Production History
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the game by trawling through
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I wasn't planning to make
another wrestling game this year and you certainly weren't expecting to play
one, but the encouraging developments of Reach have re-written the
script for both of us! Everything from the polished visuals to the refined
gameplay has been crying out to fulfil its potential in a different kind of
ring, and it would be foolhardy to ignore the call of my most enduring
creation. It comes at a testing time though. Aside from making the headlines
for all the wrong reasons, wrestling is once again suffering from a dip in
form - and the demand for it is the lowest it's been since I've been
contributing to the genre. However, that's my cue to turn a negative into a
positive by offering THE contribution that turns it all around...
New Year's Revolution
Sometimes the hardest thing
about making a project is giving the damn thing a decent identity! Having remade
the same concept several times now, my wrestling games have been burdened with
an increasingly odd succession of titles in a bid to stand out - from the
bastardized Federation Booker to the now meaningless Wrestling Encore
(which turned out to be neither an "encore" nor a "masterpiece"!). In order to
stamp out this genetic curse, I've finally decided to do what all sporting
franchises do and simply identify each entry in the series by its date. So
allow me to introduce Wrestling MPire 2008 (as opposed to Encore's
2006 and the original's 2004). An additional change is that this identity will
remain for both the "wrestling" and "booking" versions of the concept - with
each to be subtitled Career Edition and Management Edition
respectively. First up we have the no-nonsense Career Edition, so without
further ado let's start having fun in the ring...
New World Order
The first thing to note about
this new instalment is that the Wrestling MPire has evolved into a
slightly different place. I wasn't expecting to tinker with the promotions much,
but practically every single one has had their logo modified or redrawn to
comply with the high standards of 2008. In the case of the Canadian outfit, Maple
Leaf Grappling, the promotion's entire philosophy has changed - with the old
"shoot fighting" organization now giving way to a proud stable of technical
wrestlers. That in turn has meant that a lot of the tough brawlers have migrated
out of it and many of the Canadian mat wrestlers have flocked in, and the
remaining rosters have been shaken up accordingly. There's also a smattering of
new characters to look out for - not least at Wrestling School, where the
half-baked fan creations have given way to carefully crafted prospects for the
future. And another major development since the last wrestling game is that
these universes are handled as delicately as they were in Reach - with
entire folders dedicated to each saved game. That means the messiness of each
career no longer has to spread to the others - and especially not the default
world that you rely on for exhibitions. And yet the option is there to "inherit"
an existing universe if you'd like to see it evolve further in a new career...
Freedom Of Choice
The way the many characters are
presented has also been updated in the wake of Reach's ranking system.
Those comparative lists are once again on hand to give you a more informed
choice, but fans of the original display needn't fear because you can switch
from one to the other at the touch of the TAB key! As in Reach, this more
versatile system also allows you to access every single character in the game on
one screen - so it's finally possible to have your own inter-promotional
match-ups in exhibitions. Whichever method you choose, you'll also notice more
information in the character boxes themselves. Not only do they benefit from the
game's improved graphics and fonts, but they also follow Reach's example
of including a tiny portrait to help you identify characters by appearance as
well as name. At the risk of overdoing it, they even include a health meter
running along the bottom and indicate all kinds of other things - not least
helpful "P1" identifiers when lining up characters for a match...
Tale Of The Tape
Although they remain relatively
unchanged, the stat profiles have also benefited from adopting the new
presentation. As you can see, the only casualty is that the "Finisher" line has
been replaced by Reach's breakdown of their physical structure - which is
of much more importance in this game. Other than that, it's the same old story
of percentage points in 8 key areas. The effect those ratings have is
considerably different this time though. As in Reach, the effects are
pronounced so that you feel every ounce of "Strength" in an attack and see every
shred of "Agility" affecting your movements. Meanwhile, your "Stamina" links
into a great exhaustion system which gradually drains those attributes to
reflect your ever-decreasing health. Some of the stats have entirely new uses
too. In addition to affecting a character's ability to execute moves without
incident, "Skill" now determines how quick their hand movements are - whether
that's an attack or a grapple attempt. Likewise, "Agility" governs the speed at
which kicks and jumping attacks are executed - so you observe the same attacks
being used quite differently by characters of mismatched talent...
