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Wrestling Encore
















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"Wrestling is an art form. I don't worry about those who don't get it;
I worry about satisfying those who do."
- Paul Heyman

As admirable as Wrestling MPire was, it's easy to forget that it was the first 3D wrestling simulator that I ever made. It was the Federation Online of the 3D era, and as such suffered from countless novice flaws. Thousands of wrestling fans were forgiving enough to see through to the revolutionary concept underneath, but thousands more were lost to apathy. Almost 2 years later, having honed my skills on the Tour Of Duty, I'm better qualified than ever to do the franchise justice. As the series returns to the stage for a Wrestling Encore, it's to deliver the most entertaining interpretation of the sport that you could hope to play...


The Name Game

As the rather ominous title suggests, this project seems intent on drawing a line under something. Whether it's the wrestling genre or my entire career remains to be seen, but one of us is returning to the spotlight for the final time! The good thing about such bold ultimatums (in any walk of life) is that it brings out your best work, and this project is no exception. The very thought that this could be my last chance to realize my vision has inspired me to leave no stone unturned. From the concept and gameplay through to the graphics and presentation, every inch of this project has been meticulously crafted as if my life depends on it. We're fighting for the World title this time - and as you'll see over the following paragraphs, we've come prepared to win...


Lord Of The Rings

The most striking thing about this new instalment is that it has enjoyed a graphical overhaul. From the characters to the world itself, almost every inch of the game has been rebuilt from scratch to look better than ever before. Naturally, the revolution started in the ring - which is not only 10% bigger, but also features improved modelling and texturing on the corner posts, buckles, and ropes. The latter even benefit from improved animations that cause them to bend exactly where contact was made! Even though it would have been easy to import the originals, the aprons, canvases, and floor mats also use new and improved textures to complete the transition...


Hall Of Fame

The revolution even extends to the arenas themselves, which have been similarly restructured and painted with more detailed textures. Most noticeably in the railing and seating areas - which are now a staple part of the venue regardless of whether an audience is there or not! In the old game, the crowd was an inexplicable mass of humanity - but here we have solid seating structures that help to keep things separate. Although the crowd is always going to be a sore point for any game (after all, you can't display thousands of individuals!), the effect is as good as I can muster - with layers of cardboard cut-outs jiggling in the corner of your eye. The most important development for this game, however, is that these larger stadiums are mixed in with much smaller halls - which literally have walls that close in around the ring! It's a satisfying contrast that keeps the venues looking good even on the lower end of the scale...


Behind The Scenes

Even the lesser seen backstage areas are looking better than ever. The attention to detail from Popcorn's film sets has seeped into this game - with convincing doorways adorning the walls, complete with signs and decorative pictures. The locker room area even boasts a small TV monitor looking out of the corner, which animates as surely as the main video screen! However, the most significant change is that the backstage area is indeed one huge area (rather than the separate rooms of  last time). I felt it would be much easier to navigate one large space (for both the camera and the wrestlers) - which, at the end of the day, makes it a more satisfying place to be...


View To A Kill

What makes these new locations look and feel even better is the new and improved camera system, which owes more to Wrecked than the previous wrestling games. It uses the same pinpoint precision that ensures the camera smoothly glides to its target location. It even takes things one step further with a variable point of focus - which basically means it gradually follows a wrestler's current location instead of rigidly jerking from one place to another. The system is also accompanied by a new and improved selection of camera angles - including the best "Bird's Eye" view yet, a vomit-inducingly realistic "First-Person" perspective, and a sublime "Spontaneous" setting for those comfortable with the controls! Even the rather commonplace "Head Shot" used for promos benefits from always trying to face the speaker...


Sonic Boom

My notoriously bad sound effects have even been stepped up to compliment this improved presentation! From the crowd to the impacts, practically every single effect has been re-mastered to sound sharper and more grandiose - and where possible, provided at a decent quality to keep those improvements intact. Perfectionists will still find a lot to criticize, but it's definitely a step in the right direction. The re-mastered files are even filtered through a new "3D sound" system that emits them at different volumes depending on their whereabouts. As in real life, those movements that are close to the camera do indeed sound close - while those occurring far away are barely audible! It's a godsend for busy matches, because you no longer have to hear the antics of wrestlers that are on the other side of the arena...


