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WWE '12

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WWE '12

WWE '12

  • Platformos

    • Xbox 360
    • PlayStation 3
    • Wii
  • Kūrėjas

    • THQ
    • Yuke's Co. Ltd.
  • Leidėjas

    • THQ
  • Išleidimo data


  • Apie žaidimą

    WWE '12 is the latest edition in WWE's long-running wrestling game franchise previously known as "SmackDown" and "SmackDown vs. RAW".

WWE '12

Apie žaidimą

WWE '12 is the latest edition in WWE's long-running wrestling game franchise previously known as "SmackDown" and "SmackDown vs. RAW".

Aprašymas

Overview

WWE '12 is a wrestling simulation game from long-time wrestling developer Yuke's Co and publisher THQ. It was promised by the developer to be a re-invention of the "SmackDown" series and as such, was re-branded with a new "WWE '(year)" naming system. It was released on November 22nd 2011 in the US (November 25th in Europe) for the Xbox 360, PlayStation 3 and Wii.

New Features

The following features have been shown by publisher THQ so far. Developer Yuke's has promised that this year's game will be a big change; in terms of the gameplay and the future of the franchise. Here are the new features for WWE '12:

Predator Technology

The biggest feature of this year's iteration is new animation system built for this year's game, Predator Technology. All of the animations that have been seen in the previous games have been ripped out and replaced with new ones. Moves can now be stopped mid-animation and moves now supposedly fluidly move from animation to animation. Superstars also no longer warp around the ring when it comes to specific manoeuvres, such as John Cena's patented "5-Knuckle Shuffle". Pace also been changed with this year's game. Reflecting actual wrestling, matches start off very quick at the beginning and then begin to slow down as the match progresses when are slower and more complicated grapples. Along with new animations, Predator Technology affects many other parts of gameplay as well. Opponent AI is supposedly re-vamped. They now attack more aggressively and put up a stronger challenge. According to the developers, the Normal difficulty setting in this year's game is now the equivalent of Legend difficulty in last year's game.

New Controls

Grapple moves have now been moved from the analog stick back to the face buttons on the controller, a feature seen in WWE games since SmackDown! vs. Raw 2007. The right analog stick is now just used to positioning your opponents. There is also no longer "strong" or "weak" grapples. Instead, moves are performed depending on how worn down your opponent is. Yuke's say this allows them to make the game easier to pick up for new players while keeping the game playing smooth for veteran's of the series.

Limb Targeting

You can now target specific limbs in WWE '12, a la the limb targeting systems seen in the classic Aki wrestling games. You can target legs, arms or the head for tactical purposes. If you are wrestling a high-flying superstar, for example, you could target their legs to slow them down. Limb targeting also helps the player soften up opponents for submission moves, which has also seen an overhaul with the new Breaking Point submission system.

"Wake Up Taunts" and Dynamic Comebacks

Just like on TV, you can now "build up" to your finishing move, which is being dubbed a "Wake Up Taunt". For example, when Randy Orton prepares his RKO finisher on TV, he lays down and thumps his fist on the mat. Now this can be done in-game, for added bragging rights. Not every Superstar has a wake up taunt but there will be specific ones for a number of wrestlers. Also replacating the WWE on television is the new "dynamic comebacks" that you can perform. Dynamic comebacks are when you have taken a certain amount of damage, you will be able to perform a one-off combo to spark a comeback. If performed successfully, you gain two finishing moves to store. This is re-created the comebacks very often seen in WWE matches and in wrestling in general. Created Superstars can have their own Dynamic Comeback chosen for them.

WWE Universe 2.0

For this year's game, the WWE Universe feature has been given an supposedly big update. The mode originally made it's debut in last year's game, WWE SmackDown! vs. Raw 2011. The mode features the player going through several year's worth of WWE television and building their own feuds, matches and storylines that are created on-the-fly based on your decisions. Changes to WWE Universe for this year's game, supposedly, the mode will "generate new and more impactful elements of unpredictability based on player decisions, while dynamic visual changes to gameplay presentation". Details on the mode are limited at this time but features like being able to defend your WWE title at any time have been confirmed.

Breaking Point

As mentioned earlier, a new submission system has been implemented into WWE '12, named after the now-defunct PPV. It has players battle over submission moves via a button mashing "tug of war" style mini-game. Players are trying to mash buttons so that their side of the "Breaking Point" meter lights up, depending on whether your attacking or trying to break out. Players are also able to crawl around and toward the ring ropes in order to break the holds.

New TV Presentation

Graphics and in-game camera angles are being improved this year as well. All the character models in the game have seen an improved in texture quality and polygons. There also a new depth of field effect added to this year's graphics engine. This creates a slight blur effect to things in the distance and allows for a more realistic look as well as the Superstars popping off the screen a bit better. The main camera angle has also changed, moving a bit to replicate the look on television. Moves also hit harder too with the ring shaking realisticly to slams and bumps.