Meet Your Maker
It's now easier than ever to
construct characters of your own as well thanks to the vastly modified editor.
It builds on what we saw in Reach - with a main menu that gives you
direct access to any page of interest instead of having to wade through them
all. The options have practically doubled for this wrestling game though! In
addition to profiles, costumes, and attacks, you now have a couple of pages of
moves to specify. My ambitions of allowing you to preview them never panned out,
because it was simply too impractical to load in that many animations. However,
as in Reach, it is once again possible to preview any attack or taunt -
which makes what you're doing just that little bit easier to relate to. There's
also a handful of modifications that make relationships easier to establish than
before. For a start, there's space to assign a dedicated tag team partner
alongside the manager (which also means the two roles needn't be the same
anymore) - and it's even possible to enter a preferred team name alongside your
solo name! You can even specify whether the character is meant to be a wrestler,
a manager, or a referee - which not only ensures they get the right picture
taken, but also means the career mode knows how to use them. Meanwhile, the way
you establish relationships has become a feature unto itself now that each
character has a unique relationship with every other. Instead of specifying one
preset friend and one preset enemy, you now take a detour to the character
selection screen and click on as many people as you like to highlight them as
friends or foes...
Dressed To Kill
The real revelation in editing
is that your creations look better than ever too. The vaunted new character
model from Reach, and the more detailed high resolution textures that
complement it, return to give this game a similar visual appeal. In fact, the
texturing has progressed yet further to accommodate the weird and wonderful
costumes of wrestling! Everything from the boots and pads through to the trunks
and tights has been carefully crafted to look as good as possible this time.
And any qualities they have are now nicely preserved due to the fact that
they're all specially made rather than being designed to be soaked in different
colours. Although that vastly reduces the colour possibilities, it's worth it to
see each outfit looking the way it was intended. Meanwhile, the racial shading
from Hard Time is something new to wrestling - so it's good to have EVERY
costume available for each of the 3 skin tones! Meanwhile, the fashion
possibilities are stretched even further by the addition of shorts as a separate
external entity. Not only does that mean the designated shorts tend to look more
natural, but it also means you can mix any short material with any leg texture
to create your own unique combinations...
In The Spotlight
The improved characters would
be irrelevant if they were condemned to the same ugly arenas, so it's a good job
that Reach has given us some equally impressive locations to play in! The
range has quite literally doubled since the last wrestling game - but it's the
quality that stands out here. High resolution textures adorn the walls, and real
2D crowd sprites occupy every square inch of the carefully crafted seating
areas. A whole other backstage area is available too (a lounge to the south as
opposed to the locker room in the north), and you see it a lot more often in the
free-roaming madness of a wrestling match. More importantly, the way you
interact with this expansive venue has also changed. It's now possible to
climb up onto the balcony of the entrance way and edges of the seating areas as
if they were railings - not to mention the sofas and rows of lockers that sit
backstage - and you can even move around within the confines of such platforms
now! The rings at the centre of the action have also had to raise their game
accordingly. Although we return to the 3 ropes and buckles of wrestling, the
high resolution texturing of Reach remains to ensure the aprons and
canvases look better than ever. They're more appropriate too - with national
flags and promotional slogans complementing the company logos; ensuring that
each has its own unmistakable identity. The most noticeable change, however, is
that the aprons are now available in any of 3 different colours - so you now get
to see nice blue or white variations instead of the same old sinister black...
