
Just a few months ago, THQ gathered the gaming press in the shadow of Wrestlemania and let the world know that the general manager and career modes from SmackDown! vs. Raw's past was dead.
Fans didn't take it well.
It wasn't so much the elimination by combination -- you can now play as a GM or a Superstar in one mode called 24/7 -- that raised their ire; it was the overall ambiguity of this new super-mode. Would it retain the story-driven single-player mode? Would it retain the cutthroat GM business of trying to keep your show on top while keeping your superstars healthy? How would the modes bleed into one another?
We've been able to spend an extended amount of time with 24/7 Mode -- an early build of the game that is subject to change -- and have come away with a number of impressions both good and bad.
Now, readers, brace yourself; I have bad news possibly terrible news. You can't take an ECW Superstar (CM Punk, Elijah Burke, etc.) through 24/7 mode. Worse? You can't take an ECW Superstar who swapped shows (i.e. Sandman, Bobby Lashley, etc.) through the new career mode either. Go ahead and let out a frustrated cry, ECW fans -- we did. There's a fair amount of voice acting and show-specific storylines for Raw and SmackDown, and it would appear that just couldn't be done for poor ol'ECW.
Once you get over the grief of not being able to play as any ECW dude -- with the exception of Johnny Nitro on Raw -- you can begin your dream of becoming a WWE Legend with one of 19 available wrestlers. The mode kicks off with your Superstar meeting Vince in the middle of an empty arena and him challenging you to become a legend and make it to the squared-circle for that awe-inspiring event known as Wrestlemania. From there, you adjourn to your new home away from home -- the WWE Locker Room.
Yes -- your health. New to the single-player career this year are the health woes that made up the GM mode of SmackDown's past.
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Posted: 3 Oct 2007