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Smackdown vs Raw

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New batch of Smackdown vs. Raw 2011 content available


Dec 22
// Nick Chester
It's taken them awhile, but it looks like THQ is finally ready to support its Smackdown vs. Raw games with substantial downloadable content. The publisher has just released a slew of new stuff for Smackdown vs. Raw 2011, inc...
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DTOID LIVE: Smackdown VS Raw!!


Dec 16
// Pico Mause
::Hulk Hogan Voice:: Listen here DUDE!! Keep it raw but don't get the smackdown! Team up with Venom, Carnage, Pico, and the rest of the DTOID HQ at 4pm/pst on Justin.Tv/Destructoid!! That's right BROTHER, we will be locking up with Smackdown Vs Raw 2010!

Getting the smackdown on WWE Smackdown vs. Raw 2011

Oct 07 // Chris Morris
WWE SmackDown vs. Raw 2011 (PS3, 360, Wii, PSP, PS2, iPhone)Developer: Yuke’sPublisher: THQTo be released:October 26, 2010 (North America)October 29, 2010 (Europe, Australia)  The first and most noticeable change in SvR 2011 is the new visuals. This title definitely presents a higher degree of realism than the previous iteration. The almost "cartoony" look of SvR 2010, especially in the character select screen has been almost completely changed. Fans looking for a more realistic experience should be delighted by the new skin textures and movement technology, being able to see different muscles and tendons flex and react in the ring is quite impressive. Pair this up with a brand new physics system, giving you a truly dynamic feel to matches, and you have one pretty faithful wrestling simulation. [embed]185806:33829[/embed] Road to Wrestlemania is returning, they have added new storylines and the ability to roam through the backstage area, making decisions or picking fights that will influence the outcome of your Superstar's story. They have also added a brand new WWE Universe Mode which will keep track of your WWE calendar and change dynamically based on how you play the game. The AI that manages Universe Mode will create feuds or alliances, championship matches, and even spontaneous action and events according to your actions. The beauty of the new mode is that you can either let the AI simulate on its own, skipping ahead to specific days or matches, or you modify and change any aspect that you don't like and the AI will respond accordingly. Grappling has been simplified this time around, with all off the grappling happening on the right stick. I have been assured that these changes will not eliminate any of the depth that veteran players enjoy, but will certainly make this title more inviting to players that are picking up Smackdown vs. Raw for the first time. Personally, I had a difficult time getting grappling down in SvR 2010. Once I had the opportunity to pick up the new title, I was immediately able to notice a significant difference. The creation modes are back and better than ever. In addition to having the ability to create up to fifty superstars or divas for use anywhere in the game, players will also have the ability to create their own finishers, move sets, entrances, stories and cutscenes. Probably the most intriguing addition to this year's title was the ability to create branching paths within your custom story, allowing for a multitude of possible resolutions and endings to your personal storyline. Anything built within the creation modes can be shared online and searched for using an in-game browser. You will now be able to search for popular content based on multiple criteria, rather than only being able to sort by rating. The developers have really gone all out to allow players to customize the game in any way they see fit, creating an almost infinite replay value. Of course, no next-gen wrestling game would be complete without a solid online component. It was stressed that they have really tried hard to address all of the latency issues from the previous title. Assuming you aren't busy receiving a major smackdown in the ring, players should hopefully find that they are not cursing at the screen because they "definitely landed that move first!" In addition to the underlying improvements, for the first time ever in a wrestling game, they have managed to implement a 30 player online Royal Rumble! SvR 2011 will allow twelve players to be in the game, with six in the ring with six spectators waiting to hop into the ring. We should have a video interview up for you guys relatively soon. We were able to speak in-depth with Bryan Williams, designer on the game. If you are a fan of the series, you should definitely be pleased with Smackdown vs. Raw 2011. If you are like me and looking for an excuse to get back into the happenings of the WWE, or even want to check out a wrestling game for the first time, then this is definitely one to keep your eyes on!
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Before we had the opportunity to check out Smackdown vs. Raw 2011, Max and I decided that we needed to do our homework. We sat down at Dtoid HQ the night before to get some quality time with Smackdown vs. Raw 2010. It wa...