The Camera Never Lies
Back inside the ring, one of
the biggest gameplay shifts - perhaps the biggest of them all - is that your
movements are now 100% faithful to the orientation of the camera. That was true
of Reach, but it wasn't so noticeable when you were constantly locking
horns with one opponent at close quarters. Here you're profoundly aware of it at
all times, but it's no bad thing once you get used to it. It seems odd saying
that given that it's entirely logical (you move exactly where you point) - but
after being brainwashed by stiff control systems for the past 8 years, anything
this different feels wrong! Your reward, should you come to terms with it, is
that it suddenly makes ANY camera angle 100% playable. Before, anything that
veered to the sides screwed up your orientation - but here the game always uses
the camera itself as an anchor and translates your input from there. And it's a
good job too, because the camera angles really are a lot more exotic this time!
For a start, the standard ones are constantly reacting to the action instead of
staying still. As in Reach, they slowly adjust themselves to capture the
action from either side instead lurking in an unhelpful position. It's not
without its problems, and will occasionally struggle to follow the madness of a
wrestling match (especially a BIG wrestling match), but it's worth it to see
some great TV-style views of the action...
Fancy Footwork
In addition to honouring your
movement commands faithfully, the game also animates them properly too. The old
wrestling games had one preset movement routine, which may or may not have been
relevant - but here the dedicated forwards, backwards, and sideways steps of
Reach return to ensure the wrestlers move more naturally. There's even a
dedicated new technical wrestling stance for this game, and the ability to dart
in any given direction is a welcome alternative to constantly running. However,
one of the biggest changes in this instalment is that your movements on the
ground are just as important. The various grounded states remain from the boxing
game, but the hustle and bustle of a wrestling game puts you down there 10 times
as often! Instead of lying flat on your back or front, you can now find yourself
crawling on all fours or reduced to one knee - which adds great variety to the
both the way you're knocked down and the way you get back up. For a start, there
are up to a dozen different falling animations instead of the same old two! That
also ensures that victims respond in the most appropriate manner - with rear
attacks sending them diving forwards, whereas flights backwards are reserved for
head-on collisions...
Deep Impact
The simple business of trading
blows has also been suitably modified for this latest instalment. The added
complexity of kicks and diving attacks has demanded that the collision detection
evolve even further beyond what Reach gave us with its inch-perfect
punches. Now twice as much code is on hand to analyze the status of an attack -
ensuring that it connects at just the right place and time, given the stage at
which the animation is at and the size of the character launching it. Another
welcome modification here is that the numerous responses to an attack remain
from Reach, which is a far cry from the two preset upper and lower
responses from the earlier wrestling games. Now there are half a dozen slightly
different ways of reacting to a blow anywhere on the body - not least the
melodramatic ones that send you into a spin! They've never been so at home as in
this wrestling game. Although it's far less important here, the blocking system
from Reach has also remained to give you a chance to take the sting out
of incoming attacks. That helps to make the hand-to-hand action a little more
sophisticated - especially in shoot matches where all you can do is trade blows.
Above all else, the CPU is more proficient than ever in making use of all of the
above - and makes for the most formidable opponent yet. The quick wits of the
boxing game return here to teach the CPU's which attack will be most effective
and at what time - plus they're adept at evading your attacks with sidesteps and
blocks...
I Believe I Can Fly
The flying attacks from the top
turnbuckle have benefited similarly. Not only are they equally precise upon
impact, but the physics that keep them in the air have also been noticeably
improved. Such attacks now rise and fall smoothly, and do so according to where
your intended target is. The old game launched you at full power no matter, and
then rather belatedly attempted to reel you in when you were in danger of
overreaching. Now, however, those calculations are made in advance - so even the
most agile wrestler needn't overreach. The difference between an agile athlete
and a clumsy lump is still noticeable though - in both the vertical spring and
horizontal limits of their efforts. Not every flight through the air is
intentional though, and even the accidental falls benefit from these improved physics. For
a start, there are now two dedicated animations for falling from a height
(rather than the bastardized ones that were recycled in the old game). Plus
there are dedicated animations elsewhere - such as when tumbling from the ring
apron. It's even possible to be dragged down from there (and other heights) via
a grapple!