Create an Arena Mode

After many years of demanding it, Yuke's have finally decided to put a create-an-arena mode into this year's game. Whilst only the ringside area will be editable in it's first year, you can edit everything around the ring. It allows you to edit turn-buckle covers, each individual rope colour, announcers table, and even allows you to add custom paint tools so you can create your own entire federation if you desire.

There are several other smaller new features this year too. Here are some of the more minor improvements:

  • A new pinning system that requires more quick timing.
  • The return of the various creation modes.
  • Championship belts have been rescaled to look more realistic.
  • Improves to entrances include the use of of "tron" screens seen on the WWE HD set.
  • Improved manager AI.

Roster

Superstars

  • Alberto Del Rio
  • Alex Riley
  • Big Show
  • Chavo Guerrero
  • Christian
  • CM Punk
  • Cody Rhodes
  • Daniel Bryan
  • David Otunga
  • Dolph Ziggler
  • Drew McIntyre
  • Evan Bourne
  • Ezekiel Jackson
  • Goldust
  • Heath Slater
  • Husky Harris
  • Jack Swagger
  • John Cena
  • John Morrison
  • Justin Gabriel
  • Kane
  • Kofi Kingston
  • Mark Henry
  • Mason Ryan
  • Michael McGillicutty
  • The Miz
  • R-Truth
  • Randy Orton
  • Rey Mysterio
  • Santino Marella
  • Sheamus
  • Sin Cara
  • Ted Dibiase
  • Triple H
  • Tyson Kidd
  • Undertaker
  • Vladimir Kozlov
  • Wade Barrett
  • William Regal
  • Yoshi Tatsu
  • Zack Ryder

Divas

  • Beth Phoenix
  • Eve
  • Kelly Kelly
  • Layla
  • Maryse
  • Michelle McCool
  • Natalya

Legends

  • Animal
  • Ax
  • Arn Anderson
  • Booker T
  • Brock Lesnar
  • Eddie Guerrero
  • Edge
  • Hawk
  • Kevin Nash
  • Mr. McMahon
  • Ricky Steamboat
  • The Rock
  • Smash
  • Steve Austin
  • Vader

Downloadable Superstars

  • Alicia Fox
  • Batista
  • Brie Bella
  • Brodus Clay
  • Jerry "The King" Lawler
  • Jim Ross
  • Kharma
  • Michael Cole
  • Mick Foley
  • Nikki Bella
  • Randy Savage
  • Shawn Michaels
  • Trish Stratus
  • Vickie Guerrero

Pre-Orders

As part of a competition on WWE Game's Facebook page, there was a poll to decide who will be on the cover on WWE 12's limited edition. Between Dwayne "The Rock" Johnson and John Cena, The Rock was the winner. Pre-ordering the game gets you the use of The Rock in-game as well as a limited edition cover with The Rock on the cover. Pre-ordering the game from GameStop also gets the buyer two alternative attires for The Miz.

Collector's Edition

The collectors edition, cleverly titled as 'The Peoples Edition' will contain:

  • Special foil sleeved packaging featuring The Rock
  • Copy of WWE 12
  • The Rock in game playable character
  • Exclusive Foil The Rock trading card
  • Art image of The Rock
  • WWE BluRay/DVD featuring The Rock’s WWE Raw appearances from February 14, 2011 and April 4, 2011.
Daugiau...

Nuotraukos


Panašūs žaidimai

Nuotrauka


Kūrėjas: Yuke's
Leidėjas: THQ
Žanras: Professional wrestling ,Fighting
Išleidimo data: Lapkričio 22, 25
Platformos: PS3, X-Box 360, Wii
Puslapis: http://wwe.thq.com/

The weak/strong grapple system from the past games has been removed. Characters now perform different moves based on their opponent's current physical state. Players now have a window of opportunity to attack while still in a downed state and can also interrupt moves and Royal Rumble eliminations with attacks. Similarly, the pinning meter from the past games has been reworked to make it more difficult to kick out as a wrestler takes more damage. The game's artificial intelligence has also been tweaked to prevent players to overusing the same move. In addition, the ability to store finishing moves has returned. A new feature called "Dynamic Comebacks" will give players on the verge of losing the opportunity to successfully hit a combination of moves to gain two finishing moves. New "wake up taunts" bring a downed opponent to their feet for a finishing move (such as Randy Orton pounding on the ground before his RKO finishing maneuver). Players also have the ability to target specific limbs during matches and perform submissions through a new "Breaking Point" submission minigame.
WWE Universe mode will return, featuring new and more unpredictable events based on player decisions. The Road To WrestleMania Mode will also return with new storylines and gameplay improvements. Creation modes will return for superstars, entrances, finishing moves, storylines and highlight reels, as well as the ability to share creations online.