Enter The Sandman

The improved sound even extends to the music. The old game only had a handful of quality tracks, but this one has over 20 of them (with a further 20 lesser ones padding out the selection). Most are simply old tunes provided at a better quality, but some are brand new - not least the theme songs from the Tour Of Duty games! Although it's not advised, there's even the possibility to add your own with the same file counting system that the costumes enjoy. Not only are these themes provided at a better quality, but they've also been subjected to an atmospheric effect that makes them sound as if they're reverberating around a real hall. It's a subtle change, but it does suit the occasion! Speaking of entrances, you can also enjoy a slightly improved lighting system (and a vastly extended selection) - which now gradually blends from one colour to the other rather than jumping around instantly...


New Year's Resolution

The never-ending catalogue of presentation improvements culminates with some great news about resolution. Along with Wrecked, this game is one of the first to be designed to employ the chosen resolution at all times. The menu screens have been carefully created to accommodate any setting, so they no longer have to revert after each match! In fact, it's actively encouraged that you push the game to its limit and load it up in the best resolution you can. The default 800x600 setting is simply a safety net. A sharper resolution will show every single image at its best - not least the labels that float above a character's head and help you make sense of the action. They too have been redrawn from scratch to look better. There's even a new one in the form of a "1-2-3" count that gives you a visual reference to accompany the referee's voice. These labels even work better too - with a new system that makes them face the camera at all times...


Uncharted Territory

Of course, all these aesthetic improvements would mean nothing if they didn't contribute to the gameplay - and that's exactly what they do! Not only does the ring look better, but it works better too. Climbing in and out of the ring now involves stepping onto the apron first - where you're free to continue exploring and attacking as usual. There are even dedicated grappling moves for dragging an opponent in or out of the ring based on their apron status! If your opponent is down on the outside, you can even use the apron as a makeshift platform for launching flying attacks. And with particularly agile characters, it's even possible to launch a running topé from the inside over to the outside! Naturally, this new apron gameplay also affects ring-out's - which can often result in a tumble out to the apron rather than falling all the way down to the floor. It certainly makes Battle Royals less predictable!


Buckle Up

The level of interaction attributed to the ring also applies to the turnbuckles now as well. The improved apron access allows you to climb them from either side - as well diagonally from the inside as before. It makes the process much more practical, and therefore more common. However, the most significant development is that you can now whip opponents into the buckles and have them slump in the corner. A nice little detail is that you can even unfasten the buckles to expose the steel underneath, and make those impacts even more painful! But of course, what good would corner slumps be if you couldn't run over there and take advantage a grappling move? Under this new "anything goes" regime, that's exactly what you can do - and there are at least half a dozen options at a wrestler's disposal. As in real life, these range from attacking combinations to full-blown moves like the "Superplex" - and they're all welcome additions to the action...


The Way You Move

Speaking of moves, that's another aspect of this game that's looking and working better than ever before. My animation skills have improved over the years as much as anything else, and they're up on screen to see in dozens of new and improved move sequences. Not only have the old favourites returned, but there are also many brand new additions - both standing and on the ground. Too many to mention, in fact! Even the old ones benefit from improved programming, which sees them return to feet more often than not. The previous games milked the idea of staying down after a move (no matter how inappropriate it was), but it's now reserved for a few suplexes that do indeed land flat on the back. Not only does this game boast new moves, but it also boasts new styles of move too! The submissions that were previously reserved for the ground are finally possible in a standing position too - ranging from the humble "Sleeper Hold" to an excruciating "Bear Hug". And above all else, there's a fantastic new reversal system that reverses from any move to any move. On paper it's a cheap effect that simply rewinds one move and then re-launches another in favour of the victim, but in terms of gameplay it's a welcome alternative to moves simply messing up...


