It's that time again- wrestling game season. This season, there are a few changes and swaps among the big three systems. No more catch phrase names for PS2's Smackdown games, XBox's Raw titles have been replaced by Gamecube's Wrestlemania name, and Gamecube wrestling titles get a name and facelift all their own, hence their newest installment, WWE Day of Reckoning.
Before we get into the meat, we have to break the skin.
The Rasslin’ Roster
As with all sports games, updated rosters are usually a staple, but with wrestling games, it is more than that. Take the NBA Live series: pretty much the same teams with the addition and subtraction of rookies, traded, and retired players. With wrestling games it’s about the same, but you have to update the rosters with the proper wrestlers, putting on the bigger names, cutting a few jobbers, and making sure they fit in with the storylines and rivalries.
Too bad THQ didn’t apply that rule here, as this is probably the sorriest roster of wrestlers I’ve ever seen on a game in this genre. Sure, you have your big names like Kurt Angle, Triple H, Undertaker, John Cena, and so on, but athletes and teams such as Tajiri, the Dudley Boys, and John Bradshaw Layfield (who, by the way, is the current Undisputed Champion) have been omitted. Their slots are filled by wrestlers who get little to no TV time and, quite frankly, are not worth mentioning.
Through story mode, you can unlock as few classic wrestlers like Andre the Giant, Greg “the Hammer” Valentine, Bret “Hitman” Hart, and others. This does help soothe this pain of the slim list, but it’s not enough to save it.
Story Mode is here…sort of
Right around here, I would say something like “It’s here. We’ve waited for this one, ‘Cube owners…finally, there’s a story mode in the Gamecube’s WWE game.” Well, uh…at least it’s here.
A real story mode is something the fans have been hollering about since Wrestlemania X8, and now it's here, but not without its major flaws, and they may be big enough to make a fan seriously dissatisfied. Simply put, if you need a reason to purchase this game, the story mode shouldn’t be it. The advertisements boast “take your superstar from training camp to the big time, and on to the championship!” You definitely get that, but the story mode is so linear, it feels more like a stage-based adventure game. There are not many instances where you get to choose your own path, and the ones that exist are few and very far between. Some of your matches are mission-oriented, meaning you have to perform certain tasks and win in order to advance to the next stage of your quest. “Hit your finisher”. “Use the sledgehammer”. “Counter two grapples”. Try not to snore.
In addition, losing a match doesn't alter your path or hinder your progress as it should. If you're beaten, instead of moving on and taking the loss, you are given the option to either take a rematch or exit the game. So, no matter how you grab it, you're not going any further until you win that match, and regardless of your wins and loses, and despite how well or how poorly you wrestle, you’re destined to eventual preprogrammed greatness and will be the next rising star. This may sit well with some players, but to the avid WWE gamer, this just won’t cut it. Personally, I’d much rather work for my ascension to the top.
When you complete a stage, you are graded by your performance in the ring. The amount of money and attribute points you attain is based on your ability to connect and counter strikes and grapples and the move you used to put your opponent away. And, of course, the money you earn is redeemable in the ShopZone for purchasing moves and clothes for character creation, weapons, and pay-per-view arenas, and the AP for pumping up your created superstars.
Your precious story mode is here, folks, and it is so loaded with flaws, you may think twice before getting too excited. Having such a terribly one-dimensional story mode is almost as bad as not having a story mode at all.
Gameplay
Now that the superficial slop is out of the way, let’s get to the essence of Day of Reckoning, the gameplay.
Just like the previous games, the gameplay is based solely on the timing of your grapples, strikes, and counters, and this is pretty much what makes and breaks Day of Reckoning. Involving good timing makes the game seem more realistic and brings an authentic feel to in-ring action. It takes serious practice to get it down, and for this, there is an option where you can train and practice your techniques. Once you gain that confidence, the experience definitely increases…
But with the good comes the downright ugly. Many times, you will feel that your timing practice was all for nothing, as it seems that no matter how on-time you may think you are, you find yourself getting your brains bashed in. On occasion, the computer will work you, and there’s not much you can do about it but wait for an opening, because if you mis-time a strike or counter, you’ll end up paying for it. And this brings me to the AI in general.
The AI can be unbearably frustrating at times, and in most cases unfair to the player. In all of these next-generation wrestling games like this one and the Smackdown series, the player and the computer most build up a energy meter in order to use their finishing moves; this meter is raised by attacking, defending, and taunting. This is no different here in DoR. However, when you face the computer, their meter jumps seemingly for no reason, and this can make your match turn one-sided if you're timing and defense is off. Let's say you're stomping the snot out of the computer, denying it of any offense, and just when you think you got him whooped -- WHAM! He bounces back out of nowhere with a finishing move, maybe two. And it will happen over and over again. I took the liberty and watched the computer's meter during a match, and it proved my point. The gauge would jump from the littlest things, like standing up after getting slammed. That’s just ridiculous.
