








|
Although I'm less than
enthusiastic about returning to a genre that has long since lost its appeal,
Reach's incredible progress seems to be writing the script for me!
Every day brings more sporting revelations that are simply crying out to
fulfil their potential in the greatest independent wrestling game of all
time. It's now or never for a highly anticipated remake of Wrestling Encore,
so let's see what a passage of 18 months has given us to look forward to...
 New King In Town
As you may have gathered, the
most attractive prospect of a return to wrestling is that a brand new model
has drawn a line under 2006 and given us a revamped visual style to proceed
with. This chunkier and more detailed specimen is tailor-made for fighting
games, and makes the previous effort look like a pencil-neck geek! The
increased number of polygons has also blessed us with more presentable facial
features, and equally detailed
hairstyles
that look more natural than ever. There are even revelations in the way it
moves - thanks to much improved elbow and knee joints, and a manoeuvrable neck
that allows for more expression
in the head. This all comes at a price though. The heavyweight model was
intended for the head-to-head world of boxing, so it's not guaranteed to fare
as well in a world of 10-men tag-team matches! Especially since there will be
a whole host of other demanding modifications to accommodate. That said, it's
only 25% larger than before (5'000 polygons instead of the previous 4'000) -
so the transition to a bigger and better world should be as painless as
possible...
 Dressed To Kill
The new model can also expect to benefit from new ways of being used. Hard
Time quietly ushered in a small feature with big implications - the fact
that you could change between tight and baggy costumes as easily as changing
your hairstyle! Instead of relying on separate models, each one had every
possibility baked in as standard and simply removed those that weren't
applicable. Since then, Reach has already extended the system to
include baggy trousers as well as baggy tops. That means there'll be no more
messing around with your build just because you want to change out of those
tights and into a pair of jeans! As editing gradually becomes more polished,
we're even seeing ways of changing your shoes independently of the legs. By
simply painting a different textures to the feet, you'll be able to mix and
match any item of clothing with any available piece of footwear. Don't be
surprised if we see a similar system for putting separate gloves on the hands.
Hell, thanks to Reach we've got the real thing waiting to be used!
Above all else, the boxing concept has also contributed real 3D shorts to the
kitty - so every conceivable style of dress promises to look and work better
than ever before...
 High Resolution Revolution
It's rapidly becoming old news, but it's easy to forget that the wrestling
games missed out on the benefits of high resolution textures by a whisker. By
the time the wrestlers step into the ring again, their plain and featureless
appearances will be replaced by the muscular skins and detailed garments that
recent games have enjoyed! In addition to looking better at a glance, those
larger images will also ensure their visual appeal remains intact up-close
too. More importantly, the accompanying advances in racial shading will
squeeze the most out of those textures. Instead of duplicating the costumes
for each race (or resorting to some dubious colour overlay), every costume
will now be carefully designed to accommodate ANY race - including the tanned
shade that wasn't properly represented in the last series. Plus Hard Time's
prison ink has finally paved the way for tattooed skin, which is a must for
most wrestlers! Again, this all
looks set to come at a hefty price though. The only problem with using
textures that are twice as detailed is that they're also twice as demanding - so
the endless barrage of images may have to be toned down like never before...

Wrestling With Shadows
~ NEW!
The new model is so advanced that even the shadows are looking better! The
feeble circle that accompanied your movements in previous games has now been
replaced with a smoother effect that blends into the ground. More importantly,
we're finally using more than one of them to create an amalgamation of
darkness that follows your other limbs and reflects the character's movements!
It's far from perfect, but it's definitely a step in the right direction and
looks fine at a glance (which, let's face it, is all that matters). The only
drawback is that it's yet another brand of particle effect, which could be bad
news for computers that struggle with such things (myself most definitely
included). Like everything else, it's merely an option though and can be toned
down wherever necessary...

