Home

WWE 2K14 Gameplay Improvements

This is a discussion on WWE 2K14 Gameplay Improvements within the Wrestling forums.

Go Back   Operation Sports Forums > Combat Sports > Wrestling
A New Patch Creates That Urge to Start Fresh
NBA 2K25 MyNBA: How to Avoid Too Many Free Agents Staying Unsigned
College Football 25 Guide: What Goes Into a 'Best Playbook' and How to Find Your Own
Reply
 
Thread Tools
Old 07-19-2013, 12:57 PM   #1
Editor-in-Chief
 
Steve_OS's Arena
 
OVR: 77
Join Date: Jul 2002
Location: OS Eastern Office
Posts: 32,344
Blog Entries: 556
WWE 2K14 Gameplay Improvements



2K Sports has revealed more gameplay improvements for WWE 2K14. Just in case you missed our hands-on preview, click here.

The game ships on October 29th for 360 and PS3.
  • NEW NAVIGATION SYSTEM
    • The entire navigation system has been overhauled and reanimated including all walking, running, and dragging motions to give the game a more fluid and life-like feel and look.
    • Overall Superstar movement has been accelerated, meaning the action is faster-paced and more like what you see on WWE television.
    • There is now a "starting up" animation for when Superstars begin running. This leads to a more natural-looking match, where it is more difficult to "spam" running attacks.
    • Animation gestures have been added such as adjusting wrist bands, motioning for your opponent to get up, and many more to give a human-like appearance to the navigation system.
  • STRIKING CHANGES
    • Strikes and strike combos are now quicker and snappier, making them faster and harder to reverse.
    • Successfully landing a strike combo now puts your opponent in a groggy state, making groggy grapples appear earlier and more frequently.
  • REVERSAL SYSTEM IMPROVEMENTS
    • Reversing a grapple move now causes the reverser to do a move of his/her own automatically.
    • This cuts down on the endless back-and-forth "reversal fest" some users complained of in WWE '13 while also making the match move faster.
  • CATAPULT FINISHERS
    • Catching Finishers can now be executed offensively, by Irish Whipping your opponent to the ropes with a finisher stored or catapulting your opponent up when they run towards you.
    • Select finisher moves give you the ability to launch an opponent into the air and then hit them with a Catch Finisher on the way back down.
  • NEW OMG MOMENTS
    • New multi-man OMG Moments added to help you gain the upper-hand in multi-man matches. One OMG move can take out two opponents in one shot making it easier to get the win against multiple opponents.
      • Double Attitude Adjustment
      • Double Shellshock
      • Double Chokeslam
    • New OMG Moments added to allow you to dole out even more damage using the ring environment.
      • Boot-to-head on outside ringpost
      • DDT on the apron
  • TWO-COUNTS
    • One of the most reviled bugs in WWE '13 was the dearth of two-counts. This issue has been addressed, bringing back the dramatic near falls you know and love.
Platform: PS3 / Xbox 360
__________________
Steve Noah
Editor-in-Chief
http://www.operationsports.com
Follow me on Twitter

Last edited by Steve_OS; 07-19-2013 at 01:04 PM.
Steve_OS is offline  
Reply With Quote
Advertisements - Register to remove
Old 07-19-2013, 03:08 PM   #2
All Star
 
st0rmb11's Arena
 
OVR: 30
Join Date: Nov 2008
Location: South Carolina
Posts: 5,692
Blog Entries: 16
Re: WWE 2K14 Gameplay Improvements

I know it was probably really tough for the guys at 2K to do a makeover of all the superstar models, seeing as how they probably didn't get their hands on the game early enough, but I'm glad to see that they can put their finger prints on the game play, even if just a little.

The graphics and models were never a big issue for me with WWE 12 and 13, so if WWE 2K14 is, basically, WWE 13 with better game play, I can get on board with that.
__________________

Cincinnati Reds

UNC Tarheels

Twitter: @st0rmb11

PS4
st0rmb11 is offline  
Reply With Quote
Old 07-19-2013, 03:29 PM   #3
All Star
 
SmashMan's Arena
 
OVR: 14
Join Date: Dec 2004
Location: Chicago, IL
Re: WWE 2K14 Gameplay Improvements

I could do without the catapult finishers. Can't think of any situations that they couldn't have just added to the catching finishers. ...unless we really just needed Shawn Michaels throwing a guy 20 feet in the air to superkick him?

The two OMG moments cited also seem like they could've been added as normal moves?

Other stuff will have to wait and see until videos start coming out, but I like the animation gestures to (in theory) add some "life" to the characters. Doing finishers on multiple people is a nice addition.

(LOL at calling out the two counts. Good to supposedly have it fixed, but never should've made it to release last year.)
SmashMan is offline  
Reply With Quote
Old 07-19-2013, 05:27 PM   #4
MVP
 
UMhester04's Arena
 
OVR: 18
Join Date: Nov 2006
Blog Entries: 2
Game is in desperate need of an AI overhaul. Extremegamer, if you are reading this, can you reflect on the CPU AI actually going for finishers this year or do they still try to end the match with OMG moments every match?
UMhester04 is offline  
Reply With Quote
Old 07-19-2013, 05:49 PM   #5
Moderator/Writer
 
PVarck31's Arena
 
OVR: 46
Join Date: Jan 2003
Location: Guard The Land
Posts: 16,977
Blog Entries: 10
Re: WWE 2K14 Gameplay Improvements

All that stuff sounds great. And thank God for the 1 count glitch being fixed. (nice of them to finally admit it.)

But as others have said, AI is the elephant in the room. Hopefully we will hear more about that soon.
PVarck31 is offline  
Reply With Quote
Advertisements - Register to remove
Old 07-19-2013, 06:42 PM   #6
All Star
 
SmashMan's Arena
 
OVR: 14
Join Date: Dec 2004
Location: Chicago, IL
Re: WWE 2K14 Gameplay Improvements

Quote:
Originally Posted by UMhester04
Game is in desperate need of an AI overhaul. Extremegamer, if you are reading this, can you reflect on the CPU AI actually going for finishers this year or do they still try to end the match with OMG moments every match?
It's not even just the finisher thing - the AI is stupid all around. I put the game in yesterday after a couple months of not playing and watched a CPU Scramble match in my Universe. Sheamus had a fatigued and hurt Daniel Bryan laid out alone in the middle of the ring with seven seconds left...and he left the ring to break up a submission attempt.

I'm just like, "Dude, you could've been World Champ!"
SmashMan is offline  
Reply With Quote
Old 07-19-2013, 08:32 PM   #7
MVP
 
Gramps91's Arena
 
OVR: 22
Join Date: Sep 2010
Location: Bulan, Ky
Posts: 2,097
Blog Entries: 1
I'm glad to hear two counts are back. That was one things I was waiting on before jumping on this title. Now they need to talk about CPU A.I. I'm still waiting to hear about that.
Gramps91 is offline  
Reply With Quote
Old 07-20-2013, 05:02 AM   #8
Pro
 
AirJordanFan93's Arena
 
OVR: 3
Join Date: Jun 2012
Re: WWE 2K14 Gameplay Improvements

Quote:
Originally Posted by UMhester04
Game is in desperate need of an AI overhaul. Extremegamer, if you are reading this, can you reflect on the CPU AI actually going for finishers this year or do they still try to end the match with OMG moments every match?
Exactly. If the AI is still crap than all these additions or improvements mean nothing if the game is still a one sided affair
AirJordanFan93 is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Combat Sports > Wrestling »



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 11:25 PM.
Top -