All The Right Moves
Of course, the most important
aspect of a wrestling game is the grappling system - and just as many
revelations are on hand to make that better than ever in this game. Firstly, the
grappling animation itself has changed substantially - from a symmetrical one
(where both wrestlers mirrored the exact same animation) to a mismatched one
where the aggressor is noticeably looming over the victim. The precision of
Reach's hugging is also on hand to keep those grapples firmly locked
on between characters of ANY height. That even goes for ground grapples at the
head or legs, and ensures that height differences are only ever a good thing!
Suffice to say, the move animations themselves aren't too shabby either. My
newfound perfectionism made it a nightmare to churn them out - leaving us with a
selection that's even smaller than what we had before - but it's definitely a
case of "quality over quantity" as each one is a beautifully animated little
work of art. Perhaps more importantly, the way they work has also evolved - with
many moves now ending as they naturally would instead of being forced flat on
the ground or back to their feet. The new grounded states mean it's now possible
to end on all fours or on one knee, and several moves even take advantage of
that to keep the victim in a spontaneous pinning position! However, if you want
to talk about truly "new" features, the fact that it's now possible to perform
double-team moves should suffice. Whenever two compatible wrestlers grab the
same victim at the same time, they now launch any one of 5 different double-team
animations depending on where the assistant is positioned...
Don't Try This At Home
Aside from the odd improved
texture, the range of items has remained untouched - but the way they're
interacted with has at least evolved for this game. For a start, the moves
mentioned above benefit from a more foolproof way of smashing through them. As
with the precise attacks, the position of a character's body is now constantly
compared to that of the furniture to ensure that impacts occur at the right
place and time. As you can see, there are 2 ways of carrying items now as well.
Narrower items such as trashcans and TV monitors are now grasped tightly at the
sides, so it's only broad items like tables that find themselves being dragged.
A small development with big consequences is that the way items are placed
throughout the arena has also gotten more sophisticated. Mercifully, the option
to place them anywhere other than the "Standard" locations no longer applies to
EVERY item on the scene - and is now best described as "Mostly In The Ring",
etc. No matter what you choose, at least half of the items are where you'd
expect them to be - so the arena always has the look of being furnished. Plus
the game is smarter about laying down items in general, and will now analyse
their size and shape to ensure a table or trashcan is always tucked away against
a wall or in a corner...
Choose Your Weapon
The handheld weapons have evolved in more
exciting ways than the stuffy old furniture! In fact, the two finally complement
each other in this game. Instead of constantly aiming for the canvas or the
concrete floor, the weapons can now identify anything to be the "ground" -
including any nearby furniture. That means you'll often find things resting on
tables (which is handy for belts or trophies to be awarded), and it also means
you have the added realism of being able to drop them on there yourself. As in
Hard Time, there's even a raised picking up motion for snatching weapons
that are closer to your chest than your feet - which includes stealing things
from the hands of your opponents! That has been a welcome addition to my games since
World War Alpha, but it's easy to forget that the wrestling games never got
a chance to enjoy it. Neither did they get to benefit from the extended methods
of using weapons once you have them. Once you had a weapon in hand, you simply
had to convince yourself that "punching" with it was making use of it - but now
there are dedicated swinging motions for things like knives and baseball bats.
In the case of belts, it's even possible to WEAR items now! This game uses the
detailed new belts from Reach, but goes one step further by allowing you
to toss them over your shoulder or wrap them around your waist with a simply hit
of the "Taunt" command. As if that doesn't give you enough to think about, the
range of different weapons has practically doubled in light of recent games - as
many of the weapons from World War Alpha and tools from Hard Time
resurface in this wrestling environment...
