WWE SmackDown vs. Raw 2007 [PS2]

Overall Score

4 stars - Click for rating criteria
Pros:
N/A
Cons:
N/A
  • Graphics 0 stars - Click for rating criteria
  • Sound 0 stars - Click for rating criteria
  • Gameplay 0 stars - Click for rating criteria
  • Story 0 stars - Click for rating criteria
  • Interface 0 stars - Click for rating criteria
  • Multiplayer 0 stars - Click for rating criteria

The latest title in the Smackdown games isn't the giant leap that its predecessor was, but it's got enough to keep wrestling fans happy.

gamespy

By: Sterling McGarvey

We've extensively gone over the gameplay mechanics in our previews, but here's a refresher. The button mapping has undergone an overhaul since last year's excellent SvR 06. Instead of having moves relegated to the D-pad with a grapple button, grapples are mapped to the right analog stick. They're modified with the R1/Right Bumper for strong moves. In a strong grapple, players can drag an opponent over to an environmental hotspot. In these areas, players can set off an interactive animation, such as smashing an opponent's arm against the ringpost or strangling an opponent with the monitor cord off the Spanish announce table. It's all quite fun, and is a new twist on something that's been an annoyance for years: camera cuts to totally canned cinematics for a wrestling move. With the environmental hotspots, the action always stays with the player, even when the camera shifts away from the traditional ring.

Yet and still, the engine for this game is rather old, and the system of countering and reversing has the same flaws that it's had since the PlayStation. SvR 07's reversal system can be frustrating at times, just like the other games, and it becomes extremely evident when players go online. Anyone who's an AKI purist likely detests the Toukon Retsuden engine that drives this series. Much like the "plastic hair that collision detection forgot," it's an issue that plagues the games, but people either give up on them, or they grin and bear it. Yet and still, the games still feel like they're moving more toward a sim-based experience than the arcade-y button mashers that they were some four or five years ago. Take that as you will.


The roster is impressive as usual, with even more legends in the game, including each of Mick Foley's personalities, the late Eddie Guerrero, and the option for a Hart Foundation reunion. Of course, thanks to the cutoff dates for rosters, released superstars, such as Psichosis and Kurt Angle are in the game. Weirdly, no one online wanted to play as Angle, although he's traditionally been one of the best-stacked superstars in the series. Perhaps a dedication to maintaining authenticity and realism in a staged sport? Still, everyone is captured in great detail.

As for modes, the story mode is rich and multibranching. Storyline arcs begin based on the player's TV show of choice and popularity rating. There's the clichéd jockeying for the Heavyweight Championship, based on who a player picks, or there's an interesting plot involving a pack of underdogs singlehandedly trying to take down the big guys. It's all about who players choose and the choices they make. GM Mode is back, and it still has the same Madden-like feel that last year's had. WWE probably wouldn't be nuts about it, but it would be awesome to book a match and decide the outcome before running it for the fans to gauge crowd response. Maybe Yukes' can find a sly and sneaky way to affect match bookings next year, such as by orchestrating a run-in from a rival superstar to affect match outcome. Still, it's as solid as it was before, and doesn't disappoint.

Page 2 of 3

Posted: 21 Nov 2006

WWE SmackDown vs. Raw 2007
See Technical Info

Also Available: PSP, X360

Screenshots

WWE SmackDown vs. Raw 2007WWE SmackDown vs. Raw 2007

View Screenshots

Copyright 2009 Yahoo! Inc. All rights Reserved. | Copyright/IP Policy | Terms of Service | Help

NOTICE: We collect personal information on this site. To learn more about how we use your information, see our Privacy Policy