The entirety of the GTA IP isn’t my type of game. It is a pop culture game that found its footing in the door over a span of decades but never really resonated with me. I do get the hype for an open world sandbox title with immersive simulation mechanics but there are games that do it better with a lower development budget. Personally I cannot wait for more details on the Ocarina of Time Remake release - now that is something to get hyped for. I still play the 3DS version regularly. It is such a great game to revisit from time to time.
The wait for Blood Of The Dawnwalker is killing me me.
And for some reason I thought Onimusha was releasing end of October. I haven't played an Onimusha game since Onimusha 3 on PS2 and that was a long time ago, like 2005 or something. Good times though. PlayStation 2 was such an amazing console and the games were the GOAT
hey Guys - we are getting VERY limited once off allocation on Wo Long: Fallen Dynasty Complete Edition for SWITCH 2 - if you know you are keen, please reserve yours as we wont have access again.
Following the disastrous launch of WWE 2K20, publisher 2K Games and developer Visual Concepts decided to take one year off to rework and rebuild the series back its former glory. I'm glad to report that with WWE 2K22, that has mostly been achieved in some stellar ways all the while tripping in other aspects. For the most part, the latest entry is a great step forward back on the path to a wildly fun and engaging wrestling experience.
WWE 2K22 isn't just a follow-up to the misfire that came before it, but an almost complete overhaul of elements that bogged its predecessors down - some even dating as far back as WWE 2K16. In bringing the games more in line with more traditional fighting games, Visual Concepts have reworked the strike/grapple system to be more combo-focused, making for a remarkably fun and versatile gameplay loop. That's just the tip of the iceberg, though, as more aspects have been given careful attention.
In a way, it actually reminds me of the classic Smackdown vs. Raw titles of the bygone era, where fun was at the forefront.
WWE 2K22 achieves accessibility by trimming the negatives that weighed the series down before. Gone is a stamina meter and lifebar, the annoying minigames, or the over-complicated additional fluff that usually accompanies the campaigns. Instead, the experience now feels a lot more accessible and arcade-driven than ever before. In a way, it actually reminds me of the classic Smackdown vs. Raw titles of the bygone era, where fun was at the forefront and not egregious monetization (for the most part).
In that regard, WWE 2K22 might divide some players who enjoyed the more authentic "wrestling simulation" approach that previous games adopted. This is definitely geared towards being an enjoyable, easy to pick up experience that newcomers can have fun with without compromising what made them great wrestling titles to begin with. Visual Concepts went back to the drawing board and managed to put together an oddly nostalgic, good time wrapped with all the gloss and shine of a new big-budget title.
MyCareer mode has seen a facelift with the renamed MyRise. Here, you can start off in any avenue of wrestling, from Smackdown to Raw and gradually work your way up through various paths - maybe make some friends and enemies along the way - to carve out your wrestling career. It's much simpler than previous career modes, but it works because of how focused it feels and how much freedom it actually gives you in charting your own course for your wrestler's future. Interestingly, there are two separate campaigns depending on if you're a male or female wrestler, which gives the career some longevity.
For one, the character models all look fantastic, with each wrestler being lovingly recreated down to their details. Thanks to the camera angles now being more active and laser-focused on the action, it keeps a good momentum going between each round that's a vast improvement over previous games' floating and passively boring cameras. Whether your wrestler is in or out of the ring (we'll get to that awesome bit of gameplay just now), it all feels just cinematic enough that it replicates the well-paced dramatic flare of the real-life sport.
Visual Concepts have created a more dynamic, free-flowing style of combat that somehow feels right for the series now.
WWE 2K22 also adds a backstage area where wrestlers can actually duke it out beyond the ring and flashing lights. Tables and objects are littered everywhere to use against your opponents, cars can be smashed into, windows can be broken and people can be tossed off high platforms. It's such a chaotic break from the usual glamour of the ring that it feels more exciting than most official matches.
Elaborating on the improved strike/grapple system, action buttons are simplified to heavy, light and grab prompts that can be linked together with up to four actions for an awesome and flashy combo. Pressing grab will then end your string with that combo's unique move. On the receiving end of a combo, the first hit is the only opportunity for an opponent to execute a reversal. From then on, it's a guessing game of matching their button presses for the hopes of a counter. They're strung together quite smoothly in combat compared to the more deliberate, tanky feel of the controls in prior games. With that, Visual Concepts have created a more dynamic, free-flowing style of combat that somehow feels right for the series now.