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Smackdown vs Raw 2011's WWE Universe feature


Sep 24
// Conrad Zimmerman
THQ has released this video for Smackdown vs. RAW 2011 which focuses its gaze upon the WWE Universe feature which purports to create a unique wrestling experience for every person who plays it. Not content to just track...

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Bret Hart is WWE SmackDown vs. Raw 2011 pre-order bonus


Aug 18
// Samit Sarkar
Bret Hart is still wrestling -- somehow -- and since he's one of the all-time WWF/WWE greats, fans are likely interested in playing as him in WWE SmackDown vs. Raw 2011. In North America, Hart will be a timed exclusive pre-or...

Enter the WWE Universe in WWE SmackDown vs. Raw 2011

Aug 18 // Samit Sarkar
WWE SmackDown vs. Raw 2011 (PS3, 360, Wii, PSP, PS2, iPhone) Developer: Yuke’s Publisher: THQ To be released: October 26, 2010 (North America) October 29, 2010 (Europe, Australia) Fans of SvR love to play the exotic match types -- stuff like Tables, Ladders, and Chairs matches or Money in the Bank contests -- but those game types have been hindered by a lack of realistic physics. Slamming someone down onto a ladder never looked any more painful or effective than doing it in the ring, and tables always broke in the same way. But when your match has a particular object in its title, you want that thing to make a meaningful difference in gameplay. To that end, developer Yuke’s has outfitted SvR 2011 with a new physics engine that governs interactions between wrestlers and objects; now, wrestlers will react differently when they come into contact with different objects. This means that you can do insane things in SvR 2011 that simply weren’t possible before. In a gameplay demo that THQ showed, Rey Mysterio rested a ladder on the ropes from outside the ring, and scampered up it as if it were a ramp into the squared circle. And once you’ve begun a move, you can target an object (such as a table) with the left stick -- when asked to relate the craziest thing he’d seen in the game, creative director Cory Ledesma told a story about someone standing up a ladder inside the ring and stacking a table atop another table outside the ring, and then suplexing his opponent off the top of the ladder through both tables. The new physics system doesn’t extend to interactions between wrestlers, who are still tied to canned animations, but it goes a long way toward making things more realistic. Yuke’s has also redone the Hell in a Cell match, which was a mere shadow of its real-life self in years past. The cell itself wasn’t nearly as big as a regulation WWE cell, leaving only a one-person width between the cell and the ring. Finally, the game has the same cell you see on TV, which offers much more room for things like throwing your opponent into the cell or grabbing weapons from beneath the ring. And the cell is a physics object: you can target it like you would a table, and slam someone through the cell wall. Of course, you can also climb up and fight on the top of the cell -- and send your opponent crashing through the ceiling with, say, a Chokeslam. But undoubtedly the biggest change to SvR is the introduction of the “WWE Universe” mode, a pervasive setup that Ledesma described as “career mode [and] exhibition mode all tied into one.” In sports games, selecting “exhibition” from the main menu lets you play one-and-done games that ultimately have no meaning once you complete them. Universe changes all of that. It automatically creates a WWE calendar (with Raw, SmackDown, and pay-per-view events) for you -- the main menu has a Universe ticker at the bottom that displays the contests scheduled for that night’s show, and based on the exhibition matches you play, Universe will form rivalries and set up future matches. Universe dynamically generates all this content without you having to lift a finger, or ever go into a separate career mode. It includes all the WWE belts and championship rankings for them -- as you win and lose, the rankings change, and Superstars will make their way toward the #1 contender ranking. (Title defenses are saved for PPVs.) The game “adapts to how you play,” explained Ledesma, and it offers an experience that’s completely customizable. You’re not forced to play anything the game puts together: if, for example, you’re presented with a John Cena-Randy Orton match, and you don’t like Cena, you can replace him with anyone you want. You even have the power to rearrange the championship rankings, placing your created Superstar at the top. In the My WWE menu, you have the ability to put Superstars on different shows, turn a Superstar from a face to a heel, and change a person’s allies and enemies. (Universe also forms tag teams/alliances based on the matches you play -- if you repeatedly put The Miz alongside The Big Show, it will recognize that.) Universe's dynamic cutscenes will reflect those alliances, too. As an example, THQ had Sheamus feuding with Randy Orton, where John Cena was Orton’s ally. Sheamus jumped Orton during his ring intro, and later on, after Sheamus had pinned Orton and was about to whack him with a chair, Cena ran