Taigi dabar bus galima nutraukti bet kokį priešininko vykdomą veiksmą.

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Na pažiūrėsim kas čia jiems gausis,kažkur buvau girdėjęs,kad šis žaidimas prikels visą seriją iš pelenų (turiu omenyje SVR seriją,ne LOW ar All Stars) kaip WWE fanas tikrai to tikiuosi :thumbsup4:

Screenai tai geri,bet ir anų žaidimų būdavo tikrai nelabai prastesni,tad lauksiu gameplay :whistling:

Redagavo FUZA

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Nuoroda į pranešimą
Dalintis kituose puslapiuose

Na pažiūrėsim kas čia jiems gausis,kažkur buvau girdėjęs,kad šis žaidimas prikels visą seriją iš pelenų (turiu omenyje SVR seriją,ne LOW ar All Stars) kaip WWE fanas tikrai to tikiuosi :thumbsup4:

Screenai tai geri,bet ir anų žaidimų būdavo tikrai nelabai prastesni,tad lauksiu gameplay :whistling:

 

Siom dienom per E3 turetumem pamatyti gameplay siaip manau Nuo 2009 tikrai pradeta tobuleti svr 08 buvo sioks toks nuosmukis.Svr 10 buvo ypatingai geras ,o 11 pridejo tikrai puikiu papildymui ,kad viskas atrode daug realistiskiau ,o ypac man patinka Universe mode ,kuris taip pat bus ir 12 tik patobulintas taigi reikia tiketis neblogo zaidimo. Redagavo Batista

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Radau youtube šiokį tokį gamepaly filmuką,tik kiek suprantu čia Wii versija

 

http://www.youtube.com/watch?v=iA-8gn_sdT8&feature=related

 

http://www.youtube.com/watch?v=7KwyLm59ioU

 

O štai ir normalus gameplay :whistling:

http://www.youtube.com/watch?v=Li19id_RWiM

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Roster:

 

Raw

 

Alberto Del Rio

John Cena

The Miz

 

Smackdown

 

Randy Orton

 

Divas

 

Kelly Kelly

 

Confirmed Arenas:

Raw

Smackdown

 

Official Info:

*Total reboot of SvR series.

*Game is going to be released on PS3, X360 and WII.

*This year' s game is said to be "Bigger, Badder, Better".

*We will see 4 superstars in action at E3: John Cena, The Miz, Randy Orton and Alberto Del Rio.

*It was confirmed that we are going to see some WWE Legends in the game.

*Game' s DNA has been changed: new animation system and new blending methods.

*Ability to attack a opponent who perfoms ANY move - game is much more fluid.

*When a move is performed in the beginning of a match, the superstar who took beating will sell this move but will get up at the same time so that matches are much faster now and more unpredictable.

*When you are on the ground and your opponent aproaches, there will be a chance for you to strike him while still being on the mat.

*When a signature/finisher like 5-Knuckle Shuffle is performed, it will be done in exact place of ring your opponent is in the moment you started your move. No more teleporting to the center of the ring so that animation could work.

*When you or your opponent get slammed to the mat - the ring will react so it and ropes will bounce.

*Revamped menu looks.

*Game looks much better this year with new shaders and better technology. Depth of field will be used.

*IGN: "The days of analog stick grapples are over. Now, everything's going back to the face buttons of your favorite controller. Grapple, strike, pin and Finisher are all right there for the taking. There are no strong and weak grapples -- the moves you're pulling off are dependent on how worn down the opponent is."

*There is a limb targeting system implemented to the game - you can strike head to make your opponent groggy, body to make their stamina go down and their legs to slow them down.

*"Breaking Point" - new submission system in which two opponents tap buttons in a mini-game.

*New camera angle.

*Wake Up Taunts.

*Momentum meter is back as a meter with a name on it on the bottom of your screen.

*You can store two finishers.

*Dynamic Comebacks - combination of strike moves which you can use only once in whole match. Using it will give you two finishers.

*Better AI - now your opponent will learn the way you play this game and will come with a fine reversal.

*New pinning system. IGN: "It's still a metered system (hold a button to fill a meter and release it when it gets to a window on the meter), but the window moves around this time at random -- it won't always be in the same spot. Similarly, the window size varies on how beat up you are, and if you're pinned after the opponent hits his Finisher, the meter might not pop up to the two-count so you'd only have one shot at it."

*Justin Roberts, King and Cole are confirmed.

*Alberto Del Rio' s entrance will feature Ricardo Rodriguez.

*There are new "attach points" thanks to which arms and legs will not clip through bodies.

*Animations of moves depend on weight classes.

*IGN: "Unless your opponent is really hurting, expect to get just one ground grapple in. The right stick repositions opponents."

*THQ stated that they didn' t like what they got from RtWM last year, so they "went back to the drawing board a bit on that one". They also stated that they heard people' s problems with online play (lags etc.).