Blood, Sweat & Tears
~ NEW!
As if shadows haven't added enough to the particle effects workload, Reach
has also expanded the main impact clouds to include tiny spurts of blood and
sweat! Although the game can't spare the resources to go overboard, the effect
looks fine enough and adds a little more impact to your blows (in the unlikely
event that you're close enough to notice). Not least because I've finally
managed to squeeze in some "dark" particle effects amongst the usual bright,
transparent ones. You normally have to commit yourself to one or the other,
but I've pulled out all the stops to force them together - and the result is
that we finally have blood flowing in convincing shades of crimson and
scarlet! To complete the effect, the pools of blood that inevitably follow
such bloodshed even materialize at the exact location where a drop of blood
makes contact with the floor...

Crowd Control
I had expressed doubts that a new arena was necessary, but Reach's
half-complete alternative is already brimming with potential. One key
structural difference is that the previously flat seating areas have now been
replaced by the real thing! Actual steps now
ascend into the distance - complete with railings that divide each terrace
into visibly different sections. However, the real news is that these viewing
areas are now populated entirely by upright sprites! The previously flat crowd
has finally been dispensed with in favour of an ambitious system that always
guarantees a convincing crowd. The 2D characters have even been replaced into
the bargain, and are slowly being phased out by images of 3D characters that
more closely resemble the live participants. A new entrance way that tunnels
into the seating areas (as is often the case in real venues) has also allowed
the fans to gather above it - and truly surround the ring instead of giving
way to a video screen (which will no doubt materialize elsewhere). All this
plus the usual array of new and improved textures that adorn any updated
location - most noticeably the advertising banners from Grass Roots,
which make the stadium look more authentic...
 Let There Be Light
Whatever new venues materialize in the next wrestling game, you can bet
they'll look even better thanks to the realistic lighting that Hard Time
introduced. Until then, light was never actually emitted from a tangible
source (indeed, the rooms never even had such sources!) - but Hard Time
adorned the ceilings with visible light fittings and made them shine. A
brightly lit arena may not lend itself to such atmospheric subtleties, but the
feature will still be implemented for what it's worth. Reach hasn't
taken a stab at it yet, but we can expect the ring to be soaked in a spotlight
while the surrounding crowd remains dimly lit. The entrances will no doubt
benefit from multi-coloured meandering lights too...

Step Into The Back
~ NEW!
Rooms of every kind promise to look good since Hard Time raised the
bar, and the results are evident in not one but TWO backstage areas in the
latest arena! The new building features 2 separate entrance aisles at the
north and south, and each one has its own unique backstage area lying behind
the curtain. Not only does that mean your hardcore battles can spill out into
other locations, but it also means there are yet more places to find yourself
having a meeting, etc. Speaking of which, we've finally got an updated
boardroom -
which now benefits from brighter decor and even looks out onto a real city
skyline! Complete with a wider range of more appropriate speaking animations,
the stagnant process of talking has never been so appealing...

The Way You Move
Along with the improved visuals, it's the equally improved movement animations
that will make a new wrestling game something to behold. Not only has Reach
thrown up some of the smoothest walking animations yet, but it has also
brought some much-needed diversity by dedicating a separate animation to each
direction! That means they stagger backwards and sway to either side instead
of appearing to constantly stroll forwards. This network of unique animations
are even split up further for when at short or long range - so the characters
only look pensive when an attack is likely, and look more relaxed at other
times. The only downside is that it's harder to implement alternative styles
of movement now, because to do so would require creating numerous animations
instead of one. But at least it means the movements of all characters promise
to look great by default. The system promises to work better too. Instead of
sticking to preset direction controls, this game follows World War Alpha's
example and constantly binds them to the current camera angle! That means you
can view the action from any angle and still have faith that up or down will
move in and out of the depth, while left or right always move to the sides...