out to defend his buddy -- and Sheamus backed off. The menu ticker will update you on the status of relationships, saying things like, “Sheamus and Randy Orton’s rivalry has gotten even worse.” If you want to play exhibition matches with no consequences for Universe, you can simply click the right stick at the main menu to turn it off. But if all of this works as advertised, I don’t see a scenario where you’d ever want to do that. THQ has spent a lot of time implementing Universe, but that doesn’t mean that they’ve left the standalone career mode, Road to WrestleMania, untouched. The three-month journey to the biggest annual PPV event is a much more open-ended experience -- THQ has brought back the free-roaming backstage area that was in WWE SmackDown! Here Comes the Pain. It’s a living world where you can interact with Superstars and Divas, and branch out your story. A mini-map shows the layout of the area, which includes locker rooms, offices, a training room (where you can upgrade your Superstar’s attributes), and a green room. The backstage area is like a microcosm of a city in an open-world game: you’ll encounter other wrestling personalities, who will be in the middle of their own activities. You might walk in on Randy Orton shooting a promo, or see him on the phone with Stephanie McMahon (since everything occurs in real time, you’ll be able to hear the conversation from the other side by visiting Stephanie’s office). The game allows you to interrupt anybody else, and people will approach you, too. While THQ was playing as Cena, Randy Orton came up to him and dared Cena to hit him. You can decide to take the bait, or be the better man; the decision will send your story in different directions. I noticed that the lip-synching wasn’t even close in most cases, but that’s a minor concern. Since the backstage zone is, of course, connected to the ring area, you can even rush down there and cause chaos. THQ gave us an example of Chris Jericho running down the ramp and absconding with the title belt during a match. A smartphone hub unifies the experience, with access to e-mail, phone calls, settings, and the status of your unlockable items. One useful unlockable that THQ showed off was a time machine, which allows you to re-watch previous story cutscenes as well as go back to branching decisions so you can replay them from the other side without starting the mode again. It really seems like there’s much more do to in the mode than ever before. The fans really enjoy the creation suites, and THQ has refined and expanded them in SvR 2011. Last year’s WWE Community Creations feature, which let gamers share their created Superstars, was a big hit with over ten million downloads. Thankfully, you can now edit the outfit or move set of any downloaded wrestler, and the streamlined creation interface makes things “way easier to do.” Attribute points are unlimited, so your created Superstar can be rated higher than anyone else in the game. In its third year, Create-A-Finisher offers the ability to create finishing moves out of the corner as well as from the front and the top rope. You can string together up to ten animations (from a selection of more than 500), and adjust each step’s speed, rotation, and range (how much distance the finisher moves). I was able to create a pretty bad-ass finisher in under five minutes -- I sat the guy on the second rope, then brought him up to the top rope, from where I superplexed him to the mat. This year, you can create up to 130 different finishers, so go to town. THQ also has a robust online setup this year. The major problem with keeping up with the craziness of the WWE is that the game’s on-disc content is locked a few weeks before it ships; now, THQ will be able to do that more easily with an “aggressive” slate of downloadable content. For example, Sheamus burst onto the WWE scene last fall and had a rapid ascent to the top; he wasn’t even in last year’s game, but will appear on the European cover of SvR 2011. The plan this year is to keep the game current with a steady stream of DLC -- Ledesma didn’t confirm straight-up roster updates per se, but he said we can expect additional wrestlers to be sold through the in-game WWE Store.Ledesma promised that THQ has reduced the lag that has plagued prior versions of the game, and WWE Community Creations is better than it was last year. Of course, the entire online component of SvR 2011 will be hidden behind an online pass; if you buy the game used (or rent it, or borrow it from a friend), you’ll need to pay $10 to use the game’s online features. With SvR 2011, THQ appears to be doing a much better job of responding to fan complaints and requests. The Universe mode alone looks fantastic, and almost everything else has received at least some attention. An annual release schedule doesn't seem to hurt this iteration of the series -- this might just be the best SvR game yet.
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WWE Superstars are constantly upping the ante in and out of the ring. Whether it’s with equipment such as tables, ladders, and chairs, stipulations like Hell in a Cell, or backstage hijinks like car accidents, wrestlers...

