Official WWE 13 Thread - Page 49 - Wrestling Forum : WWE, TNA, Debate League, Wrestling Videos, Women of Wrestling Forums
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Old 07-13-2012, 12:44 PM   #481 (permalink)
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Default Re: Official WWE 13 Thread

^And in a game like MLB, the crowds are up to like 50,000 people(the audience amount is different every single game,unless it's always sold out). If a video game can actually have a game play normally, and have over 50,000 people in their audience at the same time, seems strange how WWE games can barely do that.
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Old 07-16-2012, 12:22 PM   #482 (permalink)
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Default Re: Official WWE 13 Thread

These are just a few vital things I want WWE 13 to improve upon:

-Selling longer; Ladder matches are unplayable when guys immediately get up after 30 minutes of fighting and take a finisher through a table off the top of the ladder. This ruined cage matches too last year

-More unique reversals; there should be an archetype for reversals. I hate seeing Rey Mysterio doing a Urnage to Undertaker when he charges at the turnbuckle. Have a reversal move-set for luchadores, power wrestlers, technicians, etc. Much like Firepro

-Submissions should be a more focal point of the match. I should be able to work down an opponents body part with smaller submissions. Then work my way up. And guys shouldn't be able to break out of holds immediately. Breakpoint system is useless when guys break out of holds in 2 seconds and don't even have to use the crawling animation to break holds.

-More slider options; sports game have a huge array of sliders for both CPU and Human players. Instead of just reversals, there needs to be a set for CPU Damage, Human Damage, etc. It would help with setting a difficulty that is challenging and getting the type of matches you want.

-Star ratings for matches would be cool too
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Old 07-16-2012, 03:29 PM   #483 (permalink)
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Default Re: Official WWE 13 Thread

^Sliders are one thing that could drastically change matches.

It could make WWE games more interesting too cause all diff fans will be trying out diff sliders and everything and might spend half their time, trying to get the sliders right, which means the lasting appeal of the game will be longer.

And sliders obviously make games so diff. For NHL for example, you can make a game be anything. A game that has super power hits, goals every other shot, skaters moving faster than Usain Bolt and other stuff lol.

Or even a game where it's basically like soccer/football where maybe 1-2 goals at most is scored, and it's alot of slow play.
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Old 07-16-2012, 10:24 PM   #484 (permalink)
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Default Re: Official WWE 13 Thread

Austin collector's edition announced:

http://wwe.thq.com/go/article/view/2...d-steve-austin
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Old 07-16-2012, 10:42 PM   #485 (permalink)
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Default Re: Official WWE 13 Thread

Quote:
Originally Posted by dxbender View Post
^And in a game like MLB, the crowds are up to like 50,000 people(the audience amount is different every single game,unless it's always sold out). If a video game can actually have a game play normally, and have over 50,000 people in their audience at the same time, seems strange how WWE games can barely do that.
er what? you think they have 50,000 models loaded in at the same time? Do you know anything about how video games work?
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Old 07-17-2012, 08:46 AM   #486 (permalink)
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Default Re: Official WWE 13 Thread

I'd like to see them put the effort into a deep, yet accessible and attractive gameplay system. I hate that they have taken such a realistic approach and direction to the genre but if they're going to do so at least go balls to the wall with it like Fire Pro (did).

I will say that they need to find a balance in their reversal system, something that has plagued them since SvR2006. This is where they could take notes from the fighting game genre and put mechanics in place that allows matches to flow better and not fall into the nonstop reversal trap.
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Old 07-17-2012, 10:22 AM   #487 (permalink)
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Default Re: Official WWE 13 Thread

They definitely need to sell moves better once the damage hits like the red zone. For example I hate how when I release a breaking point submission the guy gets up instantly because of it. I also hate when a high-flyer manages to scoop slam a guy like Mark Henry.

As for Universe mode, they really need to sort out guys like Smash and Ax-Demolition randomly main-eventing. Also for entrances they should allow for more than just two pyro's, guys like Kane for example have a stage pyro, smoke on the ramp and the obvious ring pyro.

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Old 07-17-2012, 10:49 AM   #488 (permalink)
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Default Re: Official WWE 13 Thread

Quote:
Originally Posted by Ziggler Mark View Post
er what? you think they have 50,000 models loaded in at the same time? Do you know anything about how video games work?
It's not 50,000 models, but the crowd is a bigger variety of people in it than WWE games. WWE has like the same 10 or so models in the audience, while MLB has alot more variety.
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Old 07-17-2012, 10:52 AM   #489 (permalink)
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Default Re: Official WWE 13 Thread

Quote:
Originally Posted by dxbender View Post
It's not 50,000 models, but the crowd is a bigger variety of people in it than WWE games. WWE has like the same 10 or so models in the audience, while MLB has alot more variety.
thats the difference between a gaming company who gives a fuck about their product and one who doesnt. THQ stopped trying a long time ago...having said that, I've gone and bought me the SCSA collector's edition

Edit: But I'm trying to wrap my head around this "more variety" thing you talk about. Yes, the WWE games crowds lack variety, but the EA games I own (mostly the NHL series) might have more variety in the way of randomly generated faces and body types, but it seems every 5th crowd member is wearing the same attire.
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Old 07-18-2012, 01:46 PM   #490 (permalink)
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Default Re: Official WWE 13 Thread

So CM Punk will have his MITB attire from last year and his ice cream shirt with yellow trunks like we saw last Monday on RAW.

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