Wrestling MPire 2008
אנגלית
Although they remain relatively unchanged, the stat profiles have also benefited from adopting the new presentation. As you can see, the only casualty is that the "Finisher" line has been replaced by Reach's breakdown of their physical structure - which is of much more importance in this game. Other than that, it's the same old story of percentage points in 8 key areas. The effect those ratings have is considerably different this time though. As in Reach, the effects are pronounced so that you feel every ounce of "Strength" in an attack and see every shred of "Agility" affecting your movements. Meanwhile, your "Stamina" links into a great exhaustion system which gradually drains those attributes to reflect your ever-decreasing health. Some of the stats have entirely new uses too. In addition to affecting a character's ability to execute moves without incident, "Skill" now determines how quick their hand movements are - whether that's an attack or a grapple attempt. Likewise, "Agility" governs the speed at which kicks and jumping attacks are executed - so you observe the same attacks being used quite differently by characters of mismatched talent...
It's now easier than ever to construct characters of your own as well thanks to the vastly modified editor. It builds on what we saw in Reach - with a main menu that gives you direct access to any page of interest instead of having to wade through them all. The options have practically doubled for this wrestling game though! In addition to profiles, costumes, and attacks, you now have a couple of pages of moves to specify. My ambitions of allowing you to preview them never panned out, because it was simply too impractical to load in that many animations. However, as in Reach, it is once again possible to preview any attack or taunt - which makes what you're doing just that little bit easier to relate to. There's also a handful of modifications that make relationships easier to establish than before. For a start, there's space to assign a dedicated tag team partner alongside the manager (which also means the two roles needn't be the same anymore) - and it's even possible to enter a preferred team name alongside your solo name! You can even specify whether the character is meant to be a wrestler, a manager, or a referee - which not only ensures they get the right picture taken, but also means the career mode knows how to use them. Meanwhile, the way you establish relationships has become a feature unto itself now that each character has a unique relationship with every other. Instead of specifying one preset friend and one preset enemy, you now take a detour to the character selection screen and click on as many people as you like to highlight them as friends or foes...
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Special Effects
Whether you're throwing punches or swinging weapons, the impact of those attacks is also better than ever thanks to the advanced new particle effects. As in Reach, tiny spittles of blood and sweat now accompany the main fiery cloud to make things a little more satisfying. In the case of blood, the use of dark texturing instead of light transparency ensures that there's no mistaking what you're looking at! Dollops of crimson gore accompany any attack you score on a bloody part of the body, and pools of blood are even formed on the ground at the exact spot where the drops landed. Likewise, the explosions benefit from the inclusion of thick black smoke in addition to the billowing shades of red and yellow. Similar effects on a smaller scale, such as the green spit or the dust to the eyes shown above, also benefit from a "dustier" appearance - as tiny speckles accompany the main cloud. The biggest particle effect of them all, however, is that every limb in a character's body is now shadowed on the floor with the smoothest effect yet. I haven't been able to enjoy it much myself, because my graphics card has an aversion to particle effects, but those who can get away with it will be able to see their actions reflected on the canvas...
Risky Business
With the graphical bar raised so high, a lot of techniques from previous series were simply no longer acceptable and had to be updated for 2008. A good case in point is that the "textured" barbed wire of Wrestling Encore has been replaced by REAL strands of metal wrapped around the ropes! Not only does that mean the effect is more convincing and fun to use, but it also means you can use it on your choice of normal ropes. Even the "electrified" and "inferno" variations keep it on to give the gimmicks a more metallic and wiry feel. Meanwhile, the steel cages have enjoyed a similar facelift. Instead of having solid metal posts in each corner, the structure now uses a whole other set of transparent girders - which are carefully textured to fit perfectly. It's much more in keeping with what we see at real wrestling shows. So too is the vastly improved shaking system, which uses a complex cocktail of physics to bend and shake each wall independently - relative to what caused it to shake in the first place. The technique was so successful that I even rolled it out on a larger scale for the ring itself - the various elements of which now shake convincingly whenever somebody is slammed onto the canvas! It's a classic case of a small change making a big impact, as it makes the impressive new move animations even more satisfying...
