
For the amount of wrestling games we're spoon fed every year, the degree of innovation is considerably low. Still, we fans of WWE eat up almost every release for their solid gameplay, twist-filled stories, and TV-style presentation. Smackdown vs. Raw 2006 represents the best we've seen in wrestling games in a long time -- not just by tweaking existing formulas, but going above and beyond what we expect from sequels of this ilk.
The game splits Raw and Smackdown up as if they were competing brands -- much like Vince McMahon and the WWE writers are doing in "real life" right now. In season mode, the character you choose works through a brand-exclusive storyline: Raw sees an invasion by some Smackdown thugs, while Smackdown's involves the mystery of who hit GM Teddy "Peanut Head" Long with a vehicle. Either side has compelling content, and true fans will want to play both brands.
Par for the course, you'll be able to choose your paths at points -- like whether you assist Shelton Benjamin in his feud with Triple H and Flair, or just keep your nose out of other people's business. Something totally unique, though, is whom you choose as your avatar. Unlike Day of Reckoning on GameCube, where you have to use a created character, Smackdown vs. Raw 2006 lets you pick between about 30 superstars.
The overall roster is much larger, but the reason you're limited to those 30 is because they each did voice work for the main character role. Thus, if you're Chris Masters for Raw, he reads all the dialogue for the protagonist -- keep in mind the other parts are fully spoken by other wrestlers, too. Not only is this a monumental achievement in game audio, but it really pulls you into things.
If Season mode has a weakness, it's that the rosters and stables look nothing like today's WWE. Here, Batista and Randy Orton are on Raw, and Cena and Angle belong to Smackdown. It's not THQ's fault, as there's obviously a long production lead time, but it's still a bummer. Even the main storylines feature inconsistencies, like Flair and Triple H being best buddies, while on present-day WWE TV they've become mortal enemies.
Believe it or not, Smackdown vs. Raw 2006 has a mode that may get even more play than season. It's called GM mode, and puts you as the general manager of one of the brands. Draft your roster, make sure everyone's happy, and set up the card for each show and pay-per-view. For people who criticize the WWE writing team's performance week in and week out (not that you're unjustified in doing so), this is your chance to put your money where your mouth is.
This mode is absolutely addictive. Fabricate feuds, play the matches yourself, and even sabotage the other brand's shows. The main measuring stick is fan base to determine which brand is better. While the AI side will likely repeat the same matches over and over, which gets a little annoying, it doesn't take away from the fun. GM mode is a great idea by THQ, and it should only get better in future installments. You can play it against a buddy, which is a huge benefit.
This series' original engine (back on the PlayStation) was pathetic -- especially compared to what AKI did on N64. Over the years, it has morphed into something acceptable. This year, it ups the quality ante even further by adding tons of little nuances: play possum to get a surprise pin attempt, sleeper holds have the ref raising the victim's arm three times, etc. While every wear-down move shouldn't be considered a submission hold and you lose stamina too easily, the gameplay is at the very least solid. There's an abundance of gimmick matches, but their control is easy to grasp. This series is still overdue for a brand new engine, but you won't be complaining much at all.
For the most part, the AI is competitive. You may complain that it's alternately too cheap or too stupid at times, but it all evens out. Almost every match is a hard-fought contest, and each one has a potential story to enthusiastically tell your buds about the next day. Tag team matches are more chaotic than they need to be; but again, everything evens itself out, and it's not much of an issue. You'll have to be good here to win, and sometimes you still lose. That's wrestling life. The sheer amount of ways to play and modes to work through will have you entertained longer than any other wrestling game in history.
Graphically, it's unbelievable that this game is on PS2. Facial scans really pay off, as each character accurately evokes emotions ranging from pain to anger to elation. The rest of their bodies look great, too; one need only check out Carlito's fro to become enamored with Smackdown vs. Raw's visuals. Anyone who doubts the merits of motion-captured animation will become a believer. A few collision issues aside, the animation is top-notch. The audience and arenas can't be messed with, either.
As stated above, this game goes above and beyond the call of duty as far as voiceovers. You get full commentary by both brands' announce teams. They trade banter more than they call play-by-play, but that's only to be expected with the frenetic pace of matches. Even the much-maligned Smackdown soundtrack has improved, in no small part due to an increase in exclusive hip hop tracks. Listening to Bumpy Knuckles rap about "Sweet Chin Music" is much better than the whiny alterna-crap that usually permeates these games.
With GM mode, arguably the best season mode in wrestling, and expanded online play (four players in one match), it's basically impossible not to recommend Smackdown vs. Raw 2006 to any grappling gamers. It doesn't merely talk a good game, either, and can hold its own in the squared circle. Just think: For about the same price, you'd get a three-hour WWE pay-per-view. You could easily put in 10 times that much into this game, and still not be ready to turn off your PS2. Say hello to the new people's champion.
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Posted: 11 Nov 2005
Also Available: PSP