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View Full Version : WWE SmackDown vs. Raw 2008



NonBorn
15-07-2007, 15:39
http://img182.imageshack.us/img182/2595/smacknt0.png



Release Date:15/09/2007
Genre: Sports
Publisher: THQ
Developer: Yuke's


Λεπτομέριες για το παιχνίδι
Superstar Fighting Styles: With eight Superstar Fighting styles to choose from, playing WWE SmackDown vs. Raw 2008 will never be the same. Each fighting style has its own unique strategy with exclusive moves, abilities, attributes and more. Take the fight into your own hands and feel the power of the Superstars
Struggle Submission System: The new Struggle Submission System gives players intuitive and natural control over their WWE superstars using the analogue sticks. Realism and strategy are at the forefront, as players can now control the amount of pressure they apply
ECW Presence: The life of a WWE Superstar isn't always pretty. ECW invades WWE SmackDown vs. Raw 2008 with a variety of Superstars, arenas and weapons
WWE 24/7 Mode: Combining the popular Season and General Manager Modes from the previous SmackDown vs. Raw games, WWE 24/7 Mode embraces the intensity of the Superstar lifestyle. Multiple character development options, stats tracking and career goals will guide players toward the ultimate achievement of becoming a legend
Giving the fans what they want: WWE SmackDown vs. Raw 2008 offers numerous updates, including new rosters, more environmental hotspots, improved out-of-ring action, enhanced online community support and much more!
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IGN SmackDown vs. Raw 2008 Hands-on

July 9, 2007 - We paid a visit to THQ's Southern California headquarters last week to see the E3 build of the company's star pinup, WWE SmackDown vs. Raw 2008. Guiding us along was the newly promoted Creative Manager Bryan Williams and his boss, the Senior Creative Manager (and familiar face to the IGN faithful) Cory Ledesma.

"This year it's all about playing like your favorite superstar," commented Williams. "Fighting styles and character-specific moves are what we really want to stress and that's a big deal for us. We have new strategies that haven't been in the game before and cool match-specific advantages based on style."

Bryan isn't kidding. When we selected the freshly-announced ECW legend Sandman and put him up against the smirk master Randy Orton, we could see the advantages of being a "Hardcore" wrestler in an ECW Extreme Rules match. Sandman's proficiency with weapons helped us own Orton all over the squared circle, while putting chairs on our opponent's neck or pulling off conchairtos added a little extra oomph.

As wrestling fans might expect, the Extreme Rules match is a heck of a lot of fun. Before a bout, users can select which weapons they want to bring with them as part of their setup menu, but that doesn't mean that they'll just appear randomly. Now when you reach under the ring, you can choose one of your items from an analog-controlled wheel; there's no randomization anymore. Even better is that there are new weapons joining old favorites; namely barbed-wired boards and breakable guitars. Expect nine weapon types in all.

Another new touch this year is the ability to interact with fans on all four sides of the ring. But grabbing signs or taking weapons isn't all you can do with them; they can also grab and interact with championship belts or the superstars themselves -- they can even your wrestler on the back or hold an opponent for you so that you can get in a couple of cheap shots.

Perhaps the more important fix, though, is found with the gameplay itself. Yuke's has made a number of mechanical tweaks for fluid action. The ability to run, for example, has been moved off of the buttons completely and is now performed by holding a shoulder button in conjunction with the left analog stick. Exiting the ring and jumping over the apron have been moved to a single button push as well.

"We wanted first-time players to be able to do what they want without having to learn a number of complicated maneuvers," remarked Ledesma. "In the past, we had something like three different buttons you had to push to dive out of the ring on top of somebody; that's hard for beginners. Now, if you want to jump onto your opponent just hit 'Square'' (or X on 360) and you can."

After playing with the new controls ourselves we can attest that the single-button system keeps the matches fluid and fast-paced. It also helps that the new submission system is analog-based as well. How much pressure you apply and how quickly you pump your arms around someone's neck is now entirely up to you -- as is your defense to it, as escaping a grapple is handled with the analog sticks as well. All in all, it's definitely an improvement over last year's edition.