*Some submissions will let you to climb to the rope to get the rope break.

*RtWM will be back with new storylines.

*There were some changes done to Momentum system and Stamina system is back.

*WWE Universe 2.0 – the well known “WWE Universe” mode from SvR 2011 is back, but better then it was before. It will be easier and more beliveable with more action, rivalries, alliances, matches and action which will evolve dramatically.

*There is a “yet to be revealed” creation capability.

*Story Designer is back, but no info about it was released.

*Each Superstar/Diva/CAW will have 12 attributes this year: Strike Power, Grapple Power, Submission, Strike Defense, Grapple Defense, Speed, Agility, Adrenaline, Recovery, Toughness, Charisma, Tag Team.

*In-Ring introduction of Superstars and Divas confirmed for Title Matches.

*We will have both adrenaline and momentum meters in the final product, but their looks from E3 will be changed.

*Graphics are improved in every way: models, shadows, lighting and effects.

*Sound is still disappointing (crowd, commentary, effects), but entrance themes have reverb now.

*To perform the wake-up taunt you have to press “UP” on the D-Pad.

*If you perform your finisher right after doing your signature move it will be more powerfull.

*Operation Sports: “In a grapple situation, you press RB and a face button (on 360) to target a body part. The Y button is for the head, X or B is for the arms and A is for the legs. Each attack affects the body in different ways as well.”

*Alberto Del Rio’ s entrance contains his car.

*Gaming Ring: “(...)the kip up ability has now been replaced with something called a dramatic comeback in which when you reach a certain damage level, lets say orange from previous Smackdown games, you will have a prompt pop up and while you are on the ground you hit the Y button which activates a flashing bar that is integrated into your momentum bar and then when you hit your dramatic comeback this is done by running and press Y button. For example John Cena has his two running shoulder blocks and his spin out power bomb and you instantly earn a signature for the Five Knuckle Shuffle and then a finisher for the Attitude Adjustment. While all of this happens prompts pop up and its a war between who can time it the best, it works very much like tag team hot tag.”

*More than 60 new moves. Two running strikes from now on and better, upgraded movesets.

*Adrenaline meter is something like Stamina meter from previous SvR games. You will lose your adrenaline the fastest if you will be running a lot.

*Running attacks are much easier to reverse.

*Left Bumper button is the action button this year. You will get out/in the ring with it, interact with environment, climb the turnbuckle etc.

*Weapon Wheel is in almost every match type.

*You can’ t use finishers to break other’ s moves.

*HERE you can find new controls scheme, but you will be able to go back to the old (SvR 2011) controls.

*Transparency for Create a Wrestler mode is back.

*LaBelle Lock and Cattle Mutilation are in.

*The whole roster of WWE '12 is going to be revealed faster this year, but probably not before august.

 

Interviu su Cory Landesma
THQ has posted an interview with Cory Ledesma on WWE ’12

 

You now know the big news. We’re starting a new era in sports entertainment video game history. SmackDown vs Raw is no more, and in it’s place; WWE ’12. We’re sure that you have about a million questions at this point, so we wanted to go behind the scenes and ask Cory Ledesma, our Creative Director about the announcement.

 

 

ortonpunt1

 

 

 

Q: Take me through your thoughts on how SvR ’11 was received, and what you could/wish your team could have done better?

 

 

 

Cory: We have a lot of pride in the work we put out there, so the team felt very good about WWE SmackDown vs. Raw 2011 being a solid product that fans were going to thoroughly enjoy. We were able to introduce a new mode, called WWE Universe, that we think was a very solid foundation for the future and got a lot of people excited to play the game. Adding dynamic object physics to gameplay was also another major addition that we felt changed the way the game looked and played for the better. All in all, we were generally pleased with how the game was received. With that being said, there were some game areas we were not completely satisfied with and feel need significant improvement. Our fans are intelligent, recognize a lot of those shortcomings as well and let us know about them.

 

Unfortunately, some of the game areas or improvements we want to make can’t happen overnight and take a lot of planning, research and development and other resources to see to fruition. In those cases, we often create multi-year plans where those improvements are rolled out in phases so we can realistically achieve the quality we want each year while also rolling out new features and updates, updating the roster and balancing our development costs. To give you a little insight to our future planning, these are some of the key areas we are going to continue focusing on from a technical standpoint:

 

 

 

1.) Gameplay

 

2.) Online Lag and Cheating

 

3.) Animation Quality

 

4.) A.I.

 

5.) Sound

 

6.) Graphical Quality

 

 

 

These are the game areas where we can continue pushing the envelope and step our game up to the next level from a technical standpoint. You’ll start to see a significant amount of those improvements listed above in this year’s game. We are investing heavily in the future of this franchise.