Special Effects
Whether you're throwing punches or swinging weapons, the impact of those
attacks is also better than ever thanks to the advanced new particle effects. As
in Reach, tiny spittles of blood and sweat now accompany the main fiery
cloud to make things a little more satisfying. In the case of blood, the use of
dark texturing instead of light transparency ensures that there's no mistaking
what you're looking at! Dollops of crimson gore accompany any attack you score
on a bloody part of the body, and pools of blood are even formed on the ground
at the exact spot where the drops landed. Likewise, the explosions benefit from
the inclusion of thick black smoke in addition to the billowing shades of red
and yellow. Similar effects on a smaller scale, such as the green spit or the
dust to the eyes shown above, also benefit from a "dustier" appearance - as tiny
speckles accompany the main cloud. The biggest particle effect of them all,
however, is that every limb in a character's body is now shadowed on the floor
with the smoothest effect yet. I haven't been able to enjoy it much myself,
because my graphics card has an aversion to particle effects, but those who can
get away with it will be able to see their actions reflected on the canvas...
Risky Business
With the graphical bar raised
so high, a lot of techniques from previous series were simply no longer
acceptable and had to be updated for 2008. A good case in point is that the
"textured" barbed wire of Wrestling Encore has been replaced by REAL
strands of metal wrapped around the ropes! Not only does that mean the effect is
more convincing and fun to use, but it also means you can use it on your choice
of normal ropes. Even the "electrified" and "inferno" variations keep it on to
give the gimmicks a more metallic and wiry feel. Meanwhile, the steel cages have
enjoyed a similar facelift. Instead of having solid metal posts in each corner,
the structure now uses a whole other set of transparent girders - which are
carefully textured to fit perfectly. It's much more in keeping with what we see
at real wrestling shows. So too is the vastly improved shaking system, which
uses a complex cocktail of physics to bend and shake each wall independently -
relative to what caused it to shake in the first place. The technique was so
successful that I even rolled it out on a larger scale for the ring itself - the
various elements of which now shake convincingly whenever somebody is slammed
onto the canvas! It's a classic case of a small change making a big impact, as
it makes the impressive new move animations even more satisfying...
Don't Cross The Boss
Keeping order amongst this potential chaos is the most powerful refereeing
yet. Many of the judicial gestures from Reach have stayed on for this
instalment, and give the referee a sweeter role than ever as he visibly calls
for breaks and then signals for the action to resume. Most significantly, the
10-count system from that boxing game returns here to give us a count-out
system! Leaving the ring is now punishable by a 10-count (which can be
optionally fast or slow), and finally dispels the belief that you're meant to be
out there in normal matches. Some complex AI is on hand to help the referee
enforce it fairly too. He's aware of one wrestler being bullied into a cheap
loss by another on a lesser count, and will stop counting (or even intervene
physically) until enough space has been given to the potential loser. He even
has more options once a wrestler is disqualified for such things. Instead of
bringing the whole match to a close, a DQ will now simply eliminate (or
otherwise punish) that particular wrestler and allow the others to carry on. So
"Triple Threat" matches are reduced to a one-on-one match, whereas things like
tag matches are turned into a handicap situation. A similarly high standard of
AI is evident elsewhere in the game too, as your fellow characters do the best
they can to make sense of the weird and wonderful rules of wrestling. In
particular, they're better at finding their way around the arena (although still
not perfect) and will often make use of the same shortcuts you would as a
thinking human...
War Of Words
My ambitions of making the referee stop the action for some impromptu
conversation never panned out because it was deemed to be too intrusive, but the
promo system has evolved in subtler ways. For a start, the whole thing pans out
smoother than ever thanks to the foolproof new camerawork. Instead of jerking
around stiffly, the camera's gaze now moves gently from one character to
another. It even aims for the orator's face at all times, instead of sticking to
a set angle which may or may not be appropriate. Meanwhile, a key development
for me is that the lines of text are "squeezed" onto the bottom of the screen
instead of using the same sized font every time. That means lines of any size
can be fed into the game, and they'll always fit within the confines of the
screen and appear to be of equal length. It's so helpful that it appears in
every other scene that uses subtitles, and a similar technique is even used to
squeeze text into the confines of an option box! As for the lines themselves,
you'll find they're almost identical to what we had in previous games - albeit
with dozens of new ones piled on top, and some re-mastered to work in a new way.
