WWE '12 Review 
Wednesday, December 7, 2011 at 11:00AM
Allan Muir in Reviews, THQ, WWE, Wrestlemania, Yukes

HITS

MISSES

 Recommended for:

Wrestling Fans

 Not Recommended For:

People Who Don't Like Wrestling

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THQ and developer Yukes have been putting out WWF/E games for over a decade and wrestling games in general even longer. Ever since Smackdown vs Raw 2006's release in 2005 wrestling fans have said that Yukes hasn't been able to top themselves. Last years edition, Smackdown vs Raw 2011 was in all terms a good game but wasn't the megaton that fans were expecting. After the next WWE game was revealed as "WWE '12" info began to release regarding the developers listening to fans, critics, practically everyone who had a piece of constructive criticism.

The past few WWE games have been much of the same but with improvements in an undeveloped area. (Tag Team, Creation, and Physics) But aside from those improvements, nothing new except for some graphical improvements or story modes.

For the first time since Smackdown vs Raw 2006, WWE 12 includes features both new and old. The big change for WWE 12 is the implementation of the Predator physics engine. This is designed to fix the static movements, clippy animations, and fighting system. For the first time ever in a WWE game the Five Knuckle Shuffle and Scissor Kick to name a few, will be done wherever the superstar is in the ring. Another new edit is the ability to interrupt many of the moves featured in the game (including finishers). This is ideal in a match like the Royal Rumble where interruption is key.

 In previous iterations Road to Wrestlemania, the campaign mode if you will, was six or seven short stories involving wrestlers such as Chris Jericho, Rey Mysterio, and more. One of the announcements from THQ about WWE 12 was that Road to Wrestlemania, like many other elements of the game, would be redone. Now, there are three stories instead of the usual six, they are all interconnected, and would span 18 months. You will go from the Villain (Sheamus), to the Outsider (Triple H), and finally to the Hero (Created Wrestler). While it's clear that Yukes showed an extreme amount of effort, the story falls short and the action does as well. Most of your matches end with pressing a button and watching a cutscene of the matches end and whatever comes next. It seems that the best way to experience a large chunk of the story is just sitting back while the game does it for you.

All that aside there is one storyline that I will not spoil but they sure did save the best for last. Even though Road to Wrestlemania falls short there is one mode that takes the ball and runs with it for a touchdown. (XFL anybody?) This mode is the new and improved Universe mode. If you've been living under a rock for the past two years than you have no idea that Universe mode is taking the best of the WWE tv show and mixing it with many customization options. A couple of years ago GM mode made its last appearance in WWE Smackdown vs Raw 2008 and people have been clamoring for it to return since then. Last year, Yukes introduced Universe mode as a spiritual successor to GM mode but it didn't take off the way GM mode did.

That being said, this years Universe mode or Universe 2.0 as its being called, is exactly what people wanted to begin with. You are controlling Raw, Smackdown, and Superstars and can switch characters from one roster to another and even resurrect defunct titles like the Undisputed Title to replace the boring "Spinner" belt. While it can be amazing in the beginning, it can easily turn into nothing but boring match simulations and numerous quick edits so you don't have Cena dropping the belt to Santino. One of the downsides though is that you have no control over #1 Contenders matches, rivalries, and vacating title belts. Normally in these games the artificial intelligence is unrealistic and can finish a match in 5 moves but now it's gotten much better than previous iterations.

 If you've been following the Smackdown vs Raw games for a while than you've noticed that creativity is starting to become as important as the wrestlers themselves. All the favorites from past games are here (Create A Wrestler, Entrance, Higlight Reel). A new create mode this year just happens to be something that people have been begging for: Create An Arena. Now you can wrestle in arenas similar to those of TNA, ROH, NJPW and much more. The only downside is that you can only edit the ring and its surrounding area. But since THQ made this information clear before the games release it's not the biggest problem.

Like last year all your created content can be shared over Xbox Live/PSN and be downloaded by other people. Due to server issues some matches can't be played but will work after a couple tries. The Community Creations on the other hand is a very different story. Seven times out of ten the server will fail to load the content and you'll have to try again. But when you can get through to the other side oh boy is it glorious. Where else can you find a WCW Halloween Havoc arena to recreate the infamous Eddie Guerrero - Rey Mysterio Jr match? My only gripe with this is the amount of slots you are given for a created wrestler. I may sound like a crazy man but 50 slots is not enough to live out your wrestling dreams.

Most of the time WWE '12 shines as one of the best wrestling games ever made. Most of the problems that can be encountered show up if you're really looking for them. While GM mode is most likely gone forever, Universe mode is both a welcome replacement and a big surprise. Wrestlemania mode isn't going to light the world on fire but it's a nice thing to play if you're okay with the amount of play time is taken away from you. If you're a wrestling fan then you absolutely must pick up this game. If you don't like wrestling then why are you reading this?

Article originally appeared on gamerzitch (http://www.gamerzitch.com/).
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