![]() You can even make, for example, a vomit green, vascular, super oily, mini-Hulk with a picture of Randy Orton tattooed onto his face, name him “Money,” and have him come out to Naomi’s entrance music with Shinsuke’s entrance movement. At least the character creation is still under your control.Ĭreation is still wildly expansive, and it’s nuts how much you’re actually able to tweak. ![]() You could be going for a good guy vibe and choose “I respect my competition,” but the full line will end up being something like “I respect my competition, but you’re all trash.” It’s yet another matter of luck, which seems to be a pattern across all aspects of 2K18. Choose responses that closely align with one another and get a better score, but the writing of these promos feel a bit random. When cutting a promo in either of the single player modes, you’re presented with four choices to garner more cheers or more heat. That’s right, the rigid promo feature finds its way into 2K18 as well. Then there are the occasional glitches where you can see Cesaro clip through his partner Shaemus, weird collisions when you try and pick up an opponent from the wrong angle, and pantomiming looking just slightly off enough to be uncomfortable when cutting promos. may be an expert at pulling off split-second reversals, but too many of my matches devolved into watching my opponents continuously walk into ring posts rather than say, climb on the top rope. But that all goes out the window once they get into the ring proper. There’s a good deal of production value in each superstar’s entrance, with performers like Booby Roode looking as “glorious” as he should. Take Nia Jaxx, for example, who’s a freakin’ model in her spare time but you would never be able to guess that by looking at how she’s represented here. With sluggish movement and wonky hit detection, however, it’s a matter of luck once again.ĢK18 is probably the best looking of the last few iterations, with an improved lighting engine, but some character models fare better than others. But since you can do things like completely throw your opponent out of the ring, it can be effective and cool when all the stars align for it. It’s a neat little nuance, if you can pull it off, but you probably won’t mess around with it too much given how easily the A.I. The new addition to matches this year is the ability to pick up your opponent in different positions (fireman’s carry or power bomb, for example), carry them around for a bit, then choosing a direction to slam them. It’s timing specific (hit too early or too late and it’s a failure) with a slim window to react, so it becomes necessary to memorize the move animations in order to really be successful. Moving the joystick in a circle to escape submission holds (or a new feature this year, mash buttons to escape), and most egregiously, the pinpoint accuracy of the Reversal system. 2K18 continues the trend of the small mini-games dictating the flow of each match. It’s far from something you can just jump into an one-on-one match and play. ![]() If you’ve never played a WWE 2K title before, the series’ technical gameplay would probably throw you for a loop considering how many mechanics are shoved into each fight. You’re essentially going through the same motions as before, and it’s a hassle sitting through some bad booking decisions for some brief moments of entertainment. WWE 2K18 gives you the same experience of watching Raw and SmackDown week after week. So it’s pretty much stuck in the same rut WWE continually finds itself in. It’s a series constantly experimenting with its formula, but oddly can’t stray too far from what works under its strict release schedule. But the overall hope is those changes are for the better. ![]() Fans of the WWE 2K series have come to expect incremental changes from year to year. ![]()
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