 

On the design side, we weren’t happy with the execution of Road to WrestleMania. We liked the concept, but we just didn’t do a good job making that backstage area fun, keeping it populated, entertaining and engaging. We went back to the drawing board a bit on that one. We also had some disappointing bugs in gameplay that our creative team was a little disheartened by, but we’ll get a lot of those things cleaned up. Online also had several issues we are working hard to address. I want the fans to know that we are very aware of their criticisms and we are working as hard as we can to address them. Just know that in some cases the reason you might not see changes happen as quickly as you like because there are some difficult development challenges or hurdles we are trying to overcome just like any other developer, but we’re committed and we’ll get there!

 

 

 

Q: As the creative director of the team, what’s your opinion on the name change?

 

 

 

Cory: I absolutely love it, and I’ve been a key proponent of the change.

 

 

 

I’ve just felt for a couple of years now that the franchise has been getting stale and in need of a reboot. Not just with the name but also with the game experience. The name of the franchise evolved a couple of times over the years, and it has gotten to the point where the name doesn’t really mean anything. WWE currently doesn’t have brand wars, and the shows themselves are rarely competing against each other, so SmackDown vs. Raw as a name doesn’t really have a meaning. We started out as just being called SmackDown when that show made its debut for WWE back in 1999. Back then, we were releasing WWE products exclusively for specific platforms – SmackDown for Sony, Raw for Microsoft and Day of Reckoning for Nintendo. We then made the decision in 2004 to pool all of our resources together and make one great game, which is how SmackDown vs. Raw came together. Now, we are just WWE ’12, which is great because we just want to be known as the official, authentic WWE simulation product … period. All that encompasses what’s great about WWE live events and television is encapsulated and recreated in WWE ’12. It’s simple and to the point. I’m pumped about it because I’ve always wanted to re-launch this franchise the right way, and we are finally getting the opportunity to do it this year.

 

Q: The feedback from the community has been loud and vocal concerning the gameplay portion of the game. Do you have a message for those vocal fans?

 

 

 

Cory: We read you loud and clear! We’ve been quietly investing in and eagerly waiting for the right opportunity to introduce this new animation technology into the franchise. It’s actually something we’ve been working on for two years now. Being the annual franchise that we are, it’s difficult to bring in new, significant technology without halting the project entirely. I compare it to trying to change the tire of a car driving 80 mph: not easy to do! The technology group at Yuke’s Yokhama has been secretly working on the technology and its implementation while we’ve been working on the game the last two years. We are now at the point where we can integrate it into the game. The new animation technology and tools have allowed us to do things in gameplay that were not possible with the previous technology. We hit a ceiling on the old tech, and now with our new tech, we have plenty of more years to build it out and deliver a fun, responsive and visually impressive game. It will be exciting the next few years as we see what our new technology is fully capable of delivering.

 

 

 

Q: Without giving any information, what area of the game are you most excited about in WWE ’12?

 

 

 

Cory: Gameplay, gameplay and more gameplay. Now, we aren’t changing the game entirely or completely ripping everything out to start over. That wasn’t the goal. What we are doing is taking the basic essence of what is good in the past games and making a new experience that feels fresh, fun, responsive, faster, smoother and is of higher quality. If you’re played the SmackDown vs. Raw games in the past, I have zero doubt you will notice the difference as soon as you pick up this year’s game. We are adding new gameplay systems, completely overhauling gameplay systems and improving current gameplay systems. The new animation system is giving us new capabilities as well. One quick is example is that you now have the ability to interrupt animations. For example, if John Cena is doing a five-knuckle shuffle in the game, you can knock him right on his butt in the middle of the move (something you’ve never been able to do in our game because the animation had to completely play out – and that goes for every single move in the game). We have several new capabilities like the one just mentioned that will change the dynamic of how the game is played. We didn’t want to completely throw everything out and build something from scratch. That would force us to take a major step back, probably cut out 80 percent of our moves/match types and also put us at risk to disappoint fans who love the current game. We wanted to find the balance between fixing what is broken and also delivering a brand new, high quality experience. I believe we are accomplishing that now, and fans are going to love this new WWE ’12 gameplay experience. We will be unveiling more about the changes to gameplay as time moves on.

 

Q: To prove to the community that feedback is always heard and sometimes implemented, can you give us a small example of something in WWE ’12?

 

 

 

Cory: This is a tough question because we have addressed so much fan feedback already, but a lot of it I can’t talk about just yet. So, I will give you just two quick examples. The rest we will announce when the time is right.

 

 

 

1) The fans have been asking for a new submission system. I’m happy to report there is a new submission system. It’s called the Breaking Point Submission system. It has a new mini-game, and also, for the first time, submissions where you can climb to the rope for a rope break.