Other new additions worth mentioning include a revamped finishing system that a gives you the option of storing a finisher for use as a style-specific finisher later on. So if, for example, you have a stored finisher with a brawler, when you activate it you'll throw a number of irreversible strikes -- or if you mount a dude on the mat, you can use UFC-style ground and pound punches and head-butts.
There are a bunch of style-specific moves like those mentioned above for other classes too. Showmen can steal an opponent's taunt at any time to increase his momentum, for instance, and is the only class that can perform turnbuckle taunts for himself. Technical guys can reverse any strong grapple as long as they haven't suffered from any limb-specific damage, while high flyers can use quick little evasive rolls to avoid bigger opponents. The whole system works pretty well and to help keep things even for everyone, THQ has even added the option of throwing strikes, even when you're the one caught in a grapple.

One of our favorite new improvements is the streamlining that's been done to the menus and match selections. Examples include a "Quick Play" option that will take you into a random match type with random wrestlers via the push of a button (similar to what's found in sports games), while the "Choose Manager" and "Choose Title Bout" option has been removed completely. But don't panic about those last two just yet -- the ability to have a manager escort you down the aisle (they come out with you during your entrances now, by the way) or defend a belt is still in there -- now they're just options to choose as part of the match selection process; the days of going into a separate menu for everything are long gone.

Of course, the expected visual enhancements have been made to the Xbox 360 and PS3 versions to boot. Crowds look a lot better thanks to depth of field effects, new lighting effects, better 3D and redone faces. Entrances look great too, with a large helping of them having been redone with new mo-cap and other effects (Cena salutes as he comes down to the ring, Sandman bashes his head in with a beer as he moves through the crowd, etc), and hair looks much more realistic. Mo-cap touches the moves themselves too -- Undertaker has a new tombstone (finally), Orton has a redone RKO, and a number of general moves have benefited from the same treatment (scissor kicks, ref arguments, win poses, etc).

THQ has also confirmed that the last-gen versions of SmackDown will be pretty much identical to the PS3 and Xbox 360 version; but system-specific differences are a possibility according to the team (though not confirmed, they were dodgy on that one). At the very least, PS3 fans can rest easy as both the Xbox and PlayStation SKUs are being developed simultaneously -- unlike last year when the PS3 version was so severely behind eventually leading to its cancellation.

As for the rest of SmackDown, THQ isn't showing us yet. Most of the roster is still being shrouded in secret and the create modes are being held back for another day. We did learn that there will be a new interface in these modes, however, and there are some more announcements expected in the coming months (such as the completely new soundtrack),

How will it all turn out? The world is watching...


Οfficial site: http://www.thq-games.com/uk

NonBorn
27-07-2007, 15:47
SDCC 07: WWE SmackDown! vs. Raw 2008 Progress Report

We wish we could tell you we played as someone other than the Sandman when we got out grubby paws on WWE SmackDown! vs. Raw 2008 at San Diego Comic-Con, but that would be a lie.

If you're too young -- or too mainstream -- you might not remember how awesome the ECW of old was. There were people diving off scaffoldings, Mike Awesome throwing Masato Tanaka from the ring through a table and onto the concrete and ladies that weren't afraid to get hit with steel chairs.

It was like 300 in a bingo hall.

Anyway, Sandman. Today, in front of the dozens -- and dozens -- of fans at the THQ booth, we took the ECW original into a hardcore match with Rey Mysterio. We thought about being one of the other superstars -- this build featured John Cena, Kane, Randy Orton, Triple H, Undertaker, Bobby Lashley, Chris Masters and Jeff Hardy -- but it's about time Sandman got some videogame love. The guy was only featured in a couple crappy Acclaim games. He faked being blind for an angle -- give him his spotlight, you Cena fans!


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I think they're singing.


So, if you're reading this, you're obviously a WWE fan and have probably read IGN's in-depth overview from a few weeks ago. In it, the article said the Sandman smashes a beer can on his head and enters from the crowd.

Friends, that ain't the half of it.

As the Sandman's theme kicks up, the main man walks into the audience from a side door with his Singapore cane in one hand and a beer in the other. He swigs the beer, slams the can repeatedly into his head and then spews the frothy beverage into the air. From there he marches through the impressively animated and detailed crowd, and the fans go nuts. He pushes past the throngs of folks -- some holding signs proclaiming that they're diva search rejects -- climbs onto the black barricade and hoists his cane into the air.

