Since the release of the first game for the PSX back in 2000, the Smackdown series has been nothing short of stellar…well, maybe with the exception of Just Bring It. Here we are in the seventh installment of the WWE gaming tradition with this year’s title, WWE Smackdown vs. Raw 2006. Once again, THQ takes their premier wrestling series to the squared circle for another go-round, but how does it fare?
Coming down the aisle…WWE Smackdown vs. Raw 2006.
Gameplay
Since dropping the catch-phrase gimmick, THQ has tweaked the gameplay system each year for the better, with the addition of submission hold meters, body part damage indicators, pre-match mini-games, and so on. This year, they’ve held true to this system, and on top of it, threw some extra touches to get you closer to the action. WWE Smackdown vs. Raw 2006 supports up to six players in tons of multiplayer match types.
The best added feature to the gameplay element is the new stamina meter. Before, players could just whale on their opponents all day long without getting winded. Well, no more of that-- your character will become fatigued whenever you put up a potent offense. High-impact offense isn’t the only thing that kills stamina. All of your actions-- striking, grappling, locking and holding submission moves, even running can affect your stamina, and if you're not careful and conservative of your energy, you will collapse in a heap, leaving yourself vulnerable until you find a opening to recharge yourself. This is a brilliant addition and another facet of the game that forces the player to think and play smarter as opposed to going ape in the ring. In adding to the realism, larger wrestlers, such as Kane or the Big Show, will obviously have less stamina and energy than smaller or middle-sized wrestlers, like Rey Mysterio or Kurt Angle.
Last year’s momentum meter makes a comeback, coinciding with the new stamina meter. If you’re a cheesy player who likes to use the same move repeatedly, that strategy will work against you in this game, as your momentum and stamina will drop severely, and you lose the crowd support needed to boost the meters back up. The more you play and get used to the changes in strategy, the more you will begin to notice how close to the actual sport this game is.
There have been a few modifications in the gameplay for this year's Smackdown, some for the better and very few, if any, for the worse. One of the main changes is with the Irish whip (throwing your opponent into the ropes or turnbuckle). Now, instead of pressing a single button and a directional, you'll have to press square and triangle simultaneously. For some seasoned players of the series, this will take some getting used to, as this may affect the attack timing you’ve developed over the years. It’s well worth the lesson.
Alongside the changes in player control, new in-ring abilities have been tacked onto the gameplay of SvR06. The strategy of "playing possum" in here, where you can sucker your opponent into thinking you're defeated and sneak in a quick pin. You can now steal another player's taunt, which can seriously shift the momentum of the match if executed correctly. Other than that, all of last year's add-ins have returned, such as the pre-match mini-games, the submission meters, and this body damage indicators.
Interactive environments are here again. It’s nothing new for before; performing Irish whips and grapples near some items in the stage will either release a new weapon or activate a cutscene of you pummeling your opponent with that item. Ring posts and aprons, the barrier surrounding the ring, removable turnbuckles, the steel steps, and of course, the announcer tables are all at your disposal, and that’s just for regular matches.
Smackdown vs. Raw 2006 boasts about a hundred different types of matches. The classic “buried alive” has finally made its way to the Smackdown series, a brutal no-hold-barred fight where the only way to win is beating your opponent by tossing your him into a casket and slamming the hood. Step inside the new bar room brawl and there’s a plethora of punishment for you and whomever you’re battling. The all-new simulation General Manager mode makes you the shot-caller. You compete in the television ratings by making popular matches, but to be successful with your show, you must pay the wrestlers, organize your shows, dictate feuds and rivalries, and more. With the new additions, all matches for the previous game have came back, such as the Elimination Chamber, various battle royals-style matches, Hell in the Cell, Ironman, and many more. And if you need the eye candy, the WWE Divas have a revamped “Fulfill Your Fantasy” match, which is pretty much last year’s bra and panties match with extra jiggle.
There are very few noticeable flaws in the gameplay of this game. I really wouldn’t call this a “flaw”, but an issue you’ll come across is the referee, who has a habit of getting the way more than a few times per match. He will disqualify wrestlers if you attack him too many times, but at least he’s fair about it; if the CPU attacks you with a weapon or smacks on the ref in a straight match, he’ll get DQ’ed just like you would. Attacking the ref can also be a strategic gamble— he can’t make a three-count if he’s not conscious, right?
The use of weapons has become more demanding. You can’t just flail a sledgehammer and hope to hit something-- you have to have a clean shot for it have any effect, and if you miss, you’ll be left vulnerable to whatever comes afterwards. This goes mostly for long weapons like the sledgehammer and the barbed wire bat. Chairs are just as easy as they’ve always been, but like I said before, just be careful when you use them.
This year, the AI can be fully customized and isn’t restricted to a difficulty level. If the four levels of difficulty aren’t enough for you, you can fine-tune your opponents’ skills with many different categories, making more or less tactful or powerful during your matches. These options are somewhat similar to the sliding bars in AI setting of the Madden NFL series.