Star Turn ~ NEW!
It's also worth mentioning
that the game will benefit from a new camera system that doesn't appear to be
quite as skewed and leaves the 3D scene looking 100% solid at all times. A
hard one to explain, but trust me - you'll swear the game was made in an
entirely new language! More importantly, this new camera also functions in a
manner befitting a fighting game - constantly adjusting its position to ensure
you see the fists flying from a more horizontal perspective. Such changes (no
matter how gentle) would be disorientating under the old control system, but
it's no problem at all thanks to intuitive new movement controls that remain
100% logical at all times. And that remains true for whichever of the many
camera angles you choose to play with. In fact, the process of selecting them
has been made easier than ever before! Instead of dedicating a button to every
single possibility, the angles are now bunched up into categories which you
can cycle through with just one key by pressing it repeatedly - such as "near"
and "far" variations of what is essentially the same angle. That way, the huge
selection of 20 or so different angles can be squeezed onto just several
numbered keys - and made easier to access into the bargain...

Free Falling
The boxing game looks set to modify every other aspect of the fighting process
too. In order to make knock-out's more dramatic, we've already seen advances
in the way characters rise and fall. Instead of falling flat on the ground and
rising straight back to your feet, the latest system draws the process out by
adding 2 whole stages in between. You first rise up onto your hands and knees
and can then crawl around before eventually rising up to one knee and back
onto your feet. The beauty of this system is that it can happen in reverse
too! Just when you think you're making progress, you can slump back down to
the previous state - which is fantastic for portraying exhaustion. There are
even new ways to end up on the ground in the first place. There are 6
different ways to fall on your front alone - ranging from flying to either
side to stumbling onto your hands and knees. Considering there was only ONE
way of falling onto your front in Wrestling Encore, that makes for some
pretty diverse action...

Double Threat
Naturally, Reach has also given us some advances in fighting to ponder.
Although its sophisticated array of punches won't survive the transition to a
wrestling game that must condense attacks down to just one button, we can at
least more have faith in the way those attacks are used. The more precise art
of boxing zoomed in on the punching process and pioneered a new system that
detects any connection between a fist and its target. So, instead of
automatically being granted a hit whenever you lash out at a nearby opponent,
it's now possible to miss a head that's bobbing out of reach! It remains to be
seen how well this super-accurate system will translate to a sport that has
just as many kicks as punches, but it'll definitely be given a shot. So, too,
will the new gimmick of simultaneous impacts. The boxing game has introduced
delayed reactions to ensure that it's now possible to follow through with an
attack despite being hit - thus providing even more back-and-forth action, and
the potential for some dramatic knockdowns...

Body Snatchers
Even Hard Time took a stab at laying the foundations for some improved
grappling. Although the non-wrestling concept only called for a basic
selection of moves, it did at least tried to approach them in new ways. For a start,
victims were held in a headlock as standard - which was infinitely more
assertive than dancing shoulder to shoulder! I can't guarantee a wrestling
game will inherit the same gimmick, because it's an impractical starting place
for most moves, but we can definitely look forward to some new and improved
methods of tying up. Hard Time also squeezed the best out of its new
system by making things like headlock punches a casual attack instead of a
preset animation. You could administer as many or as few headlocked attacks as
you chose, before either releasing the hold or building on it with a whole
other move. We can expect just as much versatility when a dedicated wrestling
game steps back into the ring...

New Kids On The Block
Perhaps one of the biggest fighting developments that Wrestling Encore
missed out on was the advent of defending in World War Alpha. The game
made hand-to-hand combat a more sophisticated process than ever - challenging
you to receive incoming shots before delivering some of your own (a process
which was made all the more sophisticated when used with weapons and even
dedicated shields!). It redefined the possibilities of back-and-forth
gameplay, and successfully reappeared in Hard Time before being
perfected in Reach. It'll certainly be a welcome addition to any
wrestling project, but quite how it'll squeeze into the control system remains
to be seen...

Social Policy
Aside from fighting,
Hard Time also gave us a tantalizing glimpse of what can happen if
factions are allowed to emerge. The backbone of that game's revolutionary
artificial intelligence was a carefully recorded history between every single
character. Instead of having one preset enemy and one preset friend, each
character had a unique relationship with every other character - so it was
possible to have numerous allies and rivals at the same time. In addition to
an allegiance to one of several gangs, that created a political minefield like
no other! The implications for a wrestling game are clear. Not only will
friendships and rivalries have the potential to span an entire career, but
they'll also be cross-referenced with those of other wrestlers to produce
fully functional stables! And when the booking instalment further divides them
into "real" relationships and "story" relationships, the dramatic
possibilities will go through the roof...

