My Personal Review of SmackDown! 4
Rob Van Dam and Eddie Guerrero circle each other, looking
for an opening to attack... Guerrero only just avoids a high,
fast kick, then grabs RVD, snapping him into a suplex that leaves
him temporarily brethless on the mat. Moving to the turnbuckle,
Guerrero strips the protective padding away, wrenches RVD to his
feet and hurls him into the corner. He runs at him, intent on
keeping the advantage, but RVD moves away and Latino Heat ends
up with a face full of turnbuckle. The crowd goes crazy as RVD
grabs the top ropes, heaves himself skyward, does the splits in
mid-air, then backflips onto the prone Guerrero...
Thrilling stuff, but all possible in this, the fourth SmackDown!
game. With an updated roster, enhanced Season mode and more variables
in the Create a Superstar mode, THQ are proud of the advances that
have been made. It's a game that has a built-in, ready-made audience,
that has a solid game engine already in place - let's face it -
it's going to fly off the shelves regardless of the reviews, but...should
it?
JUST FOR SHOW
On the surface, Shut Your Mouth is an impressive game.
The wrestlers actually look reasonably like their real-life counterparts,
which is a remarkable acheivment in itself, given the current
level of gaming technology. Even better, the moves look every
bit as high-impact as any you'll see on the telly. In sections,
you can almost believe you are watching a live match... but don't
be fooled. Smoke and mirrors are used. SYM introduces
half-a-dozen new moves that, the first two or three times you
see them, make you think that the fighting system incorporates
an unprecedented level of fluidity and attack/counterattack possibilities.
The new actions are simply called Cruiserweight moves 1,2,3 and
so on, and are strings of two or three acrobatic moves involving
both wrestlers, but initiated by only one of them, and not requiring
a single button press by the other (even though it looks like
you're actively countering them). Cries of "Jeez, look at
that!" will turn to exasperated sighs as you see the same
ten-second animation for the eighth time that match.
It may not seem a major thing to pick up on, but it's important
because it shows that, instead of designing a new combat system,
Yukes have essentially faked it the best they can with the only
one they've got. It adds excitement and helps simulate the fast-paced,
heavily-improvised-on-the-fly cruiserweight matches that Tajiri,
Rob Van Dam and the Hardy Boyz have made so watchable. But it
feels like a missed opportunity, or perhaps even a glimpse into
the future - at the kind of things that will be genuinely possible
in future installments.
DEEPLY MOVING
Other liberties have been taken with the move sets, as you'll
discover when you browse through Create a Superstar mode. Some
of the new moves are, frankly, bizarre, but in a good way. Play
with Ric Flair and you'll discover quite a few of the interesting
ones, at least two of which involve him begging for mercy on his
knees before delivering a debilitating low blow. The Hurricane
has one which simply involves offering his hand - it's a shame
the other wrestler can't choose whether to take it or not, and
must shake his hand (to the delight of the crowd), but it's a
refreshing change from the ubiquitous suplexes and clotheslines.
There's an eyebrow-raising spanking move, too, but I'll let you
discover that for yourselves. Basically, they've been 'thinking
outside the box' and should be heartily congratulated on it.
When in the ring, other refinements and innovations become obvious
too. TLC matches are a veritable journey of discovery - now, if
you've got a chair in your hand and at least one finishing move
available to you, you can perform a devastating chair-specific
move; and yes, RVD has the Van Daminator. Not only can you simply
hit people with a ladder, but you can lean it into a corner, Irish
Whip someone onto it, then perform what looks like a modified
Electric Chair Drop onto it. Equally, if someone is up a ladder,
you can tip it over or join them up there and chuck them off.
Lastly, of course, there's simply nothing more satisfying than
piledriving someone through a table and knocking them out cold.
Oh yes! Rummage under the ring apron with R1 and it's a veritable
lucky dip of weaponry. Got a sledgehammer? Whack them with it,
or even choke them with the haft. Got a dustbin? Slip it over
their head and knock them to the floor. Lovely job.
The Create a Superstar mode is always a big part of these games,
and 'detailed' doesn't even begin to coverit. On the one hand,
you have enormous creative freedom, and now you can even morph
wrestlers' faces on a sliding scale of young to old! On the other,
there's a hell of a lot of stuff there that no-one in their right
mind will choose, unless you're acting on the 'let's make the
weirdest-looking wrestler we can' impulse, and even then you're
going to get fed up seeing Bobo the Transvestite Monkey Boy (or
whoever) very, very quickly. Creating a wrestler will suck the
hours out of the day, and that's even before you choose your moves.
The odd thing is that there are dozens and dozens of moves to
select from a list of hundreds, but when it comes to an actual
fight, it feels like you're using the same four or five over and
over again - a feeling that has haunted every SmackDown! game
so far. As an aside, I'd really like the option to rename our
moves. Maybe next time, eh?
SEASONS IN THE STUN
Season mode, for the first time, starts off with a draft. Vince
McMahon (owner of SmackDown!) and Ric Flair (owner of Raw) pick
from the pool of superstars one by one, and the rivalry between
the two men and their shows becomes pivotal to the storyline as
the year progresses. Once again, between bouts you can wander
around backstage - you can even get on the subway! Sometimes a
wrestler will be loitering and you can talk to them. They might
offer a tag partnership or demand a matchup, changing the night's
lineup, but more often than not the area will be deserted, and
you'll get bored of trawling around on the off-chance every ten
minutes. Storylines do develop around your superstar, but it can
all seem a little random. And long. Very, very long. Worth it
to unlock the extra move sets, though.
The problem with SYM is the lack of precision. You only
have your SmackDown! meter as a gauge of how much damage you've
inflicted, and it's impossible to tell when it's the right time
to attempt a pin, when you might tap them out and when you could
be forced to tap out. The new counter system makes it hard, almost
random, to stop your opponent grappling you if they get in first,
and in two-player action it's common to have one of you completely
controlling the action for long periods of time, with the other
reduced topressing square in the hope that something might happen.
It removes all the strategy and timing from the game, which is
a shame. The controls aren't inituitive, but when you learn them
there's a lot of cool stuff to try.
Essentially, both the fighting and the season mode are based
on flawed models. Yukes have gone nearly as far as they can within
the current limits, and they really need to strip it all down
and start again from scrath. That's easier said than done, but
it's necessary if this brand is going to survive.
Graphics - 22/25
Excellent likenesses, great entrances...
Sound - 18/25
Stompy music, but better commentary from JR and King.
Gameplay - 21/25
Can be fun, can be a frustrating mess.
Lifespan - 23/25
Get into it, and get lost for months.
OVERALL PERCENTAGE:
84%
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