WWE SMACKDOWN! VS. RAW 2006 (PSP)
Ah, the annual WWE rehash; the perfect model for rinsing wrestling and beat ‘em up fans of their hard-earned cash (and a very close relation to cousin FIFA)! Typically, said release would be little more than a slight update of the previous instalment of slightly sweaty men in spandex beating the blue hell out of each other. You would think by now that gamers would have raised their expectations a little. Disappointingly, though, there remains no bikini-clad buxom Valkyries removing each other’s clothes in a mud wrestling contest mode; further proof that modern games can be ever so tedious and dull.
Saying that, and in a revolutionary attempt to stop being a cynical d!cksplat, THQ did a little more with the 2006 WWE addition than the usual bog-standard tweaking to the game engine. Sure, the basic format of facing-off against opponents in the now obligatory square ring, fighting in either singles or tag-team action, with any number of stipulations, remains the key ingredient of the shindig. And of course other regular additions are present and correct. Rosters have been updated, new move sets, new arenas, more refined graphics and a few extra types of matches (the Buried Alive and Back Room Brawl match take their place in this addition) all feature to blind-side gamers that there really is ‘unique’ appeal within this year’s version. But THQ did add something to the fighting mechanism that enhanced gameplay, making this version refreshingly different to pretty much all prior WWE escapades.
The stamina and momentum system brings a whole new element of strategy to the tried and tested simplicity of this style of beat ‘em up. No longer can you keep on attacking your opponent unreservedly with power slams and DDT’s until you get the pin – to do so would render your player knackered and at the mercy of your adversary as you attempt to regain your breath. The stamina meter ensures that you think more tactically about your method of attack and, appropriately, when to back-off and recover. It actually plays more like an actual sports entertainment styled wrestling match – master the stamina system and you’ll be the Triple H styled cerebral assassin of the PSP, dodging out of the ring for a breather instead of going toe-to-toe with an opponent after you’ve been humbled by a bit of a kicking. The momentum metre has a contrasting effect. Stay on top of the match for long enough and your moves begin to do more damage leading to the opportunity to apply a finishing move, yet doing so will likely tire you out quicker and make you more vulnerable to a counter attack. So, much more strategic all round.
Saying that, and in a revolutionary attempt to stop being a cynical d!cksplat, THQ did a little more with the 2006 WWE addition than the usual bog-standard tweaking to the game engine. Sure, the basic format of facing-off against opponents in the now obligatory square ring, fighting in either singles or tag-team action, with any number of stipulations, remains the key ingredient of the shindig. And of course other regular additions are present and correct. Rosters have been updated, new move sets, new arenas, more refined graphics and a few extra types of matches (the Buried Alive and Back Room Brawl match take their place in this addition) all feature to blind-side gamers that there really is ‘unique’ appeal within this year’s version. But THQ did add something to the fighting mechanism that enhanced gameplay, making this version refreshingly different to pretty much all prior WWE escapades.
The stamina and momentum system brings a whole new element of strategy to the tried and tested simplicity of this style of beat ‘em up. No longer can you keep on attacking your opponent unreservedly with power slams and DDT’s until you get the pin – to do so would render your player knackered and at the mercy of your adversary as you attempt to regain your breath. The stamina meter ensures that you think more tactically about your method of attack and, appropriately, when to back-off and recover. It actually plays more like an actual sports entertainment styled wrestling match – master the stamina system and you’ll be the Triple H styled cerebral assassin of the PSP, dodging out of the ring for a breather instead of going toe-to-toe with an opponent after you’ve been humbled by a bit of a kicking. The momentum metre has a contrasting effect. Stay on top of the match for long enough and your moves begin to do more damage leading to the opportunity to apply a finishing move, yet doing so will likely tire you out quicker and make you more vulnerable to a counter attack. So, much more strategic all round.
