I really don't like PSP, but there are people that do. So I am presenting you with a PSP title. As a game reviewer, sometimes you get assigned titles you don't know much about. Maybe it's a horse racing game, something about living on Mars or so on, but when it happens, you give it the old college try and hope you connect on some level with the hardest of hardcore fans.
That isn't the case here.
I know wrestling games, and if you're reading this review, chances are you do, too. There's something about our brethren of junkies that leads us to obsess over every aspect of the upcoming brawler, analyze screenshot after screenshot and generally go off the deep end about these games.
Basically, we nitpick everything to death because we love it so much. Expect that here.
WWE SmackDown! vs. Raw 2008 is a stripped down version of its current generation brother with a frustrating control scheme. It's not all bad, but it is disappointing to see what could've been a must own portable title flounder.
This outing arrives with 55 superstars from Raw, SmackDown, ECW and the WWE's past; the new ECW Extreme Rules Match; a new tournament mode; and an updated -- albeit flawed -- control scheme.
Oh, and you can light barbed wire 2X4s and tables on fire. Sweet.
ECW was the promotion I called home in the late '90s, and that's probably why I'm drawn to the ECW Extreme Rules Match. Following the tried-and-true Philly formula, you get to drag your opponent all around the ring, floor and crowd in a no-count out, no-DQ match where the pinfall or submission must happen in the ring.
It sounds cooler than it is on the PSP. In the console versions, the crowd holds out weapons such as guitars and crutches for you to whip your opponent into or slam over their backs. On the PSP, the crowd is just a sparse group or 2D blobs that flail their arms. However, the PSP does keep one of the more unique match features -- namely, the weapon wheel.
In years past, we'd blindly reach under the ring for whatever foreign object we could get. Now, when you reach under the ECW ring -- this match type can only be played in the ECW arena -- you can use your analog nub to select from a set of eight weapons such as chairs, mops, sledgehammers and more. You can even pick four weapons before the match that you want to see represented on the wheel more than once and don't have to worry about being attacked while picking your item -- the game focuses on you and your opponent is left in off-screen limbo.
With God as my witness ...
With God as my witness ...
However, the weapon wheel isn't entirely good news -- it's a blatant example of the PSP's mixed-up control scheme. Remember last year when you'd move with the d-pad and taunt with the analog nub? Well, THQ kept that this year while adding a bastardized version of the Ultimate Control Moves people are getting on the PS2/PS3/360.
See, on the home consoles, the right stick is pretty much used for everything. You grapple with it, enter Ultimate Control grapples with it, swing weapons in certain situations and enact the new Struggle Submission System -- this is where you swivel the stick to dictate how much pressure you're applying with a given move as well as try to escape a move.
Here, Yuke's and THQ toss all that in without switching movement to the nub.
I'll set the stage. I'm Tommy Dreamer in an ECW Extreme Rules Match against Mark Henry. The big guy's giving it to me, so I move out of the ring via the d-pad, hit X to get under the ring, remove my thumb from the d-pad and select a weapon with the nub, then move my thumb back to the d-pad.
Why couldn't all of that been done with the nub? More than once, I'd leave ringside without a weapon or taunt into an attack after flubbing the flop. On top of that, the d-pad is just clumsy for regular old movement. Running to the corner and navigating the ring are just a chore with this system.
Putting aside the fact that once I get a guy on the ground I have to move to him with the d-pad, tap circle, use the nub to apply pressure and then switch back to the nub to move -- whew -- the Struggle Submission System is pretty cool. You're probably asking why you wouldn't apply as much pressure as possible each time, and the answer is that it's a risk-reward situation. See, if you're not applying pressure, the opponent can move his or her stick to try and escape the hold. If you apply pressure for too long, the two hands symbolizing your grip will begin to twitch and if they separate, your opponent will get up before you and have the advantage. Take the time to play a few matches as CM Punk, work the body and watch the red seep in from the corners of your TV. The satisfaction in overwhelming.