This Is Your Life
As you'd expect, the presentation for the career mode has been similarly updated. The tidy 4-week blocks from Reach are used again in these schedules - albeit with a whole host of new icons for TV tapings and special events. More importantly, the calendar's more informative nature has also survived intact. It's once again possible to highlight any date in the schedule and view details of a past result or forthcoming booking - from the opponent right down to the match conditions. The way those bookings end up on your schedule has also changed significantly for this instalment. Not only is it possible to be booked in advance (as reported to you in the news), but it's even possible to arrange your own ideal bouts if your character has enough clout! It's practically a direct import of what we saw in Reach - with the talk of "rounds" now replaced by the chance to specify a gimmick to go with the match type - but the battle of wills remains the same. However matches end up on your schedule, another nice touch is that your involvement in them is a little less predictable. The game does a more confident job of casting characters for the match and inserting you amongst them, so you're not always "P1" coming out last, etc. It's not even guaranteed that you'll be the "legal man" at the start of tag matches, so there's a realistic feeling that you're one of many and the world doesn't revolve around you...
Good Press
Whatever contest you find yourself in, you can once again expect to see the results explained to you in a post-match magazine article. It's the same old story of each character's status being affected either positively or negatively based on what happened - but there are more such explanations this time, and they're also implemented more precisely. Look out for the little details too, because the reports also do a better job of describing the event itself. The timing and circumstances of the result are now acknowledged, so you see "XXX made XXX tap out after 2 minutes" instead of simply "XXX defeated XXX". It makes the feature just that little bit more convincing. Meanwhile, the weekly newspaper reports are also on hand to tell you what's going on in the rest of the world. The possibilities have really exploded here since Wrestling Encore - with literally twice as many things to look out for. So many, in fact, that I can't even begin to describe them! It all boils down to a larger database of information to work from. As in Reach, your fellow wrestlers now have real matches and opponents of their own - who are then name-checked wherever applicable ("XXX lost the title to XXX", "XXX was injured by XXX"), which makes what you're reading just that little bit more convincing. Meanwhile, an ungodly amount of data is recorded for each character's career (rather than yours alone) - from their employment history to their title history. These are even available to study in the modified new "Database" feature, which features twice as many categories now. You can even see the title histories of the promotions themselves (which was only true of Booking Encore last time) - and I do mean the histories of every single title this time rather than that of the World title! You can even see the succession of bookers...
No Pain, No Gain
Although each character's stats fluctuate naturally with each passing week, you can also hone them specifically in the gym. The interactive button-bashing system from Reach has returned to make the process more involving, but you can always opt for the "Automated" system if you want to keep things as hands-off as the original. Either way, the process is much more significant this time - as you genuinely feel that you're investing your energy in a better body. The breathless schedule of wrestling has made training more productive than it was in the leisurely boxing game though, because you'll seldom have time for more than a session or two. Fortunately, there are elements of self-improvement that are exclusive to the ring this time - so you'll often improve your prospects with experience itself. Once you've created your star character, all the remaining moves, attacks, taunts, and costumes become locked to you - and it's only by encountering them in the career mode that you can work them into your own act. That may be frustrating for those that want full control at all times, but it's worth it to have a realistic sense of learning things about the business...
Once you've moulded yourself into a talented wrestler and made a name for yourself, you can expect to shake off the dust of wrestling school and pursue a career at a major promotion. It's the same old cocktail of a payment agreed over a certain number of weeks, garnished with a variety of contract clauses. However, the mathematics of the whole thing is even more advanced this time. For a start, your perceived worth is filtered through all kinds of new factors - such as your experience and the generosity of the booker you're talking to. Then once you have a number on your head, your chances of getting it down in writing are made even more interesting thanks to a versatile system that allows you to negotiate some as a lump sum rather than a weekly salary - and it's then possible to buy or sell goodwill by tinkering with the contract clauses that you're initially entitled to. Speaking of which, one major change in this game is that "Image Rights" has involved into "Creative Control" - so your identity is just one tiny aspect of that now. The clause now seeps into every aspect of your career and determines whether or not you have the right to refuse your booker's suggestions. From working overtime to turning heel, clinging to a name or costume is the last thing you'll be worrying about if you sell your soul this time...קרדיט ל MDICKIE.COM
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