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REVIEW WWE SMACKDOWN VS RAW 2007
PUBLISHER
THQ
DEVELOPER
YUKE'S
GENRE
BEAT-EM-UP
PLAYERS
1-4
HD
720p
RELEASE DATE
OUT NOW
VERDICT
The first truly decent wrestling game on the Xbox format but it’s marred by two rather massive flaws that really affect how the game plays. If they weren’t there, it’d score much higher.
SCORE
20/NOV/06
CLICK ON A THUMBNAIL TO PREVIEW

Tap. Any. Button. Repeatedly. Yes, they’re just words; four very simple words that normally we wouldn’t have a problem with, given that they mean very little when split apart. However, thanks to the arrival of WWE SmackDown vs. RAW 2007, we’ve now come to loathe them with a passion. Why? Probably because they spell doom for anyone attempting to play against us when we’re enjoying a spot of multiplayer, or mean that we’re boned if we happen to see them when playing against the computer. Thanks, THQ.

Of course, we should probably explain that it’s not that SvR2007 on the 360 is a bad game, because that isn’t the case – indeed, by comparison to all the other wrestling games to ever appear on an Xbox-branded console, it’s by far and away the best one around. Seriously. None of the others, from RAW and RAW 2 to the absolute abomination that was WrestleMania 21, even come close to touching the hem of this latest game’s Lycra tights, let alone stand a chance against it in the ring. Moving the popular PS2 Smackdown brand onto the 360 was a stroke of genius for THQ simply because it means that it has a well-made and solid base upon which to start, rather than potentially having a broken product right from the very beginning.

What all this means is that SvR2007 gets a hell of a lot right before the ball even gets rolling. In terms of sheer presentation, it’s about as good as you can get – motion captured movement makes all the moves and wrestler interaction incredibly believable, the in-ring entrances and arenas are pretty much identical to their real-life counterparts and the inclusion of voice acting from all the wrestlers on the roster make for some absorbing cut-scenes. But then, the most important part of the game is obviously the actual wrestling and thankfully, we’re not let down there. We’ll admit, we were rather worried about the new control method that Yuke’s brought to SvR2007; the analogue controls felt rather flimsy in the preview build we played, but we’re pleased to say that the whole thing has been tightened up nicely. Even the ‘ultimate control’ moves that are accessed by clicking in the right analogue stick during a grapple work well, allowing you to mess about to your heart’s content with your opponent and dish out a world of pain depending on where you are in the ring – it’s a little unbalanced in relation to the drain on your stamina bar to be sure, but not enough to ruin the overall effect.

No, there’s no doubt that virtually everything that SvR2007 offers absolutely nails the wrestling genre perfectly… so why hasn’t the game scored higher than it has? Well, it’s because while almost every aesthetic and element of the old Smackdown template has been brought up to date and even improved upon in some respects, two incredibly basic parts of the combat system spoil the broth to the point where playing the game almost stops being fun. Primarily, it all comes back to our four new friends: tap any button repeatedly. Now, we’re well aware that the concept of hammering the buttons when you’re knocked to the ground has been a staple of the Smackdown formula since its inception but the big difference is that in previous games, hitting the buttons rapidly actually made you get backup. In SvR2007, that just isn’t the case – you can be knocked down by the weakest of attacks and yet you’ll be hammering away for a good seven to ten seconds before anything happens, and even then you’ll be treated to a lengthy recover animation before you’re back on your feet. Why is that bad? Because you’re completely vulnerable to attack for the entire duration (even during the recovery animation) and if you’re so much as touched, the whole process starts again. Needless to say, this is bad enough when you’re fighting against the computer, even though most of the time it’s idiotic enough to stand around waiting for you to get up; however, against a human opponent, it means the match is basically decided by who hits the canvas first. Example? We managed to defeat The Great Khali with Rey Mysterio simply by applying the same ground submission over and over because he couldn’t get up in time between attacks. But what’s that you say? Why don’t we just reverse the attacks? Well, there’s the other problem: the reaction time for reversals has been reduced to mere milliseconds and when you’re using a pad with analogue triggers like the 360 has, they become virtually impossible to pull off with any skill, making it more about luck than judgement. And that, dear friends, is what we refer to in the industry as ‘fundamentally broken’.

It might not sound much, but these two rather minor and yet incredibly important aspects manage to ruin what would otherwise be the best damn wrestling game not just on the 360, but of the entire Smackdown series. Unfortunately, there’s no avoiding them and as such, the game becomes a hell of a lot less fun to play. It’s a shame, because it wouldn’t take much to fix them… clearly though, Yuke’s was too busy making the wrestlers extra shiny and muscular for the Xbox 360 version to notice.

 
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