 

2) The fans have been asking for wake-up taunts. I’m happy to report there are now wake-up taunts. Do you love those dramatic moments where Randy Orton slams his fists to the ground, daring his opponent to stand up and then unleashing his RKO when the opponent stumbles right into his clutches? Well then, you’re going to be one happy camper.

 

 

 

Q: With the success of WWE All Stars, did your WWE ’12 team learn anything from the fan reaction? What kinds of things are applicable to WWE ’12 that was also in All Stars?

 

 

 

Cory: I’ve been pushing for this type of product ever since I’ve started at THQ, and the team at THQ San Diego did a fantastic job executing on this. I worked on creating the original pitch for this game, and we set out to create a game where the experience would be something along the lines of WWE meets NBA Jam: a fun, accessible, over the top WWE game that complimented the simulation franchise we already had with SmackDown vs. Raw. I wasn’t surprised to see that fans took so well to the product. However, WWE ’12 and WWE All Stars are two completely different products. There are some elements that can be compared, while others we feel only belong in an over the top experience. We took notice of a lot of the core gameplay elements that made WWE All Stars so successful, such as their fast-paced match flow, simple controls, quality motions, quick response time and mid-move reversals. There is a lot to like in All Stars, and I think a lot of things that can translate well into WWE ’12. We looked at it like any other competitive product and tried to identify the elements that can help make WWE ’12 the best game possible.

 

 

 

Q: There has been a ton of game franchises that have taken on a new name. Is WWE ’12 just a name change? How will we know? What is your favorite (other) franchise re-invention?

 

 

 

Cory: WWE ’12 is far from just a name change. Our goal has been to create a brand new experience with a new, high quality animation system, a new renderer and a new strategic gameplay experience that will look, feel and play substantially better than its predecessors. When you play the game, you’ll notice right away that you’re spending less time on the mat mashing buttons and more time enjoying the action with a faster paced gameplay flow, simpler game controls and the most fluid and realistic animations the game has ever seen. This is a true franchise reboot and not just a name change. It’s also an investment toward the future of the franchise, giving us the opportunity to use our new technology to push the game to new heights never seen before.

 

 

 

Q: How far along in development are you on WWE ’12?

 

 

 

Cory: We started around the end of May 2010, so we are currently at the one year mark. We still have more months ahead for gameplay tuning and bug fixing, and then we are done. It feels like we never stop. One year bleeds into the next. With the multi-year plans, we are already planning for projects in the distant future.

 

 

 

Q: What can we expect to see at E3? (expecting him to say “can’t tell”)

 

 

 

Cory: We will be showing off a one on one match so that people can come by and take an early look on how the new and improved gameplay experience is looking. We will have four playable Superstars available, including one Superstar making his WWE game debut! The rest I can’t reveal just yet. You will have to play the game at E3 to find out what we’re up to!

 

 

 

Q: What is the one thing you want in the WWE series that is not yet possible?

 

 

 

Cory: Almost anything is possible. It just comes down to how much you have to sacrifice in order to get it. I know a lot of people have asked us to have eight, 10, 12 and even 20 Superstars in the ring at once. Although we could completely reconfigure the game to support this, a ton of effort would go into this rather than on developing other features. The game would also take significant hits to model and animation quality to make this happen; at the end of the day, it’s just not worth it. Although I agree it would be cool to have this for particular match types, it currently is just not worth the risk and work associated with the task.

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kaip svr fanui tikrai geri atnaujinimai, nors ir senesni svr nenuvyle, vien del svr 12 reikes ps3 isigyti!

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Ne į temą

Norėčiau žaidimo kaip buvo Here Comes The Pain ar Shut Your Mouth. Daug laisvės, labai įdomus story modas. Deja jau paskutinės 4 dalys buvo lievos (MAN). :D

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Officiali Info:

• Total reboot of SvR series.

• Game is going to be released on PS3, X360 and WII.

• This year' s game is said to be "Bigger, Badder, Better".

• We will see 4 superstars in action at E3: John Cena, The Miz, Randy Orton and Alberto Del Rio.

• It was confirmed that we are going to see some WWE Legends in the game.

• Game' s DNA has been changed: new animation system and new blending methods.

• Ability to attack a opponent who perfoms ANY move - game is much more fluid.

• When a move is performed in the beginning of a match, the superstar who took beating will sell this move but will get up at the same time so that matches are much faster now and more unpredictable.

• When you are on the ground and your opponent aproaches, there will be a chance for you to strike him while still being on the mat.

• When a signature/finisher like 5-Knuckle Shuffle is performed, it will be done in exact place of ring your opponent is in the moment you started your move. No more teleporting to the center of the ring so that animation could work.

• When you or your opponent get slammed to the mat - the ring will react so it and ropes will bounce.

• Revamped menu looks.

• Game looks much better this year with new shaders and better technology. Depth of field will be used.

