WWE 13 Review (Xbox 360)
Submitted on: Nov 06, 2012 by Aaron Ondrey
WWE '13 adds onto an already solid foundation, and puts the attitude back in wrestling games, both literally and figureatively. While the game still has some flaws which will remind you it's still got a bit to go before it's an all-timer.
Gameplay
WWE '12 added some great things to the virtual-squared circle. The wake-up taunts, the limb targeting system and the comeback moments. The biggest addition to WWE '12 was probably the control scheme changes for the grappling system. In WWE '13, things haven't changed.
When game developers have a vision of what direction they are trying to go, it can either crash and burn, or take off running. With WWE '13, I believe we're set for take off. The controls were simplified last year, and haven't changed in WWE '13. This is a good thing. The control scheme is responsive, and is easy to pick up and play.
One of the cooler things added into WWE '13 is the option for match types. Quick matches result in very damaging moves, which lead to a quicker finish. Normal match types are your typical length, with a normal amount of damage applied to each move. Epic matches are exciting. They can last a long time provide for some seriously memorable matches.
Weight detection still needs some work in WWE '13. On one hand, Shawn Michaels easily picked up The Undertaker for a scoop slam, which should have been more of a struggle. On the other hand, the actual weight of the wrestlers while moving around is very palpable. I played a tag-team match controlling Daniel Bryan and Kane against Epico and Primo. Bryan was quick and methodical, whereas Kane was slower, but more powerful, just like their real-life counterparts.
While the controls not changing are a good thing, the AI needs a makeover.
The AI can be just plain dumb, sometimes. For instance, in a tag-team match, my opponent was beaten down pretty badly. The opponent needs to make a tag, and drops everything he's doing to make the tag. He reversed a move of mine, and didn't even take advantage. He just limped to his corner. Other instances include the AI leaving the ring just to stand on the apron for a second, and random pausing to just stare during the match.
Other nagging problems that have been around for a while are still in WWE '13. Glitchy animations and movements seem to pop up more than they should. One-on-one matches seem to limit the glitches and strange movements. But specialty matches seem to suffer the most from these glitches. Matches with ladders, tables, and/or multiple opponents, all seem to spike the odds of seeing a glitchy moment. This doesn't happen often enough to be a game-changer, but it needs work.
While the gameplay seems to have gone in an "if it ain't broke, don't fix it" direction, I still think it's good enough -- in addition to other things in the game -- to pick up WWE '13.
WWE '12 added some great things to the virtual-squared circle. The wake-up taunts, the limb targeting system and the comeback moments. The biggest addition to WWE '12 was probably the control scheme changes for the grappling system. In WWE '13, things haven't changed.
When game developers have a vision of what direction they are trying to go, it can either crash and burn, or take off running. With WWE '13, I believe we're set for take off. The controls were simplified last year, and haven't changed in WWE '13. This is a good thing. The control scheme is responsive, and is easy to pick up and play.
One of the cooler things added into WWE '13 is the option for match types. Quick matches result in very damaging moves, which lead to a quicker finish. Normal match types are your typical length, with a normal amount of damage applied to each move. Epic matches are exciting. They can last a long time provide for some seriously memorable matches.
Weight detection still needs some work in WWE '13. On one hand, Shawn Michaels easily picked up The Undertaker for a scoop slam, which should have been more of a struggle. On the other hand, the actual weight of the wrestlers while moving around is very palpable. I played a tag-team match controlling Daniel Bryan and Kane against Epico and Primo. Bryan was quick and methodical, whereas Kane was slower, but more powerful, just like their real-life counterparts.
While the controls not changing are a good thing, the AI needs a makeover.
The AI can be just plain dumb, sometimes. For instance, in a tag-team match, my opponent was beaten down pretty badly. The opponent needs to make a tag, and drops everything he's doing to make the tag. He reversed a move of mine, and didn't even take advantage. He just limped to his corner. Other instances include the AI leaving the ring just to stand on the apron for a second, and random pausing to just stare during the match.
Other nagging problems that have been around for a while are still in WWE '13. Glitchy animations and movements seem to pop up more than they should. One-on-one matches seem to limit the glitches and strange movements. But specialty matches seem to suffer the most from these glitches. Matches with ladders, tables, and/or multiple opponents, all seem to spike the odds of seeing a glitchy moment. This doesn't happen often enough to be a game-changer, but it needs work.
While the gameplay seems to have gone in an "if it ain't broke, don't fix it" direction, I still think it's good enough -- in addition to other things in the game -- to pick up WWE '13.
Presentation Elements
This is where WWE '13 beats it’s predecessor over the head with a steel chair over and over again. While the announcing can be a little hit-or-miss, and seems like an area that was ignored, the rest of the presentation package is definitely much improved.
This is where WWE '13 beats it’s predecessor over the head with a steel chair over and over again. While the announcing can be a little hit-or-miss, and seems like an area that was ignored, the rest of the presentation package is definitely much improved.