I had ambitions of re-writing them all for 2008, but I just found myself typing
the same thing all over again - rearranging the odd word or sentence for the
sake of it. At the end of the day, there are only so many ways you can argue
about the same old things that happen in a wrestling ring - so of all the things
that can expect to be revolutionized in each new instalment, I'm afraid that
simply isn't one...
Perception Is Everything
Although there was a limit to
how far promos could evolve, plenty of progress has been made in other areas of
the presentation. One of the developments I'm most proud of is an informative
new "rolling commentary" system. The name lines that accompany entrances and match endings now appear and disappear smoothly with a nice "unfolding" effect
that stems from the corner logo. It's such a happy little addition to the game
that I went on to use it for practically everything else - from match intros
("World Title On The Line!") to in-game announcements ("One Minute Remaining!").
More importantly, it also replaces the marquee text that ran across the top of
the screen - reporting a fall or elimination in much more digestible fashion.
Meanwhile, the in-game health meters have tidied up their act as well. Not only
do they boast a more concise format that sits the name overhead (in a pleasant
new "scrawl" font) and a cropped version of their portrait to the side, but the
game also knows how to arrange them better now. Instead of showing the meters of
every character that is (or ever was) in the match, the game now deletes
characters from the screen as and when they're eliminated from the match itself.
It then updates its layout according to how many meters it has to display, so
everything is kept relevant AND tidy...
This Is Your Life
As you'd expect, the
presentation for the career mode has been similarly updated. The tidy 4-week
blocks from Reach are used again in these schedules - albeit with a whole
host of new icons for TV tapings and special events. More importantly, the
calendar's more informative nature has also survived intact. It's once again
possible to highlight any date in the schedule and view details of a past result
or forthcoming booking - from the opponent right down to the match conditions.
The way those bookings end up on your schedule has also changed significantly
for this instalment. Not only is it possible to be booked in advance (as
reported to you in the news), but it's even possible to arrange your own ideal
bouts if your character has enough clout! It's practically a direct import of
what we saw in Reach - with the talk of "rounds" now replaced by the
chance to specify a gimmick to go with the match type - but the battle of wills
remains the same. However matches end up on your schedule, another nice touch is
that your involvement in them is a little less predictable. The game does a more
confident job of casting characters for the match and inserting you amongst
them, so you're not always "P1" coming out last, etc. It's not even guaranteed
that you'll be the "legal man" at the start of tag matches, so there's a
realistic feeling that you're one of many and the world doesn't revolve around
you...
Best Of The Best
One of the most exciting
additions to your wrestling schedule - and indeed the game itself - is the
possibility of proper tournaments! Thanks to the steps taken by Reach,
the backbone of a system was already in place and this wrestling instalment does
a good job of fleshing it out. For a start, there are 2 distinctive types of
tournament now - with small one-night events providing an alternative to those
that are spread out over a matter of weeks. They also have more significance in
a wrestling game, and can be used to crown new champions or number one
contenders. The major difference here, however, is that it's also possible to
have TEAM tournaments now - with each bracket representing a duo rather than an
individual! Other than that, it's the same old process of one bracket trying to
defeat the other and seal their place in the next round. I had assumed that
wrestling tournaments would shake up the rules a little more, but it turns out
you'd only want fairly sensible matches in this environment anyway. Any gimmicks
would become tiresome by the 2nd round, so the tournament structure itself is
trusted to be the star of the show here. However, one nice touch for this game
is that the competition is now acknowledged in promos. One such promo sees the
referee introduce each participant in the tie, and then goes on to explain who
they stand to face in the next round. It's a small gesture that makes the whole
thing seem very real...