Season mode for SvR06 hasn't really made any real improvements from last year's title. As matter of fact, in some areas where the previous Smackdown flourished, this year's falters.
The main issue about the season mode is its repetition. It seems as if your character has to run through the same story more than a few times, and there aren't many paths you can take to make it more non-linear. At some points, it becomes a "choose your own adventure" story depending on the storyline and the characters involved, but ultimately, it doesn't make much difference which selection you make because it usually ends in the same result.
As with most games, playing season mode does have its perks. You get paid and gain experience as you progress through the season and win more matches. Those winnings can be put towards unlocking legendary wrestlers in the WWE ShopZone, such Junkyard Dog, "The Million Dollar Man" Ted DiBiase, Jake "The Snake" Roberts, Bret "Hitman" Hart, among others. You can also purchase items to decorate your custom-designed locker room, which is something cool to look at, but not terribly necessary.
The create-a-wrestler mode has become a staple, and after years of rehashing it, it has come even closer to perfection. Tons of options, face and body morphing, and various combinations of wrestling attire are at your disposal, and everything you need is there to create the fighter of your choosing. Create-a-wrestler has always been a major facet of the Smackdown series, but this year, it’s not the most valuable.
The fans have spoken, and THQ has answered. Finally, there is a deep Create-an-entrance mode. You modify your wrestler’s animations, add screen effects, pyrotechnics, smoke, toy with camera angles—whatever you want. It’s time-consuming, but this mode allows so much creativity, you can’t help but to tweak it regularly.
There’s no doubt about it. This year’s Smackdown is the best yet, with its new additions and extra gameplay elements. One could go so far as to say that the playability is even better than the classic Nintendo 64 grappler WWF No Mercy, and any true fan of the genre can tell that speaks volumes about this one.
Graphics, Sound, and Animation
Over the years, the Smackdown series never ceased to amaze gamers in the graphics department. Just when you though the character models and animations couldn’t possibly get any shaper, SvR06 comes back with just that. In most areas, the looks of the wrestlers and the arenas in which you do battle are updated and true to their real-life counterparts, from Kane’s ugly mug down to Carlito’s wild hairstyle. The muscularity and detail in the wrestlers’ physiques gets better by the year, and this year is no exception, especially in certain superstars like Batista and Triple H.
Although this isn’t a critical element in gameplay or realism, a few of the character entrances are flawed. For instance, Batista’s motions are there, but his pyro is missing. Chris Masters’ entrance is pretty intact, except for the fact that his poses are mistimed with his music. Minor glips like those can detract a stickler from the realism, but seriously, it’s not enough to keep you from playing this game.
The commentary of last year’s game comes back. Michael Cole and Tazz of the Smackdown brand and Jim Ross and Jerry “The King” Lawler of Raw return to call your matches, depending on which show or pay-per-view event you are wrestling on. The commentary isn’t much better than last years’, but at least it’s tolerable; their commentary is a bit more opinionated and wrestler-specific. Along with the announcers, crowd chants add more to the game; they will cheer or antagonize the performers depending on their face or heel status. Hearing the crowd chant “Triple H, Triple H!” or “Angle Sucks!” give you a feel of controlling a televised show at your fingertips.
Overall, the presentation of WWE Smackdown vs Raw 2006 can’t be touched by any of its predecessors. Ring music, all new commentary, crowd chants, the hip-hop and rock-laced soundtrack…THQ went above and beyond to make this title a contender as one of the year’s best Playstation 2 titles.
Replay Value
Smackdown vs. Raw 2006 has replay value by the buckets, but this depends on the player itself, as much of it revolves around the season mode. If you’re looking for replay out of the storylines, you won’t get too far with that. If you are mainly looking to beef up your created characters’ attributes and unlock various new move sets, you’ll find the replay you need. During exhibition mode, clearing the challenges by completing certain stipulations in your matches will unlock anything from trophies to more wrestlers, so that’s well worth the time.
Online play returns from last year, and many of the mistakes from last year’s attempt have been corrected. More match types and the ability to tag team with others online have been added, making online play much more enjoyable. Now, up to four players can mix it up as opposed to last year’s two. The servers maintain wins and losses per profile, so you can see how you match up with others players. Online play overall has made a change for the better, however, there is still no counter to cheating devices and special controllers, and this is a major turn-off. On top of all that, there is still no headset compatibility, and this was something players have been calling for since the advent of Smackdown’s online play, but there is chat, text messaging, and buddy lists to aid in communications.
In Conclusion…
I know I’m starting to sound like a broken record when I say this, but this year’s Smackdown is the best in the series. Where WWF No Mercy on the Nintendo 64 ruled as the best wrestling game, but WWE Smackdown vs. Raw 2006 is the new standard. Yearly, this game gets closer and closer to the real thing in gameplay, and many of the elements that have been brought forth in this series will become a staple in future wrestling games. If you love wrestling, this game should be in your collection, no question about it.