The new WWE ’12 video game is like any other annually-release sports videogame – you guaranteed an [almost] updated roster, a couple of new features and an almost-new gameplay experience.
Having spent a decent number of hours on the game and its downloadable content (yes I bought the Season pass), WWE ’12 is more than just having a new name – it offers a couple of upgrades but it also seems to hold back on some features. I appreciate that the development have great passion about WWE but as a big fan of the shows, I’m also able to discern the weaknesses and flaws of the game. Perhaps it is really the hardware issue and that they should consider releasing WWE games in multiple discs (for Xbox360 at least) or that the whole core content has to be redrawn (As much as there is new content, there are still many irritating animations that ought to be replaced).
Nevertheless, this is still a good-looking game and if I don’t try to compare this game to WWE shows too much, it’s enjoyable to keep you entertained. Sometimes the game just surprises you as you play and I’m going to share what I discovered recently.
1) Limited layers
For a game feature that aims to encourage the creative community content, the layers allowed on the custom characters are too limited. Before I was done creating Kane’s new look, I was already ‘out of layers’.
The game should allow me to customise my character as long as I have the storage space to save it into. After all, that’s one of the reasons I invested on a large storage space for my Xbox360 – to be able to do what I want as long as I can afford the space.
2) Superstar personality during matches
Technically most of the features and moves are recycled from past iterations, and the newly camera angles can be both a boon and a detriment to your experience. Sometimes, I get a good cameraman’s view of the action while at times I’m hindered by my partner’s highlights and screwed up my active player’s moves.
However, in this particular match, I’m pleasantly surprised by Kane’s enthusiasm to face off Mark Henry. As soon as the match started, he forced a tag to his tag team partner just so he could deliver a beatdown to Mark who was the legal opponent. It’s as though his motivations matched with what happened in the show. Needless to say, it was enjoyable playing that match.
The Limb targeting feature also an interesting outcome. Basically, by hitting on specific face buttons, I can target the head, right/left arm or leg. If done consistently, the opponent will be weakened in those areas making him vulnerable to further moves/submission or simply becomes slower to react.
In the match I play above, weakened Chavo Guerrero was seen trying to break my pin at the close of the match, only to be seen falling onto the mat, failing to reach on time. This looked almost as real as what I’ve seen on WWE shows, and seeing it happened in the match made the victory much sweeter. (I believe that if Chavo wasn’t sufficiently weakened, he would be able to zip through and then there would be a cutscene showing his attempt to break the pin successfully.)
The smarter A.I. tag team partner also helped, but it is not 100% reliable.
If you want to download my version of Kane, search for ‘Masked Kane’, ‘Masked’, ‘Kane’, ‘New’ in the Community Creation section from the in-game menu. As shown in the video, Kane was given an additional mask during his entrance, just to keep it true to what we saw at on RAW Supershow last Monday.
Hope you like it, and I look forward to your feedback!