DoR uses meters to enhance gameplay and in some cases, the effectiveness of your moves. Submissions are affected my how fast you slam the A button, and the fast your tap it the more effective it becomes. The same concept applies to the lift meter, which denies weaker wrestlers from picking up heavier opponents. This is an excellent concept, because to see the 500-pound Big Show get pressed by cruiserweight Rey Mysterio would put a damper on the game’s realism.
Tag matches—forget about it. You can’t get a three count or force a submission without your opponents’ partner rushing in and breaking it up. If you want to have a shot at winning, you have to take out the waiting opponent and rush yourself to get the win, and most times, that doesn’t even work. A minor gripe, perhaps, but it’s huge when you have to tag up in your story mode.
Along with the tag matches, there are many other matches to do battle in. With each match, you can modify to rules and stipulations before heading into the ring, like adjusting the timer, toggling disqualifications and ring-outs, etc. All of your various one-on-one and tag matches are included, pay-per-view style matches like Hell in a Cell, Ladder, TLC (tables, ladders, and chairs), and Royal Rumble are all there, just to name a few. And for the prepubescent kid in you, there’s the bra and panties match, which is exclusive to the female wrestlers, thank goodness.
There’s a fine line between challenging and aggravating, and this game teeters on the point.
Create a Wrestler
The character creation mode has its highs and lows, but it is no better or worse than last years' WWE game. Still, there is a slim selection of presentable attire for your created wrestler, as the majority of selection is ridiculous costume garb. And the same goes with many of the head features, like hairstyles, facial hairstyles, and eyes. If you manage to string together a decent outfit or not make your creation look like a total jackass, you can alter his body appearance to your own liking. Using sliding bars, you can modify each individual part of your creation’s body.
At the beginning, much of your wardrobe is locked away and can only be unlocked my purchasing each piece in the ShopZone.
The character creation may be on the lame side, but the one thing you could never do in the Smackdown games was create your own entrance. DoR continues to hold this tradition, and this time, you have more customizing options to choose from. Everything down from the camera angles to the pyrotechnics is at your fingertips, and you can introduce your wrestler in all its glory.
Character creation is just as balanced as last year’s title, so overall, this year it hits par.
Graphics, Animation, and Sound
Graphically, DoR hasn't made any real improvements from Wresltemania XIX, except for the customary updates on the appearances of the wrestlers and Pay-per-view sets. However, despite the lack of effort in improving graphics, the smoothness and definition of each wrestler is still there. Their looks and the arenas they wrestle in are all rendered nicely, with the exception of the minor blips where some clothing doesn’t seem to crinkle and fold with the motions of the wrestlers. But, all in all, Torrie Wilson still looks like a goddess, and Kane is still the ugliest thing walking upright.
The animation of this game is very fluid, with a few exceptions of where the moves aren’t as crisp. And the arena audience is animated just a little better than last years, but of course, the emphasis on animation is where it needs to be…in the ring. This visual aspect coincides well with the graphics, especially when you perform special moves and finishers.
The sound is better than is has ever been. Each strike and thud to the canvas is more aggressive and compliments each move. You’ll hear the famous snap behind ever Ric Flair chop and that boom when The Rock nails the Rock Bottom. And with great in-ring sound come excellent music.
This time around, real bands grace the soundtrack. Though the songs are hard and fit the game quite well, but the soundtrack would have been a lot bettter if there were more than what seems like three songs. You will end up hearing the same song repeatedly at different times, and despite how good the songs are, they will get old QUICK.
The overall audio/visuals of Day of Reckoning are definitely on-point. Is it the saving grace? Not hardly, but it helps.
Replay Value
Replay value is there, as the story modes allows you to unlock additional bonues. As I mentioned before, weapons for your hardcore matches, move sets and templates, pay-per-view arena, and unlockable wrestlers are available once you've earned the funds to purchase them. But, as with all wrestling games with this feature, or any game for that matter, once you've bought everything, that's pretty much it, and from there, it's all repetition.
In Conclusion...
THQ and Yukes can change the name, but the game's pretty much the same. The main issues that would sway a WWE fan away from this game would be the underachieving roster, the unpromising story mode, and the hair-pulling AI, so my suggestion would be to rent this one first before you rush to the mall. WWE Day of Reckoning may fit the bill for some wrestling game fans, but it’s not for everyone.