches and grabs
are varied by holding directions on the control
pad, resulting in a fair selection of ready-to-execute
moves, but I would have liked more (read: as
many as Wrestlemania 2000). This scheme also
has problems with joystick-neutral moves, as
it's hard to get within range of an opponent
and grab him without touching the directional
pad, especially in the heat of a four-man battle.
It works well enough, though, especially with
convenient options like indicators that tell
which opponent you are focused on.
SmackDown!
has play modes covered, too. Singles, Tag, Royal
Rumble, 3-Way, Handicap, etc…all the usual suspects.
The unique Special Referee mode is interesting,
especially when playing with friends, because
it's way more fun to spoil a victory for someone
you know than for the computer. I Quit matches
are something different as well. It's not just
a submission match - you have to practically
destroy your opponent, then grab a microphone
and make your opponent say "I quit" by attempting
a pinfall with mic in hand, just like on WWF
programs. Strangely, Battle Royale is a four-man
elimination match, not an over-the top affair,
but oh well. Of course each mode allows for
multiplayer action (up to four players with
a multitap in some modes) or you can battle
the computer. The CPU isn't quite the slouch
we though either. While on low difficulty, the
computer can be, as my colleague Rev. Smith
put it, "about as alert as Scott Hall on a Sunday
morning." However, the AI is perfectly capable
at higher levels.
One
of SmackDown!'s most touted features is the
inclusion of yje storylines and backstage antics
that have made the WWF the huge soap opera...er...huge
hit that it is today. And I admit, it's pretty
nifty to be approached between matches and have
the option of double-teaming an opponent backstage
(That's terrible! It's just not right!) and
it's even better when you get attacked only
to have an ally interfere on your behalf and
send the attacker packing. Unfortunately, it
doesn't really affect gameplay, as I never developed
any running feuds or teamed up with allies to
thwart those rotten blindsiding heels. I feel
this feature is only scratching the surface,
however. Hopefully next year's edition will
reach its full potential in that regard.
Players
can make up their own storylines as they please,
however. Titleholders are consistent through
the game's season mode, custom PPVs and exhibition
matches, and titles save to the memory card.
You can put all the belts on the line in one
event and have Jeff Hardy win every one if you
want.
I'm
also pretty pleased with SmackDown's graphics.
True, some of the body and limb detailing can
be plain, but facial features balance it out.
Most of the characters are easily recognizable,
and character models are smooth - the fighters
don't look like Wrestlemania 2000's marshmallow
men. I especially like the changing facial expressions.
The Undertaker actually rolls his eyes back
in his head when he comes to the ring, Ken Shamrock
grimaces, Paul Wight opens his gaping maw as
he raises his arm, and then there's this little
thing called the People's Eyebrow.
Each
character of course has his or her signature
moves and taunts, and comes to the ring with
the proper theme music and Titantron video.
You don't actually see them walking to the ring,
however, (they just animate in front of a full-screen
Titantron FMV) and there aren't any pyrotechnics,
so there's room for improvement. While I'm nitpicking,
characters only have one costume (which can't
be modified), and some superstars are notably
absent. Why is Paul Bearer in the game while
Too Cool and Shawn Michaels are missing? Granted,
some secret superstar character models are unlockable
in custom mode, but that's not really the same
thing.
Speaking
of custom mode, you'll know that the options
are a bit slim if you read our SmackDown! preview.
You can customize only six appearance aspects,
and most visual elements are lifted from the
WWF stars. There's a lot more freedom when assigning
moves, especially after you play the game's
pre-season mode and gain new attributes. For
example, my character, Default Man, is sexy,
powerful and on bad terms with Mankind.
[Editor's
note: you forgot to mention his finishing move,
the universally-feared Default Death Drop.]
If
SmackDown! has one inexcusable flaw, it's the
sound. As mentioned above, the musical themes
are excellent, but the game has no commentary
whatsoever and no voice clips from the superstars.
The atmosphere just goes down a few notches
without Jim Ross hollering "Oh my God, he's
been broken right in half!" or Billy Gunn announcing
he's got two words for us. There's no crowd
interaction either. Like Rev. Smith mentioned
to me, THQ should be embarrassed that ECW Hardcore
Revolution actually surpasses SmackDown! in
any respect.
But
despite that, SmackDown! is still a very good
game. Not a great game, but still very good,
and a worthy addition to a wrestling fan's game
collection.
B
Media:
Hunter
Hearst Helmsley Intro MPEG - 2.50 MB
Val
Venis' Money Shot MPEG - 1.25 MB
The
People's Elbow MPEG - 2.03MB
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