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In light of the lukewarm
response to the lead game in the series, Wrestling MPire 2008 isn't
technically popular enough to warrant a sequel - least of all an even less popular
one that focuses on a niche aspect of wrestling. However, managerial versions
of the concept have followed the arcade ones as surely as night follows day - and the foundations are already in place to
step backstage one
last time. For the lucky few that get it, the opportunity to play wrestling as
"performance" rather than "competition" is actually the deepest and most
satisfying of the two concepts. So, without further ado, let's start applying
it to the most polished version of the game engine yet...
17th April 2008
Apologies for the lack of
updates. Rest assured that work has been progressing well on Management
Edition; it's just that it's a difficult project to talk about. I've been
busy combining the concept of Booking Encore with the game engine of
Wrestling MPire 2008, so it's all rather self-explanatory stuff. That's not
to say the finished product won't be exciting though, and it's nearer than you
might think. Testing aside (which is a sizeable task with a game this
sophisticated), the game is essentially complete - right down to the cool new
intro shown above. Instead of panning a locker room, the camera now glances
around the office - before zooming in on my laptop to reveal that I've been
making the game you're about to play!
7th April 2008
The concept continues to evolve
in useful little ways. The calendar screen, in particular, is more informative
than ever - and even holds information about the past! By right-clicking over a
specific week in history, you can bring up the list of results from that show.
Plus the central text itself retains information about where it was held and how
many people attended (not to mention the rating, which once again shows up in
the form of an ongoing graph). All pretty useless stuff in the grand scheme of
things, but a nice touch if you're a stickler for detail. Speaking of details,
statistic junkies will be pleased to know that the
match records
have remained for this game - only they're specific to how many matches they've
had under YOUR supervision this time, so it's a good indicator of who you're
using the most and how you're using them. Meanwhile, the match analysis itself
is more accurate than ever and should be a joy to watch unfold rather than a
bewildering frustration. It's easier to have a bad match, so you can never get
lazy, but you're also rewarded properly for getting things right this time. A
minor change here is that your score is safe once the final bell rings, so you
no longer have to race for that ESC key the second a match finishes! The only
downside to that is that any post-match scuffles are of no consequence. It's
worth it for a more relaxed playing experience though. And I'll leave you with
the exciting news that it's now possible to be offered a job with a RIVAL
promotion throughout your career, so you can choose to mix things up if a better
opportunity comes your way or you simply fancy a new challenge...
1st April 2008
The managerial entry to the
series continues to progress well - though not necessarily in ways that are
worth talking about. I just spend each day piling in dozens of new backstage
meetings from the original Booking Encore. Court cases are the latest
addition to the mix though, and they're looking and working better than ever
thanks to Hard Time. It's the same old format of each party making their
case before the judge swings the axe, but the camera work and presentation is as
smooth as for any other recent talking scene...
29th March 2008
Although it's being produced in
rather half-hearted fashion, the managerial sequel to Wrestling MPire 2008
is still managing to evolve organically. The meetings, in particular, have a
different flavour to them this time - with the "creative control" gimmick
putting a fork in the road of practically every single discussion. Every little
suggestion your wrestlers have must now be taken on board if their contract
dictates, so there's much more to it than just trying to keep them happy! Say no
to somebody that wants to change their act (and has the right to) and they'll go
ahead and change it anyway. It throws up some interesting dilemmas that you
wouldn't have previously had to put up with. The way your promises are honoured
has also changed in this game. In the same way that your editing privileges
locked up for a month in Career Edition if you agreed to change your
allegiance or costume, etc, this game clocks your promises to every single
employee - so whatever you agree to change remains out of bounds for a while. It
also opens up some other interesting possibilities, such as recording that you
promised a title run and then having them get upset if a month passes by without
you delivering! And in other news, the screenshot refers to the fact that the
"ranked" character selection is more at home than ever in this instalment. The
match count and win rates (which are largely irrelevant in this game) have been
replaced by contract and salary data, so you can easily see how valuable
employees are and how close their contract is to being reviewed. Ranking by
health also helps you to filter out all the wrestlers that are too tired to be
of any use...
Let Me Entertain You
As we all know by now, the key
difference between this managerial instalment and the Career Edition we
already have is that it's all about "entertainment" this time. As in real life,
it's accepted that pro wrestling is a performance art and the only reason you
step into the ring is to give the fans the thrilling cocktail of stunts and
storytelling that they came to see. There's a very different engine lurking
underneath the chassis this time though. One of the hidden advances in the
arcade game was that your health consisted of THOUSANDS of points rather than
the usual hundreds, and that allowed every percent of a wrestler's strength or
stamina to become evident. Here, the entertainment score has received the same
treatment to ensure that every percent of popularity counts - and every action
you take is correctly accounted for. The score now runs into the thousands
rather than the hundreds (not that you'll notice - it'll be translated into a
digestible percentage), and with that the whole system has been gutted and
re-implemented from scratch. It has been a lot of hard work - none of which you
can physically "see" - but hopefully it'll be evident in your most accurately
assessed matches yet...
Night To Remember
Clocking up entertainment
points is far from just a way of amusing yourself - it's what your promotion
lives and dies by. As in the Career Edition, the result of every match
has a significant effect on the participants depending on who won and how. The
only difference this time is that you carefully choreograph the results to push,
protect, or bury your stars as you see fit. All in a bid to create a meaningful
network of performers that can turn good matches into great SHOWS. At the end of
each night, the sum total of the entertainment offered is used to calculate an
overall score that the viewing public judges your promotion by. If you surpassed
expectations your profile climbs, if you disappointed it falls, and if you
coasted then you stay afloat and nothing more. One welcome new development in
that respect is that the game now "reviews" your show to put it into context. As
surely as matches are described as "good" or "disappointing" in this game, so
too are the shows described as a "step forward" or "setback". Meanwhile, the
rundown of the matches themselves has evolved a little. As you can see, it now
lists them vertically rather than bunching them into pairs - which is not only
clearer but also allows a notch more room to describe WHO the winner defeated
and in what circumstances. Every extra scrap of info helps to remind you that
the matches actually happened and weren't a waste of time...