Deep Impact

Fortunately, the impact attacks have improved as much as the moves - so the fighting gameplay is firing on all cylinders! By now, it goes without saying that the animation has improved to deliver more satisfying impacts. However, there are also plenty of programming breakthroughs that take things even further. For a start, the depth system from Wrecked has returned to make sure that opponents reel back according to how closely they were hit. The system also dictates that the victim staggers in the direction of the blow (which wasn't always the case last time). And brand new to this game is a system whereby attacks connect as soon the limb reaches its target - whether that happens to be late or early. A "Dropkick" at close range, for instance, will register an impact when the legs are still slightly bent rather than outstretched. It's hard to explain, but you should be able to feel the difference in your matches...


Wrestling Masterminds

As far as humans are concerned, launching the above attacks is a simple matter of pressing buttons - but for CPU players, it's an intricate network of artificial intelligence. And I'm pleased to say that it's better than ever in this instalment! We've seen a million tiny improvements that make all the difference in the ring. For a start, they explore the arena and fight their matches more sensibly - seldom doing anything that would frustrate a human opponent, while doing whatever it takes to survive or succeed. And when it comes to "frustrating" a human opponent on purpose, they're equally adept at that - scouting your attacks and countering with the best option at their disposal. They're even more confident with aerial attacks, and will happily launch those whenever possible! They run more often too, and will often use momentum to liven up their fighting style. Of course, this is mostly true of the harder difficulty settings - which you are strongly advised to aspire to...


From Dust To Dust

Another major development for this instalment is the use of convincing particle effects. By rubbing two sticks together, Wrecked invented realistic fire - and now it's spread to the world of wrestling! Where the previous game used laughable flame textures, this version uses actual flickers of fire and smoke to enflame everything from small weapons to large items. Even the ropes aren't safe from the inferno! Naturally, a similar effect is used for equally improved explosions - whether it's an actual TNT blast or the spray of a fire extinguisher (which really extinguishes fire by the way!). The system was so successful that I even integrated particles into some of the attacks - such as The Great Muta's infamous "Green Mist" spit and a toss of dust to the eyes. A nice little touch is that it's even possible to spit water and beer into your opponent's face by making use of the bottles lying around! These are all extremes examples though. You're more likely to see particle effects on the smaller end of the scale - when accompanying impacts and item interactions, etc.. Even then, they look just as satisfying and are a welcome addition to the action. The one and only problem is that they're more demanding than any previous system, and may cause slowdown in excess...


Fear Factor

If the use of fire in matches isn't extreme enough for you, there are plenty of other gimmicks to liven up the action. You can see lots of those improved explosions by setting a time for the arena to be automatically peppered with bombs, and an "Inferno" option requests that ropes be enflamed at all times! As before, there are also electrified ropes and barbed wire variations to make things even more deadly. However, the most spectacular of them all is the steel cage - which once again comes in many variations, ranging from different coloured bars to wire mesh. Whatever form it takes, you'll be pleased to know that it's more interactive than ever. Not only does it shake more convincingly with 4 individual walls, but it's now possible to climb up and over the sides as well! In fact, that's how you make your entrance into such a match - and if the stipulations state so, that's how you can win too...


Table For Two

Outside of a gimmick match, there are plenty of interactive items for you to create your own dangers! Although the selection has been cropped since the last game (losing many of The MDickie Show's non-wrestling furniture), what little there is has been rebuilt and polished up to look better than ever. It's more satisfying to interact with them too, thanks to better carrying and dropping code - and slightly improved breaking animations when used offensively. Not least because the improved move programming allows them to hit twice now - once high if the item is standing, and a second time low once the move hits the ground properly. The handheld weapons are as good as ever too, and can once again be used with any attack or move for adding impact. They too look significantly better - with the more metallic ones even boasting a slight shine! They feel better too, due to different weights and better flight physics when dropped or thrown. Those that like to create their own weapon-filled conditions will also be pleased to hear than the layout options have been modified. The layout of items and weapons are now distinct, so you can select a different setting for each one. That generally means you can scatter the smaller weapons all over the place while keeping the larger items in their correct place...