• IGN: "The days of analog stick grapples are over. Now, everything's going back to the face buttons of your favorite controller. Grapple, strike, pin and Finisher are all right there for the taking. There are no strong and weak grapples -- the moves you're pulling off are dependent on how worn down the opponent is."

• There is a limb targeting system implemented to the game - you can strike head to make your opponent groggy, body to make their stamina go down and their legs to slow them down.

• "Breaking Point" - new submission system in which two opponents tap buttons in a mini-game.

• New camera angle.

• Wake Up Taunts.

• Momentum meter is back as a meter with a name on it on the bottom of your screen.

• You can store two finishers.

• Dynamic Comebacks - combination of strike moves which you can use only once in whole match. Using it will give you two finishers.

• Better AI - now your opponent will learn the way you play this game and will come with a fine reversal.

• New pinning system. IGN: "It's still a metered system (hold a button to fill a meter and release it when it gets to a window on the meter), but the window moves around this time at random -- it won't always be in the same spot. Similarly, the window size varies on how beat up you are, and if you're pinned after the opponent hits his Finisher, the meter might not pop up to the two-count so you'd only have one shot at it."

• Justin Roberts, King and Cole are confirmed.

• Alberto Del Rio' s entrance will feature Ricardo Rodriguez.

• There are new "attach points" thanks to which arms and legs will not clip through bodies.

• Animations of moves depend on weight classes.

• IGN: "Unless your opponent is really hurting, expect to get just one ground grapple in. The right stick repositions opponents."

• THQ stated that they didn' t like what they got from RtWM last year, so they "went back to the drawing board a bit on that one". They also stated that they heard people' s problems with online play (lags etc.).

• Some submissions will let you to climb to the rope to get the rope break.

• RtWM will be back with new storylines.

• There were some changes done to Momentum system and Stamina system is back.

• WWE Universe 2.0 – the well known “WWE Universe” mode from SvR 2011 is back, but better then it was before. It will be easier and more beliveable with more action, rivalries, alliances, matches and action which will evolve dramatically.

• There is a “yet to be revealed” creation capability.

• Story Designer is back, but no info about it was released.

• Each Superstar/Diva/CAW will have 12 attributes this year: Strike Power, Grapple Power, Submission, Strike Defense, Grapple Defense, Speed, Agility, Adrenaline, Recovery, Toughness, Charisma, Tag Team.

• In-Ring introduction of Superstars and Divas confirmed for Title Matches.

• We will have both adrenaline and momentum meters in the final product, but their looks from E3 will be changed.

• Graphics are improved in every way: models, shadows, lighting and effects.

• Sound is still disappointing (crowd, commentary, effects), but entrance themes have reverb now.

• To perform the wake-up taunt you have to press “UP” on the D-Pad.

• If you perform your finisher right after doing your signature move it will be more powerfull.

• Operation Sports: “In a grapple situation, you press RB and a face button (on 360) to target a body part. The Y button is for the head, X or B is for the arms and A is for the legs. Each attack affects the body in different ways as well.”

• Alberto Del Rio’ s entrance contains his car.

• Gaming Ring: “(...)the kip up ability has now been replaced with something called a dramatic comeback in which when you reach a certain damage level, lets say orange from previous Smackdown games, you will have a prompt pop up and while you are on the ground you hit the Y button which activates a flashing bar that is integrated into your momentum bar and then when you hit your dramatic comeback this is done by running and press Y button. For example John Cena has his two running shoulder blocks and his spin out power bomb and you instantly earn a signature for the Five Knuckle Shuffle and then a finisher for the Attitude Adjustment. While all of this happens prompts pop up and its a war between who can time it the best, it works very much like tag team hot tag.”

• More than 60 new moves. Two running strikes from now on and better, upgraded movesets.

• Adrenaline meter is something like Stamina meter from previous SvR games. You will lose your adrenaline the fastest if you will be running a lot.

• Running attacks are much easier to reverse.

• Left Bumper button is the action button this year. You will get out/in the ring with it, interact with environment, climb the turnbuckle etc.

• Weapon Wheel is in almost every match type.

• You can’ t use finishers to break other’ s moves.

• HERE you can find new controls scheme, but you will be able to go back to the old (SvR 2011) controls.

• Transparency for Create a Wrestler mode is back.

• LaBelle Lock and Cattle Mutilation are in.

• For what it's worth, Zack Ryder's broski of the week sign is in the game, which MAY confirm him.

• Blood is back in the game, although it will be off in options.

• Limitations for Diva's is the same as last year.

• The game is still 60 frame per seconds.

• Weapon physics are still in.

• They recorded some heel commentary lines for Micheal Cole.

• No new weapons.

• The whole roster will be revealed in August.

• There will be two top rope moves in the moveset.

• While in the match, titantrons will work like in real life - they will show what' s going on in the ring, last year it was just show logo.

• Two running strikes is back in.

• Randy Orton will have an ALT attire with him having a beard.