That's how you make an entrance.


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You're crushing my spleen.


Rey's introduction is equally as impressive. His music hits, the camera pans the cheering audience and then the highflier pops up from the depths of the stage. As a purple lightshow goes nuts in the arena, Rey runs around whipping the fans into a frenzy and then slides into the ring to share the spotlight with a scantily clad Lillian Garcia.

The bell rings, Sandman moves in and lands a solid kick to Rey's gut. From there, Sandman basically owns the cruiserweight. Superplexes, steel chair shots and submission moves follow qs Rey prays for death ... we're pretty sure THQ has dialed the difficulty down for its all-ages demo.

What was amazing for most of the first-timers stepping up to the control pad was how deep the controls were for being such a simple system. The left analog stick moves the wrestlers, the right analog stick performs simple grapples, run is controlled by holding a shoulder button and moving and submissions are now part of an analog-system where the person performing the move uses the stick to apply pressure and the opponent in pain tries to match the movements of an onscreen lock with the right analog stick to break the hold.

Picking up weapons, climbing in and out of the ring and performing strike maneuvers are all as easy as a single button press.

Although stunning visuals are expected from this generation, these guys still looked extremely impressive. From the sweat on Rey's chest to the tattoos on the Sandman, everything looked perfect -- even the fans holding up tired signs such as "I'm With Stupid" had animations for picking the poster board up from underneath their chairs and for putting it back.

Before we jumped into our slobber knocker with Rey and Sandy, we took a brief spin through the options in WWE SmackDown! vs. Raw 2008. From the main menu was the jump-in-and-wrestle Quick Play, Exhibition, Create modes and online. The online option was blocked out, but the creation category had slots to build move sets, stables, superstars, entrances and championships.


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In two seconds, someone has ouchy fingers.


More than 200 new items will be available for this year's superstar creation mode and will be spread out across several customizable categories -- including but not limited to head, face, facial hair, face paint and piercings.

Once we got into the match types, we found a number of the bouts blocked out but had the opportunity to choose from a normal fight, first blood, hardcore, ladder and last man standing. We chose hardcore, Sandman wailed on Rey with a steel chair, and in the end, the ECW original pounded a beer in celebration while his opponent writhed in pain in the background.

Πηγή: ign.com

NonBorn
28-07-2007, 04:24
Body Slammin' Cam Gameplay... Δε μου φαίνεται και τόσο αναβαθμισμένο σε γραφικά όσο το περίμενα...
22880

NonBorn
01-08-2007, 20:32
WWE: Smackdown Vs. RAW 2008 Preview

Time to bring on the pain


Say and feel what you want about giant men in fluoro tights prancing about a sweaty ring in the real world; the videogame adaptation of one of sports’ most flamboyant, riveting and downright entertaining guises offers some of the best virtual fighting fests around. It’s the strategic pace and nature of the game that leaves the others in the dust; where traditional fighting games offer you 60 seconds of premature knockout-ulation at a time, the ebbs and flows of a typical wrestling match requires some serious physical and psychological stamina and cunning tactics to overcome. It’s also the sort of game where showmanship is just as important as brains or brawn. Sure, you could pummel a guy with a barrage of meat-cleaver hooks to the head into submission, but if you haven’t flipped an opponent out of the ring, climbed the ropes and launched yourself at the recovering wrestler after a crowd-pleasing taunt then you just haven’t lived.

And it all becomes exponentially better in multiplayer. Four-person tag-team and free-for-alls offer some of the best party-multiplayer action around. The satisfaction and authority that accompanies victory in these matches is so absolute that it’s not uncommon for some crucial group decisions to be made around a tense bout of the sport. With WWE SmackDown! vs Raw 2008 coming soon, Gameplayer sat down with Corey Ledesma, head of the project development team at THQ for a pro-wrestling session and to find out what we can expect to see when the game ships later this year. With a strong wrestling name like Ledesma, we soon find out that we’ve found ourselves a worthy opponent.