Battle Scars

If you go overboard with the weapons, it'll soon be reflected on the bodies of the wrestlers! The goriest wrestling simulator of all time gets even gorier in this instalment, with dedicated scar sequences for each body part - be it head, body, arms, or legs. That generally means they're more detailed and are applied more suitably. The severed limb gimmick returns to this game better than ever too - and now that there are individual fingers on each wrestler's hand, there are more of them to lose! That's especially significant in the career game, because your injuries stay with you until you choose to pay for reconstructive surgery. Speaking of severed limbs, even that process has dedicated new textures - which paint an ugly gash on the remaining body part. Whether you're losing limbs or tearing flesh, all of this carnage is once again accompanied by pools of blood. They're better than ever this time though - using many smaller splashes of blood to create an irregular mess...


The Measure Of A Man

Assuming a wrestler's body does remain intact, you should be quite pleased with what you see. This game builds on the revolutionary new model that we saw in Popcorn, which boasted more detailed, proportionate body parts - not least the debut of individual fingers! Those skeletons resurface in this game - complete with even more muscular variations for the world of wrestling. From the biggest to smallest, they all look better than ever before - not least because of a wider range of improved textures for each body part. The characters move better too - making use of those individual fingers for more inventive taunts, and calling on my improved animation skills for much better stances and movements...


Dawn Of Creation

The borrowing of Popcorn's models didn't require many adjustments to the editor... but I made them anyway! Week by week, this game's editing facility knocked out breakthrough after breakthrough. Most noticeably, the left and right arms are now designed to be dressed separately. This obviously means you can irregular armband and glove combinations, which is often the trend in wrestling and helps to make the characters look a little more natural. The effect couldn't be easier either. You simply edit the left arm as normal and the right one will follow - leaving you to proceed to make that one different if you so desire. A similarly empowering breakthrough is that some textures are now designed to have specific areas of their colour changed! All previous editors have asked that you change the colour of the whole area, but this revolutionary system focuses the colour change on one part of the body - be it hips, feet, hands, or upper arms. The result is that you can have shorts and gloves of any colour, t-shirts and long sleeve tops of any colour, and trousers that can be painted without staining the shoes! A great new headband option is also vying for attention. This wraps nicely around the head, fits snugly under hair, and once again can be painted any colour - so it's a great alternative to the caps. It may seem old news now, but it's also possible to pursue these changes in a "Plastic Surgery" gimmick when playing a career! Although it's appeared in every game since, that feature wasn't available in the original wrestling series...


Tale Of The Tape

The image is largely irrelevant compared to the cocktail of statistics that truly drives a wrestler. Fans of the previous series will recognize it as hybrid of recent games. "Popularity" is once again the gold dust that charts a wrestler's success, "Strength" is their ability to inflict damage, "Skill" is their ability to execute moves successfully, "Agility" governs their movement speed, "Stamina" determines how quickly their health is restored, "Toughness" indicates how likely they are to be injured, "Attitude" reflects how they conduct themselves backstage, and "Happiness" displays how much satisfaction that lifestyle has brought. These attributes fluctuate from week to week and match to match, slowly sculpting a wrestler's potential. Beyond these numerical statistics, there are also other details such as their "Allegiance" - which falls in either the camp of the good guys or the bad guys (note the smiley face). Not only does that indicate how the fans will respond to them, but it also determines which side of the roster they are likely to face in competition...


War Of The Worlds

There are over 200 such characters scattered around Wrestling Encore's universe, which is unashamedly identical to that of the original series. Not out of laziness but satisfaction! It's not easy coming up with 6 fictitious major promotions - each with their own unmistakable style - so I've always been very proud of that setup. There are some notable changes to the rosters, but other than that it's same old familiar organizations. "Federation Online" is the small-time newcomer that thrives on controversy. "All American Wrestling" is the Western giant, full of the biggest stars that are earning the highest wages. "United Kingdom Of Wrestling" is a low-key British outfit that shuns the limelight to focus on non-nonsense wrestling. "Rising Sun Puroresu" is the well-respected Japanese promotion that boasts the most talented wrestlers in the world. "Maple Leaf Grappling" is a shoot-fighting organization that favours one-on-one bouts to the KO. And "Super Lucha Libre" is the energetic Mexican outfit that features colourful high-flyers. The remaining 3 are somewhat novelty pools - such the "Wrestling School" where unemployed talent bides its time, "Hollywood" where retired wrestlers and non-wrestling personalities live a life of luxury, and the "Deceased" roster which is a morgue for dead characters...


