It has everything I wanted regarding Statistics, which was the addition I really wanted for this game, not to mention the more than 200 storylines and the various choices they give us in determined situations (like betray your partner, what move to hit on somebody, turn heel or not, etc...). I'm going to waste so much time on Universe.
We Do Not Sow
"So many vows...they make you swear and swear. Defend the king. Obey the king. Keep his secrets. Do his bidding. Your life for his. But obey your father. Love your sister. Protect the innocent. Defend the weak. Respect the gods. Obey the laws. It's too much. No matter what you do, you're forsaking one vow or the other.”
"Do you even know what honor is?" – Brynden "The Blackfish" Tully A horse. – Jaime Lannister to himself
"Jaime Lannister sends his regards"
Last edited by Thee Brain; 10-08-2012 at 12:34 PM.
Take one step into WWE ’13’s creative suite and you’ll quickly realize how much power is at your fingertips. Serving as the ultimate resource to reshape and recreate the world of wrestling, THQ not only empowers its fans to do anything they want with these tools, but is improving its online efforts to enable these resources to be shared around the world.
Many of this year’s improvements might seem small on the surface - like enabling color selection to be across an entire spectrum versus through preset choices, or giving PlayStation 3 and Xbox 360 owners access to the same number of layers when creating superstars - but they will be critically important to those looking for them. Beyond this, though, THQ has focused on a number of larger areas.
Creating arenas has transitioned from simply customizing a ring and its immediate surroundings to detailing a show’s stage as well. Any number of WWE sets past and present can be accessed and adjusted, from color options and logo usage to the size of venue and type of its audience. These arenas can also be used online and in Universe modes, increasing their versatility and rewarding those that take the time to create them.
THQ is also augmenting its existing storyline creation toolset, allowing players to craft narratives that last from one show to one year (up to 500 matches and including up to 15 superstars). Over 300 new scenes will be available for the mode’s cutscene designer, which also allows for branching paths and decision-making by the player.
What’s more critical to all of these creation modes is that anything can be downloaded from THQ’s servers, edited, and then uploaded again. In other words, players will not only be able to create their own masterpieces, but tweak and further perfect what others have been working on, allowing for community-driven collaboration that will far exceed anything that even THQ could manage over several years.
The adjustments to online functionality won’t end there. Acknowledging the problems that plagued WWE ’12, THQ vows adjustments have been made not only to address match latency issues, but the reliability of the creation suite servers as well. The development team is also working to adjust to several fan requests, such as removing the need to upload created content before playing with it online, and allowing AI opponents to fill out matches if not enough participants can be found.
Naturally some aspiring designers will make their custom superstars overwhelmingly powerful while others might be a bit more restrained. For those looking to fight online using default settings, stars and moves, THQ has created a “fair fight” option. Leaderboards will also factor in this setting, so that the best players in the world will be assessed by a common metric versus a competitive environment where anything goes.
Details matter in wrestling video games, and they aren’t just limited to rosters and storyline modes. In fact they matter most when it comes to THQ's never-ending, career-simulating Universe Mode. More than re-creating the Attitude Era or playing with superstars that haven’t been in their prime in 15 years, many of the die-hard fans of this genre of game care most about taking control of WWE programming - developing whatever ideas their hearts desire. For WWE ’13, THQ’s upgrades involve more options, more customization - and the involvement of one of wrestling’s most influential figures.
While the name Paul Heyman might not resonate with casual fans the way John Cena or The Rock might, to the hardcore wrestling audience his name means much more - and he is far more influential. Just slightly outside the mainstream eye, Heyman revolutionized the world of sports entertainment in the late ‘90s with the original ECW, which took wrestling to its extreme - literally. Through its fast-paced, more abrasive mannerisms, and its signature violent matches, ECW paved the way for WWE’s Attitude Era, which very much borrowed from Heyman’s brilliant vision and execution.
Given his legacy, it makes perfect sense that THQ would turn to Heyman to help adapt Attitude Era’s storylines into WWE ’13. On top of that, the former head of ECW, and current WWE on-air personality, helped write and guide some of the 200-plus new storylines that are being incorporated into the endless simulation that is Universe Mode.
“I am a believer that interactivity is the future,” Heyman told IGN, emphasizing his enthusiasm for WWE '13. “The more the gamer can control the environment, and choose which way they can take the experience, the more cutting edge your product will be.” Heyman noted his efforts to recreate the Attitude Era focused mostly on taking the storylines from over a decade ago and finding ways to present them with more modern sensibilities.
“It’d be what an Attitude Era fan would relate to but what a modern day fan would understand is current and not just nostalgia,” Heyman said. “If you just come back and recreate from 15 years ago, you’re not really offering much. If you present the Attitude Era as a modern day concept, then you’re doing something that’s new.” Given that he effectively created the blueprints for what WWE did back then, Heyman said stepping into this role was easy. “You know if McDonald’s is making Chicken McNuggets, and another company comes out with a nugget... you know the formula being used!”
Heyman’s efforts with Universe Mode focused on finding broad story ideas that gamers will then be able to manipulate to their hearts’ desires, placing an emphasis on the interactive nature of WWE '13. While he noted that writing for a game is easier than writing for television, Heyman said his fundamental approach here was the same as it always was.
“I’ve always found that what wrestling fans - or boxing or UFC or whomever - relate to is simply ‘Who are these people? Why are they fighting? Why should I care to pay to see it happen?’” Heyman said. “The same applies to video games. It’s the very same thing. The scenarios may be different. The personas may be different. But the concept remains the same.”
THQ’s additions to Universe Mode extend beyond Heyman’s collaboration. Gamers will now not only be able to control what types of stories can play a role in their simulation - turning off injuries or narratives that break up tag teams - but program their shows for any day of the week, or delete shows entirely. Each recurring show can have its own superstar roster, belts, arenas, match-up screens and more adjusted. There’s less emphasis on conforming to what the WWE does now, and more thought towards allowing gamers to do anything they would want. But if a player’s modifications eventually get a bit cumbersome or confusing, Universe Mode now has the option of being completely reset.
As if adjusting every piece of WWE programming wasn’t enough for Universe Mode, THQ is once again incorporating detailed statistics, which break down simulations into a variety of information, ranging from up-to-date superstar rankings, to tracking record holders and historical information - for every belt in the game. It’s might be overwhelming, but for many fans it will be exactly what they’ve been asking for.
WWE ’13 isn’t just the latest iteration of THQ’s annual wrestling game product, merely building upon the significant changes introduced by WWE ’12. It’s quickly capturing an intersection of wrestling’s past and present that simply can’t be recreated in real life, bringing names like Heyman, Punk and Austin together in what could only be called a sports entertainment dream. Mix that with a massive amount of detailed customization, and it’s likely there will be something for everyone.