![]() ![]() Whether this was a budgetary decision, or the lack of storage space on GameCube discs, we may never know. Unfortunately, many players at that time were bothered that Day of Reckoning 2 was not voice acted (whereas the Smackdown games on the PlayStation 2 were). This was done through smooth text-based story scenes that would occasionally be interrupted for you to make a choice that changed where the story would go from there, ultimately ending up at the same endpoint after that several-week period.ĭay of Reckoning invited multiple playthroughs, and its relatively streamlined story meant that you could easily make different choices and see everything in the game on a second run. ![]() ![]() When Triple H gets injured at the following PPV, you were able to choose at certain intervals who you wanted to go after, what title to chase, even what match type to compete in. When the RAW world title goes missing, your WrestleMania main event against Triple H is cancelled. The second game followed your created wrestler from about one year after the first game, chasing for the world title right off the bat (for continuity, you were best off creating the same wrestler you used in the first game). While Day of Reckoning 2 advanced its story mode assuming you had picked the Raw brand in the first game. The sequel offered even more variety in how you approached the story. Where other games threw you straight onto the big stage, Day of Reckoning was almost a ‘rags to riches’ kind of tale that got you more invested and involved in your wrestler’s journey. It was the first time a wrestling game gave you a real ‘behind-the-scenes’ feel of the process towards becoming a wrestler. The game would advance in largely the same way, but the opponents you would face would change. Afterwards, you would have the option of joining Raw or Smackdown. This served as both a narrative device and as the game’s tutorial section. It had the most well thought out and written story mode of any wrestling game at the time, which saw you climbing through the ranks with your own created wrestler in WWE’s then developmental system, Ohio Valley Wrestling. The lack of interruptions for when players were doing overly long special moves also forced players to sit and wait, as opposed to Day of Reckoning where even basic punches could be interrupted. Smackdown had tied moves to certain directional grapples, which was helpful for finding a type of move you were trying to use, but limited what players could do in general. The ability to freely assign grapples and strikes to various directional inputs for either light or strong grapple transitions gave you more variety in how you built a move set. The core gameplay of Day of Reckoning was tight and responsive. It allowed players to experiment with how certain moves could be used in different environments. The ability to enter various types of grapples before inputting a button combination associated with a move allows a massive amount of variety in what you can do in any given match. All of the AKI wrestling game s, such as WWF No Mercy or WCW vs NWO World Tour, had a simple but satisfying gameplay system. The modern era of WWE video games has opted for simulation rather than arcade-style play, focusing too much on the realism of WWE rather than its explosive spirit. While Yuke’s are the developers behind the last half-dozen or so mediocre WWE titles, they also made some of the genre’s best games, such as Smackdown: Here Comes the Pain for the PlayStation 2 and the Day of Reckoning titles on the GameCube, and WWF No Mercy on the N64. As he and the other AEW contracted talent were searching for a developer, the stars aligned, and Yuke’s became available as a developer. Omega has become the public face of AEW Fight Forever, both helping guide the game’s development, and being the contact point between the games industry and AEW. ![]()
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