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THQ's WWE SmackDown vs. Raw games to remain annual


Aug 18
// Samit Sarkar
After sales of THQ's UFC Undisputed franchise fell by 200,000 units year-over-year, the company stated last week that it was thinking about extending the series' development cycle from one year to 15, 18, or even 21 months. W...
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WWE SmackDown vs. Raw 2011 'This Is Your Moment' trailer


Aug 18
// Samit Sarkar
WWE SmackDown vs. Raw 2011 is all about recreating the thrilling, iconic moments that you see every week in real-life WWE programming. If a wrestler puts someone through two tables, you want to be able to do that in the...
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THQ 'following suit' with WWE SmackDown vs. Raw 2011 online pass


Aug 18
// Samit Sarkar
In an interview at a press event for WWE SmackDown vs. Raw 2011 this past weekend in Los Angeles, the game's creative director, Cory Ledesma, lamented that used games are "an issue for the [videogame] industry." This was...
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Games on Demand: Smackdown '08 and '09, LOTR: Conquest


Jul 27
// Dale North
The Games on Demand selection grows even more this week with some Smackdown action for your Xbox 360. Both SmackDown vs RAW 2008 and SmackDown vs RAW 2009 join the full-game downloadable line-up, though I'm not quite sure why...
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E3 10: The Million Dollar Man puts Carnage in a headlock


Jun 18
// Matthew Razak
You know, strange things go down at E3. Take the interview above for example. One moment our very own Jon Carnage is interviewing Ted Dibiase, the original Million Dollar Man, and the next he's in a headlock. Even now the ma...