Look Who's Talking
Perhaps the biggest contribution Hard Time will ever make is that of
the real-time promo system. Instead of acting out pre-determined scripts, the
game analysed every moment to trigger them on the spot. You may wonder what
impact that could possibly have on a wrestling game that already has more
spoken words than any other, so allow me to point out the possibilities. For a
start, promos need no longer take place on cue at the beginning of a match -
and there need no longer be just one of them! Wherever appropriate, wrestlers
or intruders could talk about things that are actually happening - or break
into a post-match promo based on what happened. The potential for multiple
promos could even allow for various responses to the same incident. The
wrestlers of previous games will seem mute my comparison! The referees will be
a little more vocal too. Reach is hoping to make use of the system by
having the referee explain why certain behaviour isn't appropriate and how it
will be punished. If it's not too intrusive, it might then be rolled out
across the wrestling games for the purposes of reinforcing the rules - or
changing them on the spot...

Whose Round Is It Anyway?
Speaking of rules, the boxing game's more sporting attitude could also be
something to consider for the wrestling series. As fun as wild wrestling
matches are, there's also something to be said for legitimate sporting
contests that are divided into rounds and scored based on talent. Now that the
system already exists in Reach, it wouldn't be too hard to adapt for
one-on-one wrestling matches - thus making things like "shoot" fights more
worthwhile than before. The bigger picture could also be more sporting.
Reach is hoping to weave knock-out tournaments into both the career and
exhibition modes, which would be a welcome addition to the wrestling games if
it works out! The boxing game is also hoping to place more emphasis on
arranging matches and the relationship between fighter and manager - both of
which could help to make a wrestling career even more sophisticated and
free-roaming than before...

Break Down
~ NEW!
As if there wasn't enough agony in my games, Reach has also raised the
bar on injuries by spreading them out amongst each key body part. Instead of
suddenly acquiring a generic injury, it's now possible to break either
hand/arm while lashing out at your opponent, a leg by moving erratically or
falling awkwardly, and similar vulnerabilities in the body or head should you
take too many blows there! All of which are signalled by their own unique
agony animations, which you're likely to see again if you insist on trying to
use the ailing body part...

Tale Of The Tape
~ NEW!
Outside of the ring, one of the most exciting developments is that the
character selection process has finally been shaken up by an informative new
list format. Instead of confronting you with an overwhelming matrix of name
boxes, this version ranks them in any order you choose - complete with a
snapshot of all their key attributes for you to compare and contrast! Before I
guarantee this for the wrestling games, I must confess that it's not without
its problems though - and is only used here for the "rankings" obsessed world
of boxing. Not being able to see the entire roster at a glance could be a
problem for more relationship-based wrestling games (the booking instalments
in particular), but perhaps this will be reduced to an option and we'll find a
way to have both! In the meantime, one thing those name boxes can definitely
look forward to is additional detail - such as the tiny portrait that now sits
to the side. This visual reference helps you to identify characters at a
glance instead scouring through a sea of potentially meaningless names...

Wrestling Revolution
And all of the above is just from Reach's first few months in production!
There's a long way to go yet, so this will prove to be an ongoing list of
possibilities. I don't want the next wrestling to be just a "prettier" version
of what we had before though. If I'm going to go to the soul-destroying effort
of making another wrestling game, it has to be a REVOLUTION! The real
wrestling business is currently back in the doldrums, so if this project is
going to survive it needs to make some waves of its own. Be sure to let me
know what you want from both your dream wrestling game AND your dream
wrestling business. I don't want to hear about "new moves" and "new weapons".
Let me know what revolutionary gameplay features and sporting concepts will
make this bigger than wrestling itself, and I'll gladly make it happen once
and for all. A sports entertainment package so spectacular that you'll never
need any other...

Copyright © MDickie 2000 - 2007
|