• Everyone has a wake up taunt.

• Diva's will NOT be in 6 man matches again.

• Flailing arms during run off Irish Whip fixed.

• Reach animation before signatures/finishers removed.

• WWE Titles size increased.

• Added a TON of call names this year.

• Different servers for online. Byebye Gamespy.

• Big plans for DLC.

• 70 unlockables including superstars, divas, legends, alt attires, arenas, championships

• The difficulties will be increased. Quote, "Normal will be more like Legendary."

• Exit themes are in!

• No triple tag matches*

• Replays are still in.

• New ref model.

• Custom Skin tones are NOT in.

• Attribute levels do not determine Grapple Reach speed in WWE '12. Instead this speed is determined by the weight class of the Superstars. Each weight class has a corresponding Grapple Reach speed. As an example, Cruiserweights will have a faster reach speed than Heavyweights.

• Can mute sound in options menu.

• The commentary team for WWE '12 is Michael Cole and Jerry "The King" Lawler.

• Not only we will obviously update many of the arenas to match the WWE's PPV schedule, but we are also introducing some new, never before seen arenas that will be unlockable in Road To WrestleMania.

• Undertakers music is the original, not Aint No Grave.

• In WWE '12 an outside Superstar or Diva will be able to interrupt single moves (2 person moves) and double-team moves (3 person moves).

• Free roaming arenas will NOT be in.

• Added cutscenes in universe.

• No shining wizards back in.

• AI of Managers and all around AI improved.

• New animations will be including in create a storyline.

• Confirmed: Mini-trons, Side-trons, Curve-trons, banner movies are all in during entrances.

• More pinning combos are in.

• The Comeback Moment is an ability that can be assigned to any Superstar, Created Superstar or Diva. Once the ability has been assigned, you will have the ability to go into Create-A-Moveset and select your Comeback Moment combo.

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Ne į temą

Norėčiau žaidimo kaip buvo Here Comes The Pain ar Shut Your Mouth. Daug laisvės, labai įdomus story modas. Deja jau paskutinės 4 dalys buvo lievos (MAN). :D

 

Ne į temą

Is dalies tikrai pritariu ,hctp man asmeniskai geriausias wwe zaidimas (deje neteko galimybes suzaist day of reckoning).hctp turejo tikrai labai daug laisves ir isdarinet buvo beveik ka tik nori dek stala ant stalo ir sokt nuo betkur arba daryti bet koki veiksma nuo stalo(labai dziaugiuosi kad svr 2011 sugrazino ta galimybe). Aisku kaikur buvo perzengtos ribos kaip ta gatve (oh come on what was the point of that ?) nors buvo fun bet labai keista.Bet visgi buvo galima eiti story mode su BETKUO kas buvo labai smagu nors viskas ir kartojosi visgi zaidziant su kitu wrestler'iu pasijusdavai visai kitaip ,o rosteris heads down pats geriausias is visu. Visgi manau nuo svr 2009 jie vel pradejo eiti gera linkme svr 2009 buvo gan nuobodokas ,bet 2010 royal rumble pagaliau pasidare smagus zaisti ,o ka jau kalbeti apie create a story .svr 2011 padare smagius visus ypatingus macus t.y. hell in a cell ,extreme rules ir t.t. ir anksciau jie buvo smagus bet su su nauju object reaction tai pasidare dar smagiau.Ir man tikrai daug zadantis moda yra wwe universe ,kuris mane asmeniskai itrauke.

 

Pakolkas nematau labai man svarbiu patobulinu iskyrus ,kad galima nutraukti bet koki veiksmas kas yra super ir ko norejau jau labai seniai.Taigi manau jie eina i gera puse.

Redagavo Batista

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blin kaip gaila ,kad pre-orderint reikia ,o rockas pagaliau su tatoo jei neklystu nuo hctp ar day of reckoning kazkurios dalies nebuvo su tatoo.

Redagavo Batista

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Jaučiu bus taip, gausi su pre-orderiu, bet paskui galėsi kaip DLC nusipirkti.

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"Know your role and shut your mouth!". Turbūt geriausias visų laikų trash-talkeris jis yra. Šiaip jis man nėra kažkoks mano mėgstamiausias, bet reikia pripažint, kad jis kietas! :D

Žaidimas nusimato irgi toks įdomus. Sako, kad viskas (beveik) bus pakeista, kad SvR is dead ir atėjo laikas tiesiog WWE erai. Pažiūrėsim ar prisvils pirmas blynas, ar ne. :D

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Jaučiu bus taip, gausi su pre-orderiu, bet paskui galėsi kaip DLC nusipirkti.

 

As irgi taip pat manau,ir isvis turbut tiesiog tie kurie preorderins gaus nemokama koda jo DLC ir viskas,o kiti gales pirkti uz 800 MS pointu...

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