On Assignment: WWE SmackDown vs. Raw 2010

Sep 03 // rayversus
WWE SmackDown vs. Raw 2010 (PS3, 360, Wii, PS2, PSP, DS)Developer: Yuke'sPublisher: THQTo be released: October 20, 2009 Press release says: "It's Your World Now" The best-selling fighting videogame franchise returns to the virtual ring with the most authentic, entertaining and compelling simulation of WWE programming to date. Featuring unparalleled creation tools, a robust Super roster, key franchise improvements and a few surprises, WWE SmackDown vs. Raw 2010 delivers the empowering freedom to create, customize, and share game play experiences.     R3Y says: Recycling is great for the environment When pressed on the subject of recycling assets and just releasing a new piece of software with some new features, Senior Creative Manager Cory Ledesma explained, "We're always building on the last year. We have this great foundation; we want to build on top of that, expand that. That's why our game is so deep feature-wise -- each year we add new modes, new content; it never ends. We love to build [on] what we've done on the past." So in other words, they're recycling assets, but they're also expanding on what works and tossing out what doesn't. Fair enough. Sounds like they grabbed a healthy amount of the development budget, and tossed that it into growth, instead of squeezing more polygons out of Triple H's nose. The graphics engine has received a slight spit-polish, and everything is prettier around the edges, but with 2010, their main focus is  obvious, it's all about the community and user customization. Is it truly "your world now?" I can safely say it is.     Press release says: Create-a-superstar redesign The franchise's renowned customization interface delivers a new look, improved graphical quality and a host of new parts, allowing players to create Superstars who are comparable in quality with their WWE counterparts. Take creation one further with a new Paint Tool to detail created Superstars with original tattoos, logos and other unique designs. R3Y says: You don't look like ass anymore! I could never dress up my Mighty Morphin' Power Rangers with different costumes and accessories. My Barbies always looked a lot cooler when they'd fight it out in her big pretty pink mansion. Kimberly, the Pink Ranger, never got over it. I had the same problem with my created wrestlers in SvR 2009. But from what I've seen so far from SvR 2010, you'll never have to be ashamed again when you're in the ring with a "high-polyed" WWE Superstar. Your muscles, abs, pecs (or lack thereof) will now flex and shine in all their glory. The Create-A-Superstar mode has received a healthy face lift. Its new botox smile and forehead are very lovely, and I'm sure you'll enjoy all the new features and options like I did. THQ has balls, big ones. Giving their community and the WWE fans the ability to create their own tattoos and artwork for their custom wrestler, and then sharing it with the world, can only mean one thing: penis. Cory Ledesma promised they'd be able to moderate and flag inappropriate artwork. (long pause) We'll see. Press release says:   Share the creativity Share created content with the WWE Universe by uploading created Superstars, entrances, finishing moves, highlight reels, created storylines and more. Utilize the keyword search engine to view created content from around the world and download for use both office and online. R3Y says: Look at me! LOOK! All the different customization modes have returned. Like many things in 2010, a small spit-polish would be an understatement. Asides from expanding on the Create-A-Superstar mode, they've also upgraded Create-A-Finisher and the Highlight reel creator. But none of these improvements, along with creations, would matter if you couldn't share them with your friends, right? Creating, uploading and downloading looked so easy it was borderline scary. THQ has done a great job making the "Create & Share" process extremely simple and seamless. I'm curious to learn if the robust and solid system can hold together when it's hammered with global user content.   /p> Press release says: Superstar threads For the first time in franchise history, create alternate ring gear for Superstars by customizing the colors of shirts, logos, face paint, elbow pads, boots and much more. Save the alternate looks for use throughout the game and online to show off the Superstars in grand fashion. R3Y says: This is unnecessarily awesome I can't help but imagine game designer Dan Ryan and his team, sitting in a very cold and quiet conference room, hammering away at ideas and new game elements to keep things fresh. At one point, I'm sure they gave up; they have literally given the choice to us, the gamer. Almost every single strand of hair, latex and piece of cotton is customizable. Don't like Undertaker's dark undies? Maybe a nice shade of red can help with his whole "Rest. In. Peace." thing that he does so well.     Press release says:   WWE story designer Embrace a directional role to create and customize unique storyline. A brand new cut scene creation interface includes talent and location selections, script writing, camera angles, Superstar emotions and much more. Construct each night's chow card with matches, unique match stipulations, interference events, and other story twists and turns. R3Y says: Dude, did you watch District 9? Here's another element that actually put me in a bad mood when I first got a chance to play with it. This is the perfect solution to bring out your inner filmmaker (or scary fanboy). Where the hell was this brilliant piece of customization when I was twelve?! Instead of slamming emotionless pieces of plastic together and doing horrible voice-over work, I could have spent hours upon hours playing with this. I'm looking at the machinima community to create some brilliant pieces of storytelling with these tools. Final Thoughts I have to be honest, my experience with WWE Smackdown vs. Raw 2010 was a pleasant one. It looks like they've managed to wipe some of the excessive slobber running down grandma's mouth, and have cleaned up all the loose ends that have made past games in the series short of slobber-knockers. (face-palm) I just did that. If they can  squeeze in the Ambulance match mode that was confirmed for the Nintendo DS into next-gen titles, and give me the option to put Destructoid's helmet on my wrestler, then I'll be more then happy to "job" to any mid-carder on the WWE roster. Tell me what you think! Follow me on Twitter! @r3yguti3rr3z
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THQ officially announced WWE: SmackDown! vs. Raw 2010 and Destructoid was there to capture every moment of the amazing press event.  Watch as Ted DiBiase almost tosses me out the window, my tender momemt with Cody Rhode...

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What!!? Mr. McMahon is in trouble with this exclusive DLC


Aug 23
// rayversus
If you can look past the lame PowerPoint slide (or as the Apple kids call it, Keynote), and the neatly numbered WWE Superstars, you'll discover our good old friend "Stone Cold" Steve Austin will be making a triumpha...
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THQ leg drops Smackdown vs Raw 2010 at SummerSlam


Aug 23
// rayversus
THQ welcomed the gaming press to their "pre-SummerSlam" event last night and dropped a couple of bombshells when they decided to show off WWE Smackdown vs Raw 2010. With SummerSlam only hours away tonight at the Sta...

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