The crowd in WWE '13 really made strides. Hit a finisher, and you'll hear a loud reaction. If you have a wrestler with the comeback moment, the crowd erupts as you’re hitting each move to make the comeback. The crowd is the first thing that I noticed in my first match, a real improvement.
During matches, they've updated the graphics that you see when playing. If you reverse a move, it pops up like a cartoon. It's not out of place either, it looks good. You also receive feedback if you miss a reversal opportunity. “Too early,” or “too late” messages will pop-up above your wrestler’s head, based on your timing.
During matches, they've updated the graphics that you see when playing. If you reverse a move, it pops up like a cartoon. It's not out of place either, it looks good. You also receive feedback if you miss a reversal opportunity. “Too early,” or “too late” messages will pop-up above your wrestler’s head, based on your timing.
Simulation Realism
In Universe Mode, I simulated an entire calendar year. The computer does a great job of creating story lines and feuds that make sense. Universe Mode has improved since WWE '12, and includes an option to allow users to control story-lines while simulating. Also, the outcomes of matches are realistic. CM Punk held the title for about four months, and had a continual rivalry with The Rock and John Cena. My only negative within the simulation, was that feuds sometimes seemed to last an extreme amount of time. For three months straight, John Cena fought singles matches against Brock Lesnar, but would magically show up in a title match against someone else for a pay-per-view. Aside from that, Universe Mode has improved.
Attitude Era Mode
This is the mode that makes WWE '13 shine. For someone like me, who grew up watching wrestling during the Attitude Era, this mode is something of a dream-come-true. While I've only gotten through a portion of the story mode, I can see from the setup, that it's a must-play mode. There's also an informational angle to this mode that includes videos, statistics, and graphics. This is a nice addition that shows the younger generation, who grew up after the Attitude Era, how important and significant of an era it was for the WWE.
In Universe Mode, I simulated an entire calendar year. The computer does a great job of creating story lines and feuds that make sense. Universe Mode has improved since WWE '12, and includes an option to allow users to control story-lines while simulating. Also, the outcomes of matches are realistic. CM Punk held the title for about four months, and had a continual rivalry with The Rock and John Cena. My only negative within the simulation, was that feuds sometimes seemed to last an extreme amount of time. For three months straight, John Cena fought singles matches against Brock Lesnar, but would magically show up in a title match against someone else for a pay-per-view. Aside from that, Universe Mode has improved.
Attitude Era Mode
This is the mode that makes WWE '13 shine. For someone like me, who grew up watching wrestling during the Attitude Era, this mode is something of a dream-come-true. While I've only gotten through a portion of the story mode, I can see from the setup, that it's a must-play mode. There's also an informational angle to this mode that includes videos, statistics, and graphics. This is a nice addition that shows the younger generation, who grew up after the Attitude Era, how important and significant of an era it was for the WWE.
Online
Online seems a lot better than in WWE '12. Lag was virtually non-existent for me, and the controls were close to being as responsive as they are offline. Players can also play online with their own creations without uploading every time, which is nice. The biggest improvement with online has to be the stability when downloading. In WWE '12, there were times when the game would freeze, or send you back to the main menu without even downloading, or some other glitchy mishap. In WWE '13, I was able to seamlessly download multiple community creations, and didn't even have to leave the screen I was on.
Online seems a lot better than in WWE '12. Lag was virtually non-existent for me, and the controls were close to being as responsive as they are offline. Players can also play online with their own creations without uploading every time, which is nice. The biggest improvement with online has to be the stability when downloading. In WWE '12, there were times when the game would freeze, or send you back to the main menu without even downloading, or some other glitchy mishap. In WWE '13, I was able to seamlessly download multiple community creations, and didn't even have to leave the screen I was on.
Final Thoughts
Whether you grew up before, during, or after the Attitude Era, WWE '13 is a game that is worth buying. The gameplay gets the job done, the presentation is almost there, and the Attitude Era mode is a fantastic addition to the game.
Roster: After unlocking all of the roster, it totals over 100 characters. DLC and community creations also add to an already huge roster.
Match Types: New match types to WWE '13 include: I Quit, King of the Ring, and Special Referee. These match types have made a much-awaited return to the wrestling game world.
Audio: Touched on this in Presentation, but the crowd is amazing. The overall sound creates as lifelike an in-ring experience as I've ever seen on a video game.
Visuals: Player models are better. Some are still the same, but many have been changed to look better.
Score: 8 (Great)
Whether you grew up before, during, or after the Attitude Era, WWE '13 is a game that is worth buying. The gameplay gets the job done, the presentation is almost there, and the Attitude Era mode is a fantastic addition to the game.
Roster: After unlocking all of the roster, it totals over 100 characters. DLC and community creations also add to an already huge roster.
Match Types: New match types to WWE '13 include: I Quit, King of the Ring, and Special Referee. These match types have made a much-awaited return to the wrestling game world.
Audio: Touched on this in Presentation, but the crowd is amazing. The overall sound creates as lifelike an in-ring experience as I've ever seen on a video game.
Visuals: Player models are better. Some are still the same, but many have been changed to look better.
Score: 8 (Great)