Triple H – under the control of Bam Bam Ledesma – just stands there in the ring and taunts us. “You’ll notice the wrestlers look better in SvR 2008,” offers Ledesma. Indeed, new lighting effects on the character models give each of the many real-life personalities featured in the game more presence. We also notice the crowd models have been polished, offering a crispness which is at first quite noticeable, especially when compared to other sport games and previous SvR games.

Triple H then casually starts walking over towards our Undertaker, before breaking out into a run and clothes-lining the star spectacularly onto the mat. As Undertaker recoils and steadies himself, Triple H kicks him to the ground. “Oh, you’re being oh so co-operative,” adds Ledesma, and follows up a flurry of stomping back-breakers. “One of our main priorities this year was to clean up the animation system, in particular the way moves blend into each other. We’ve also re-done the general walking, running and climbing animations as well.”

Yeah, sure thing Bam-Bam. Thanks for taking the time to show us the ropes: all up-close and personal like. The recoil from the face plant sends Undertaker sprawling on his back. The way these two wrestlers have moved – in particular Triple H’s confident strides and Undertaker’s painful throes – feel like they have more weight than ever before. And they look great.

“Now,” continues Ledesma. He’s gone for a grapple as Undertaker regains his composure. Back on the ground, Triple H gets behind the prone Undertaker and goes for a hold. We attempt to break the manoeuvre by mashing some buttons, but Ledesma raises a hand as a clear request for us to submit. For a second we refuse to give in, but then all becomes clear. “We’ve taken out the button mashing in the submission system,” explains Bam-Bam. It just didn’t have the right satisfaction level.

Players had all this control over the environment and different moves but in this area they entered a button-mashing mini-game which took players away from the action and got them to look up at the HUD.” New to SvR 2008 are analogue submission holds and breakers. The player controlling the submission move has the ability to build up a more powerful follow-through attack based on gentle left and right movements on the control stick; get too greedy and you tire your character out or even lose your grip and give up the hold. More crucially, the player at the receiving end no longer enters a mindless button press routine nor will they find good reason to just switch off. Defensively, you can now offer an opposing force to your opponents attack, and have the ability to break the submission hold altogether. And the same rules apply to defence as they do to offence – push too aggressively on the control stick and you risk giving in and losing your chance at breaking free.

“It’s a back and forth, cat and mouse game where you’re both trying to come out best in the submission hold, and it’s so much more engaging than the previous system,” offers Ledesma.

Maybe for some. Undertaker’s too dazed to manage subtlety, and Triple H easily wins the hold and absolutely pummels his opponent. Still, the idea’s a great one and we can’t wait to get some practice in and really work the system to its fullest.

With the wind taken out of Undertaker’s sails the rest is nothing but a mop up job. The momentum has gone completely Bam-Bam’s way and Triple H cashes in his finisher for a crowd-pleasing pinfall. Undertaker chalks up a spectacular thrashing to his record. “You didn’t have a chance there because I was using Triple H’s body style to my advantage,” Ledesma informs us in an attempt to let us down gently (see ‘Body Stylin’, left).

One last thing is revealed to us before our session is over. Extreme Championship Wrestling, or ECW. To fans of the most recent, violent and hardcore code of wrestling to come under the WWE umbrella, SvR 2008 will feature the ECW in equal measure alongside SmackDown! and Raw.

With the taste of bitter defeat at the hands of Ledesma fresh in our minds, we organise a re-match in the near future. Check back in these pages soon for round two with WWE SmackDown! vs Raw 2008.

tasioskis
25-09-2007, 20:35
τελικα βγηκε το παιχνιδι?

klepidas
25-09-2007, 23:14
tin theoro tin pio xazi seira xilou

tasioskis
26-09-2007, 09:48
εγω παντως την βρισκω με αυτο το παιχνιδι.τελικα ξερει κανει αν εχε3ι βγει?

NonBorn
12-10-2007, 23:25
Video μέσα από το game... Δε μου φαίνεται τρομερή η διαφορά από το ps2...
Βέβαια έχω καιρό να το δω σε ps2 και το τελευταίο που έλιωσα ήταν το "Here comes the Pain"!

19395

NonBorn
21-10-2007, 00:53
26702 26704

tasioskis
21-10-2007, 11:47
τρελενομαι με αυτο το παιχνιδι.

VampishPizza
16-09-2008, 14:48
Jeff Hardy ρε!!!