On The Road

Upon creating your own trainee wrestler, your career will begin at wrestling school and you'll be pursuing a career at one of those 6 major promotions. Wherever you wrestle, you should find the same basic format of working 3 small shows per month - building up to a bigger pay-per-view event at the end. Week after week, you're assigned a never-ending schedule of opponents and match types. The logic for which is better than ever in this instalment. Opponents are carefully chosen based on your status, performance, and relationships - ensuring that you gradually work your way into the upper echelons of the show. The match possibilities are noticeably better too. Previously, gimmicks such as "Hardcore" and "Steel Cage" were preset match types that occurred every so often. Now they're the bonus stipulations that they were meant to be, and can be mixed and matched with any given contest! The result is that the possibilities are quite literally endless, as the dozens of match types are cross-referenced with all manner of stipulations. And that's to say nothing of the storylines - 80 of which are waiting to unfold based on your actions in the ring...


Tabloid Junkie

It's not only your career that drives the game either. With each passing week, all the major events in the lives of other wrestlers (and other companies) are reported in a series of mock newspaper articles. That seem like old news after Popscene and co, but the previous series had no such gimmick and had to settle for an awkward office setup! Now this game is taking things further than ever with a whole other publication dedicated to analysing each match. The "Wrestling Review" column neatly summarizes the details of your match, before displaying and explaining any key status changes - and tops the whole thing off with a genuine photo from the match! Beyond that, there's even a mock financial report, which summarizes your earnings and expenses before updating your balance. It's a highly enjoyable way of presenting a lot of information that's anything but, and ensures that your career is perfectly easy to follow...


No Pain, No Gain

Although your skills fluctuate after each performance, the only way to deliberately hone them is in the gym! You've got the option to spend your weeks working on any specific area (or all of them to a diluted extent), and you can then expect progress based on how "intensely" you choose to train. Unlike the original game which linked training to gym costs, this version links it almost entirely to your health. As in real life, training hard gets results but leaves you with little energy to enjoy those results. Week after week, you must decide how much health your willing to invest in your progress (if anything at all). There's no shame in taking a rest, because constant exercise can sometimes result in injury - and that obviously does more harm than good! If the idea of repetitive exercise doesn't appeal to you, you can also pursue improvements in a "Sparring Session" - which is essentially a practice match that can yield the physical benefits of any other contest...


Contract Killer

Once you've honed your body to become the hottest thing in wrestling, you'll soon be courting offers from the major promotions. This negotiation process is almost a game in itself, as you try to get the best deal possible from a booker with the opposite agenda! The deal in question is a simple combination of a weekly wage and how long that wage applies for - complete with a juicy advance should you dare to ask for one. In fact, new to this game is a more sophisticated process whereby you can actually lower your salary in a bid to receive the money as one huge lump sum. It takes a lot of financial wizardry to come out of it for the better, but the option is there for those that like money in their pocket. However you negotiate your payment, you must also be sure to read the "small print". Below this main agreement, there are 3 tiny clauses that can have a serious impact on your career. The first is the right to your "image", and determines whether or not your employer will have control of your character. The second is a "performance" clause, which states how much you get paid (if anything) upon losing or missing a match. And the third is a "health policy", which establishes whether or not you'll be entitled to any compensation when injured in the ring. As you'd expect, the bookers are reluctant to give you a single one of those privileges!


Talking Heads

When you're not talking about contracts, there are plenty of other discussions to have. Most are with your employer and regard the direction of your career. Although these tend to be positive or negative answers to a suggestion, there's also the possibility of being set a "mission" to improve your prospects! These have been a staple of every game since, but they were barely a part of the original Wrestling MPire. Now, however, there are dozens of them to be subjected to - ranging from improving a specific skill to proving you have what it takes to succeed. Fortunately, more trivial exchanges can be found in the locker room - where it's your fellow wrestlers that would like to talk to you. Although these can often help to form relationships with prospective friends, things can also turn nasty as disagreements spawn bitter feuds that spill over into the ring!

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