Number One
Another key difference is this
game is that your ambitions have changed. Winning titles means nothing to the
owner of a promotion. Their only goal is to make their show the hottest thing on
TV! That's exactly what your "Popularity" points are translated to in this game,
as you vie to outdo your fellow wrestling shows - and all manner of other TV
programmes - in the ratings. It's a fun start to each week, as you see how the
chart has changed since last time - complete with rising, falling, and "New
Entry!" symbols for the top 10. The game's improved text presentation helps to
make it more palatable too...
People Power
In addition to pleasing TV
executives, being popular also ensures bigger audiences - and more money pumping
through the company. As in the last series, seeing how many people have turned
up for your show is given a little intrigue by a short cut-scene that scans the
arena and reveals the magic number. It's practically the same thing with a
better venue to look at (and once again a more presentable font). This
attendance is then reflected in your matches (especially in larger venues), as
you perform to a visibly larger or smaller crowd than last time. If there's any
doubt, it's broken down in great detail at your end-of-night
financial report.
On the surface, it's the same old story of your revenue at the gate being set
against your wages bill and production costs. However, there are one or two
differences this time. For a start, ALL shows now sell tickets at $20 a shot
rather just for pay-per-views. I know pay-per-views are more valuable than TV
tapings in reality, but combined with the larger audiences it sent things onto
another planet in this game. By keeping the price the same and just changing the
audience figures, we've got a steadier income that sees TV shows earn a notch
more and PPV's earn a notch less. Meanwhile, there's a new "Venue Hire" expense
which (as in real life) makes bigger shows more of a risk because you have to
pay more to have the venue in the first place. It's all good game balancing that
ensures you no longer struggle from week to week and then suddenly become richer
than Vince McMahon at the end of the month!
In The Pipeline
The production system has also
returned to give you the responsibility of constructing your own unique
business. It has always been an awkward part of the game, because it involves
"locking" things that you're used to seeing as standard - which gives everything
a half-baked feel. The selection has actually gotten smaller rather than bigger
too. Although I had plenty of ideas for "new" productions, they were mostly
meaningless gimmicks and had to be cut - not least because the game's larger
presentation couldn't display more than 12 on screen! Things like
"Merchandising" have been cut (although it's still part of your revenue as
standard) because I thought it was odd that you would "pay" for the honour of
earning yet more money. It was a no-brainer. I also had ambitions of making the
production system a little more interactive, with 3D cut-scenes taking place in
a factory with a production crew. Call me lazy but I got to thinking that was a
lot of fuss over nothing, and ended up settling for the same old grid of icons
that you either work on and build or don't. Witnessing the results is then left
to the game itself and the way your business pans out...
The Bottom Line
One of the biggest differences
this time is that the "Legal Representation" production now unlocks the contract
clauses that are normally exclusive to the career game! That means you can tie
each of your employees down to a unique contract that determines whether or not
they get paid when you don't use them or they're injured. Rather more
interestingly, it also keeps the issue of "creative control" alive as you grant
it to certain wrestlers and then lose the ability to play God with them! It also
gives you more payment options, as you throw in luxuries to keep the main price
down. Speaking of which, the contract negotiations themselves are more
sophisticated than ever here. Too sophisticated to go into, but let's just say
there are twice as many responses to the contracts you put on the table - so
thrashing out a deal is twice as interesting. The nice little details from
Career Edition remain too, whereby the game remembers if they've worked for
you before and turns the talk to "coming back", etc...
Lead By Example
Your base of operations has
obviously changed for this managerial instalment. Instead of tinkering with your
star character and heading into a preset match, you now have to tinker with the
WHOLE roster and book a whole series of matches. The options have evolved since
the last booking game too. Instead of being a dedicated night, the "Tournament"
system is always available to you as if it was a match type. You can create any
competition you want and then revisit it as little or as often as you like to
play out the matches stored in there. That means you can get little tournaments
over and done with in one night or have them stretched out over a series of
weeks. If wrestlers happen to leave your company during that period, they're
simply replaced by someone else in the roster and the show goes on. As in
Career Edition exhibitions, you can even specify it as a means of winning a
certain title and make it really mean something...
No Pain, No Gain
Another major change for this
game is that the training can no longer be interactive. Even the biggest fan of
that system would have to think twice about doing it for EVERY wrestler in their
roster every week! Instead, what we have is wholesale return to the Booking
Encore system of specifying a course of study that is worked on
automatically with each passing week. Wrestling MPire 2008's superior
exercise animations and gym setting help to make it feel better than ever
though...
New Moves
Rest assured the in-ring action
never stops evolving either! Fans of the matches themselves will be pleased to
know that new moves are seeping in on a daily basis. There's a limit to what I
can do because every one takes its toll on the game's loading times and
performance, but I'm taking the opportunity to throw in a few moves that never
made it in the first time. In fact, the last 3 were never even in Wrestling
Encore! We've already had a
"Victory Roll"
pinning move for agile wrestlers, and now we have a "Test Of Strength" standing
submission hold for powerful wrestlers. It's a great animation in theory, with
the hands and fingers tightly gripped, but it sometimes struggles to stay
together with the height differences. A third great addition that has no such
problem is the
"Crucifix
Powerbomb" (Razor's Edge) finisher. It's nicely animated and makes for a
devastating power move. You'll be able to see for yourselves soon when they show
up in Career Edition v1.5...
Copyright © MDickie 2000 - 2008
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