Paybacks and Signature moves are now tied to a special meter that continuously fills up in a match. Using one bar will instantly pick you up from the floor after being downed. Using two bars will execute the Payback special move that's tied to the wrestler's personality or fighting style in some way. They range from tackles to counters and even using an opponent's own finisher against them. Once the full bar fills up, you can trigger your Signature move which is an over-the-top and lovely display of wrestling athletics tied to each wrestler (many of which you'll instantly be familiar with). Paired with the revamped strike/grapple system, and you essentially have a wrestling game on the surface with the soul of a traditional fighting game - and it's pretty great.
WWE 2K22, from top to bottom, is jam-packed with content, but not all of it is meaningful. There's a massive roster of 160 characters to choose from, a sandbox called Universe Mode, and all the previously mentioned modes. Of course, the robust character creation is yet another highlight, filled to the brim with creative options. It's honestly the best it's been in a very long time and I can finally live out my fantasy of creating a green monstrosity that looks like Shrek's long-lost cousin. Finally, there's MyFaction mode which seems oddly tacked on to fulfill some microtransaction quota (think Ultimate Team). It simply adds nothing to the game except an opportunity to snatch up some more cash from players, and it's awful but something I recommend completely ignoring.
There are far less cutscenes than before too, meaning most of your "interaction" with the game feels immersion-breaking and a bit hollow.
Unfortunately, while WWE 2K22 certainly has a lot to praise, it stumbles in some crucial areas that seem small at first, but gradually build up as you continue to play. The dialogue is atrocious at times, with most important conversations being delivered through oddly worded text messages and social media posts. There are far less cutscenes than before too, meaning most of your "interaction" with the game feels immersion-breaking and a bit hollow. When we do get glimpses of cutscenes, they're undercooked and look like a Saturday morning cartoon. This is probably one of the shortcuts Visual Concepts had to make in their yearly break, so it's sad that these issues are a constant reminder of what a bit more time in development could've done.
By far, the aspect that I'm most conflicted on is the inclusion of MyGM mode, something that has been absent from the series since Smackdown vs. Raw 2008. This essentially turns you into a General Manager in charge of Raw, Smackdown or NXT. You get to compete against AI or other players over a 15-week period, making decisions, booking shows and managing your roster with a tight budget. In the past, these were pretty fun distractions from the main game, but here, it feels slightly under-developed. That said, I'm open to a fully fleshed out WWE management game, but MyGM now only exists as yet another distraction that doesn't feel all that fun.
WWE 2K22 is a bold step forward for Visual Concepts, but not one without a few pesky issues holding it back. This the most content we've ever seen in a WWE game in a very long time, and it's great that there's so much to do and sink your teeth into that will make your purchase worth it. MyRise is fantastic, the character creation is meme-worthy world-class, and the improved gameplay mechanics align it with modern fighting games. However, it's a good taste of what's possible if the series doesn't stick to a yearly release schedule, but that will really depend on where 2K Games lands on the ring.
*Review code provided by 2K Games | Reviewed on PS5
7.5
Great gameplay improvements
Backstage brawls
Terrific character creator
Plenty of content and modes
MyFaction is another microtransaction mess
Awful dialogue
MyGM is okay but could be more
7.5
Reviewed on PlayStation 5See our scoring policy here
Same old same...they add old reitred wrestlers to fill up the roster as Vince fired all the new and upcoming wrestler… How many time more must Rey carry the image of a WWE game?
What I am excited about is the AEW upcoming game… the game play footage the released of Darby Allen and Chris Jericho looka amazing. Can wait to see how Jurrasic Express, Orange Cassisy and Danhausen (when he eventially get back in to the ring after his injury), will look and play.
What I am excited about is the AEW upcoming game… the game play footage the released of Darby Allen and Chris Jericho looka amazing. Can wait to see how Jurrasic Express, Orange Cassisy and Danhausen (when he eventially get back in to the ring after his injury), will look and play.