Such an addition is more than welcome and subsequently makes WWE 2006 a more challenging, involving and rewarding experience than previous titles. Added to this is the superb presentation of the game. Everything is crisp and looks good on screen. The in-game graphics, particularly for the PSP format, are nothing short of stunning. From the quality loading screens, to the wrestlers’ introduction down the ramp, to the excellent in-ring action, it all moves at a brisk pace with barley an inch of slowdown and is adoringly detailed. Okay, the audience backdrops may be ever so slightly shit, but when you’re concentrating on the frantic, fast-paced action of the in-ring action delivering chokeslams, rock bottoms and clotheslines from hell, you barely notice. When you consider that the UMD is also packed with a range of in-game colour commentary and talkie segments between characters in season mode, you start to come to terms with just how much content THQ have packed into the game. It’s rather impressive stuff.
Furthermore, if you get bored of the thumb-bashing action a PSP specific management simulator has also been included. Here you take control of either brand as general manager and book matches, pick wrestlers from the draft and start feuds in an attempt to out-do the opposing brand. It’s not rocket science but it’s a fun distraction. A good thing because due to unforeseen circumstances you’ll probably end up playing a bit more of the management sim than expected. Owing to the game featuring such a vast amount of content, detail and graphical wonder, which is all stuffed onto a single UMD, it’s liable to creak somewhere. And this is where The Undertaker chokeslams Mankind from the top of the cell onto the Spanish announcer’s table below – the loading times take… for… ever…
Furthermore, if you get bored of the thumb-bashing action a PSP specific management simulator has also been included. Here you take control of either brand as general manager and book matches, pick wrestlers from the draft and start feuds in an attempt to out-do the opposing brand. It’s not rocket science but it’s a fun distraction. A good thing because due to unforeseen circumstances you’ll probably end up playing a bit more of the management sim than expected. Owing to the game featuring such a vast amount of content, detail and graphical wonder, which is all stuffed onto a single UMD, it’s liable to creak somewhere. And this is where The Undertaker chokeslams Mankind from the top of the cell onto the Spanish announcer’s table below – the loading times take… for… ever…
To get from one section of the game to the next is more a test of patience and sanity, which, for a handheld games machine, is a serious ball-aching flaw. Whilst on the toilet or looking for a sneaky game on the tube more time will be spent twiddling your thumbs gawping at the loading screens (which soon gets tedious) than any actual arse-kicking! It’s something to make the multi-load tape-player on a Commodore 64 blush with embarrassment!
So, whilst on the surface you’ve got what looks like a pretty top-notch PSP title on your hands, WWE 2006 snaps under the weight of the kitchen sink it carries upon its shoulders. Too much quality over functionality, a hideous error given the platform involved. In addition little has been done to resolve the loading issues. For instance, in season mode the option to turn off character entrances does not apply. If you’re about to start a tag-team match, you’d be wise to go and put the kettle on as all four character entrances need to load-up. You’ve probably got time to pop down to Asda and get some hob-nobs in before the match even gets started. Sure, WWE 2006 does have numerous qualities, but the loading times completely ruin an otherwise stupidly fun title and, consequently, it ends up as a placemat to prop up the rest of your PSP collection.
Patience of a saint required. Only recommended to those who want to know what the gaming equivalent of waiting 20 years for Sam Raimi to pen Evil Dead 4 feels like. Consider yourself well and truly rinsed, mug…
So, whilst on the surface you’ve got what looks like a pretty top-notch PSP title on your hands, WWE 2006 snaps under the weight of the kitchen sink it carries upon its shoulders. Too much quality over functionality, a hideous error given the platform involved. In addition little has been done to resolve the loading issues. For instance, in season mode the option to turn off character entrances does not apply. If you’re about to start a tag-team match, you’d be wise to go and put the kettle on as all four character entrances need to load-up. You’ve probably got time to pop down to Asda and get some hob-nobs in before the match even gets started. Sure, WWE 2006 does have numerous qualities, but the loading times completely ruin an otherwise stupidly fun title and, consequently, it ends up as a placemat to prop up the rest of your PSP collection.
Patience of a saint required. Only recommended to those who want to know what the gaming equivalent of waiting 20 years for Sam Raimi to pen Evil Dead 4 feels like. Consider yourself well and truly rinsed, mug…
VERDICT
Visual: 9/10
Audio: 8/10 Gameplay: 7/10 Longevity: 2/10 OVERALL: 3/10 |