Good Press
Whatever contest you find
yourself in, you can once again expect to see the results explained to you in a
post-match magazine article. It's the same old story of each character's status
being affected either positively or negatively based on what happened - but
there are more such explanations this time, and they're also implemented more
precisely. Look out for the little details too, because the reports also do a
better job of describing the event itself. The timing and circumstances of the
result are now acknowledged, so you see "XXX made XXX tap out after 2 minutes"
instead of simply "XXX defeated XXX". It makes the feature just that little bit
more convincing. Meanwhile, the weekly newspaper reports are also on hand to
tell you what's going on in the rest of the world. The possibilities have really
exploded here since Wrestling Encore - with literally twice as many
things to look out for. So many, in fact, that I can't even begin to describe
them! It all boils down to a larger database of information to work from. As in
Reach, your fellow wrestlers now have real matches and opponents of their
own - who are then name-checked wherever applicable ("XXX lost the title to
XXX", "XXX was injured by XXX"), which makes what you're reading just that
little bit more convincing. Meanwhile, an ungodly amount of data is recorded for
each character's career (rather than yours alone) - from their employment
history to their title history. These are even available to study in the
modified new "Database" feature, which features twice as many categories now.
You can even see the title histories of the promotions themselves (which was
only true of Booking Encore last time) - and I do mean the histories of
every single title this time rather than that of the World title! You can even
see the succession of bookers...
No Pain, No Gain
Although each character's stats
fluctuate naturally with each passing week, you can also hone them specifically
in the gym. The interactive button-bashing system from Reach has returned
to make the process more involving, but you can always opt for the "Automated"
system if you want to keep things as hands-off as the original. Either way, the
process is much more significant this time - as you genuinely feel that you're
investing your energy in a better body. The breathless schedule of wrestling has
made training more productive than it was in the leisurely boxing game though,
because you'll seldom have time for more than a session or two. Fortunately,
there are elements of self-improvement that are exclusive to the ring this time
- so you'll often improve your prospects with experience itself. Once you've
created your star character, all the remaining moves, attacks, taunts, and
costumes become locked to you - and it's only by encountering them in the career
mode that you can work them into your own act. That may be frustrating for those
that want full control at all times, but it's worth it to have a realistic sense
of learning things about the business...
The Bottom Line
Once you've moulded yourself into
a talented wrestler and made a name for yourself, you can expect to shake off
the dust of wrestling school and pursue a career at a major promotion. It's the
same old cocktail of a payment agreed over a certain number of weeks, garnished with a variety of contract clauses. However, the mathematics of the
whole thing is even more advanced this time. For a start, your perceived worth
is filtered through all kinds of new factors - such as your experience and the
generosity of the booker you're talking to. Then once you have a number on your
head, your chances of getting it down in writing are made even more interesting
thanks to a versatile system that allows you to negotiate some as a lump sum
rather than a weekly salary - and it's then possible to buy or sell goodwill by
tinkering with the contract clauses that you're initially entitled to. Speaking
of which, one major change in this game is that "Image Rights" has involved into
"Creative Control" - so your identity is just one tiny aspect of that now. The
clause now seeps into every aspect of your career and determines whether or not
you have the right to refuse your booker's suggestions. From working overtime to
turning heel, clinging to a name or costume is the last thing you'll be worrying
about if you sell your soul this time...
A Word In Your Ear
In addition to contract
negotiations, there are once again plenty of other things to discuss backstage.
There are plenty of places to do it too, because this game stands you in any
given corner of any given scene to produce dozens of alternatives rather than
the same old two! Other than that, it'll all be very familiar to fans of the
existing games. As with the in-ring promos, there are only so many ways you can
have the same old conversations. All I can do is offer more of them, and ensure
that they all pan out as smoothly as possible. Speaking of which, the chances of
such encounters have doubled now that you're able to initiate them yourself! In
the same way you would try to arrange a match, you can now recruit a tag team
partner or hire a manager at the touch of a button. Or at least you can TRY to!
There's a complex network of issues that determine how a character will respond
to being asked to side with you, so you can expect to be turned down by all but
the keenest of allies. And that brings us to one of this game's biggest
revelations. As in Hard Time, you now have a unique relationship with
every single character in the game - so your transgressions are seldom
forgotten, and you have more friends to call on, as you make your way through
the political minefield that is professional wrestling...
>>> MORE >>>
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