Thanks for stepping into Carraggi's Corner, where we are always off the wall but promise to at least stay in the room. In this space, we'll tackle this and that, these and those -- strap up!
It really is something of a paradox, isn't it? How do you cultivate realism in a video game based on something faker than Pam Anderson? How do you improve the sim aspect of WWE's Smackdown series?
Unfortunately, there is no blanket answer that can lay the smackdown on some of the arcade-like parts of the decade-old fighting series. However, common sense suggests the developers may see an opening to make the next few versions of the game more sim-friendly, especially with the steroid-fueled (speaking of realism) WWE All-Stars making its debut.
But what steps should THQ take to make the series a little more realistic? Here are a couple of suggestions.
Gameplay
At the core of video game "realism" is, of course, its gameplay. It's something that has been stuck in neutral for years now, though in fairness, there is only so much you can do in when it comes to a wrestling game. Or is there?
How about taking a page from the recent rash of sporting titles that have featured individual career modes and incorporating that concept into sports-entertainment games?
Think of a mix between Here Comes the Pain's multi-layered story mode and the more recent installations' Road to WrestleMania modes. I'm thinking about a type of wrestling RPG that is not as streamlined as Road to WrestleMania's, but it follows a plot where choices are not just restricted to the ring. The consumers are not asking for miracles but just repackage some old storylines with a hint of creativity. Here Comes the Pain was close, but half-a-decade later, we are still waiting for the next step.
Presentation
This could be construed as a gameplay improvement, but the presentation of the moves needs to be altered. Since the current-gen consoles debuted, THQ has used motion-capture technology to create the moves we play out in the game -- usually done by some scrub wrestler (bet you never thought you would owe so much to Danny Basham.)
This idea, while it has its pros, needs to be axed or fiddled with in order to allow for more creativity and randomness on reversals and weight detection. Both issues have been consistently brought up by consumers, but they still seem to be improved at a snail's pace.
With a stronger physics engine and less mo-cap, performing moves would not feel as if you were getting sucked into a Madden vacuum block. It also may go a long way towards ending moves that turn into short cinematic moments where players just sit back and watch.
Downloadable Content
One method of keeping the game fresh in recent years has been a half-hearted attempt to sustain a more up-to-date roster by releasing downloadable characters throughout the year. THQ has not gone all in with this idea, presumably because there is a fear that it could hurt the appeal of the following year's title.
Listen up THQ: keep your characters! And your attires! Instead, let us play out the pay-per-view shows a few weeks after they actually take place. And not just play them, I also want to experience the run-ins, match stipulations and whatever else is thrown at us. Even if this just goes through WrestleMania, let us play out the PPVs with the actual promo packages before the match and a highlight video of the real match afterward.
This might take a bit of an effort on THQ's part (heaven forbid, they only doled out the same game about four years in a row now), but they would make a bit of cash on the monthly DLC.
Of course, I'm sure I am not alone when I say I'm willing to trade all of these upgrades in favor of some Nexus action.
What about you folks, what simulation-oriented upgrades do you think Smackdown should target?