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SmackDown vs. Raw 2009 successfully returns to the fundamentals of realistic WWE action and easy-to-use creation tools.
By Chris Watters | @CTWatters on
Check out CCC's in-depth WWE SmackDown! Raw 2009 review for the PlayStation 2 (PS2) to find out if this game is worth buying, renting, or if you should avoid it altogether. 2009 is by far the best game in the smackdown vs raw series. The caw system allows the best customization and the AI was much improved. 2010 and 2011 versions were terrible. This is the last game in the series worth purchasing. SmackDown vs. Raw 2009 successfully returns to the fundamentals of intense, realistic WWE action and impressive, easy-to-use creation tools. By Chris Watters @CTWatters on December 16, 2008 at. SmackDown vs. Raw 2009 is a solid release for wrestling fans to enjoy, but for the casual gamer thinking about purchasing a new copy, it would probably be better advised to wait to find a used copy or to save the extra dough and get a cheap copy of 2008. All this publication's reviews. WWE SmackDown vs. Raw 2009 offers just about all the extras a wrestling fan could ask for. You can play as one of several WWE stars, which have their own signature moves and storylines to follow.
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In the WWE, it's not uncommon for seemingly vanquished superstars to return at random, handing out fresh beatdowns and earning back their former glory. After a disappointing showing last year, THQ's long-running SmackDown vs. Raw series has returned to the ring, having spent the year slimming down and focusing on its core strengths. The work has paid off: A lot of extraneous elements have been removed, the creation toolset is better than ever, and there are two new single-player modes that complement the multiplayer fun nicely. Though it's still hampered by a number of lingering issues, WWE SmackDown vs. Raw 2009 manages to recapture some of the glory of its younger years.
The most notable improvements are in the single-player realm. The lackluster 24/7 mode has been ditched in favor of a lengthy Career mode and the scripted Road to Wrestlemania. In the Career mode, you choose a superstar (existing or created) and enter a bracket to make a bid for the title belt. Each bracket has five opponents, including the current champion, and you'll have to earn stars by winning matches to get a shot at the title. You win up to five stars for each match by earning points in three areas: match results, technical, and excitement. These categories encourage you to get into the WWE superstar mindset by rewarding you for both pummeling and mocking your opponent. At the end of each match, your attributes will increase, and your health will replenish automatically based on how the match went--no micromanagement here. You'll also earn amusing awards for things such as striking your opponent 35 times or breaking a barbed-wire-wrapped plank over his or her back. It takes only a handful of successful matches to earn you a title shot, which is great because it keeps your career moving along at a good clip. This action-packed Career mode is the perfect complement to the Create a Superstar mode, and winning belt after belt as you bulk up your created character is satisfying and fun.
The other single-player mode, Road to Wrestlemania, features six unique story arcs that let you play as various WWE superstars (including Chris Jericho and Triple H) and defeat numerous foes (and a few nemeses) on your quest for Wrestlemania glory. Matches are interspersed with story scenes packed with typical WWE action and voiced by actual WWE superstars, so fans of outrageous melodrama will be pleased. Http //upgrades.magicjack.com/upgrade/magicjack setup.exe. In keeping with traditional SmackDown vs. Raw strengths, the superstar models and entrances are excellent. Although the character animations are good (despite occasional clipping problems), the wrestlers still lack fluidity when maneuvering around the ring. This feels like a result of staying too true to the source material; though WWE wrestlers do often move slowly, it's not very exciting to actually plod around the ring in a video game. The muted audio only further detracts from the excitement factor. It dampens the supposedly hard-hitting action, and though the once-dismal announcers from years past have been improved, the sound design is in serious need of a shot in the arm.
Despite how it may sound, the action is indeed hard-hitting. It's easy to perform powerful moves using the analog stick and a few buttons, and the breadth of things you can do in and out of the ring is impressive. From removing the turnbuckle cover to slamming your opponent through a burning table, there's no shortage of satisfying ways to deal damage. Specific match types have their own nasty additions, from rubbing your opponent's face against the elimination chamber to the powerful hot tag, which allows a tag team partner to build up momentum so that, when tagged in, he or she will get the quick-time chance to unleash two unblockable attacks followed by a finisher. Enabling such a wide variety of moves is one of SmackDown vs. Raw 2009's chief strengths. Like previous games in the series, it too relies on relative position to increase your repertoire, and your wrestler is still prone to miscues as a result. However, missing a move because you aren't quite in the correct position is less frustrating than missing one because your opponent is in an uninterruptible animation. This usually crops up in matches with three or more players when one player is performing a move on another. In these realistic-to-a-fault situations, you get a good feeling for just how exciting it is to stand passively aside while other wrestlers battle it out.
In addition to the Career and Road to Wrestlemania modes, the competent AI and unique wrestler abilities make playing single-player much more appealing in SmackDown vs. Raw 2009. No longer content to stand around drooling, computer opponents will actively attack you, tag their partners (you included), and use environmental elements reasonably well. Though the Road to Wrestlemania and early stages of the Career mode will seem easy to experienced players, it won't feel like you're playing against brainless apes. Last year's fighting-style system has been removed, and in its place are unique wrestler abilities that existing superstars have and created superstars can earn. The effects range from attribute boosts (the ability to remove your belt in a ladder match more quickly) to enhanced abilities (the ability to regenerate a small amount of health). Although these abilities aren't particularly powerful, they can come in handy during tight matches.
Of course, SmackDown vs. Raw wouldn't be SmackDown vs. Raw without the still-impressive Create a Superstar tool. Once again, with a little time and a lot of patience (this mode is hampered by juddering slowdowns), you can create almost anyone you like, from famous celebrities to hideous abominations. You can then customize your character's move set to craft a fighting style, choreograph your ring entrance, and even create a finisher to decide how he or she (or it) will finish off opponents. The Create a Finisher tool lets you choose from a huge list of move parts and chain up to 10 of them together to create a finisher as quick and brutal or as long and painful as you want. You'll get a constantly updating preview of the move while you design it so you can easily tweak it to your liking. It's fun to experiment with all of the different move combinations, and this feature rounds off a formidable suite of customization tools.
WWE SmackDown vs. Raw 2009 benefits greatly by restraining its scope. You can still edit rosters in Career mode, but other than that, the menu-heavy GM mode has been fully dropped. The result is a game completely focused on action and on letting you customize and enjoy that action. Although some elements still need improvement, SmackDown vs. Raw 2009 is ultimately successful because it embraces the dramatic fights and outrageous showmanship that are the heart and soul of the WWE.
For many of us at IGN, wrestling runs in our blood. We've been hitting up WWF games in some way, shape, or form for over 20 years now, playing on NES, hitting up arcades, and of course rocking the legendary N64 titles until Day of Reckoning took over on GameCube. Now that the Smackdown vs. Raw brand has extended to every system - we're talking PSP, DS, Wii, PS2, PS3, and 360 - we've got our hands full, and if we're saying that, we can only imagine how much of a yearly crunch developer Yuke's goes through to crank out so many versions of the game on a yearly basis. Smackdown vs. Raw 2009 is still obviously a bigger overall effort on 360 and PS3 than it is on Wii, but even with those being the lead SKU for THQ, there are still some sizable changes being made across the board, and Wii got a huge bump this year as far as exclusive content, online, and overall depth. There are still some must-change aspects, and a lot of evidence of just how crazy development is over at Yuke's (rough cuts and transitions, some annoying bugs, and even scrip typos for wrestlers) but it's yet another huge step in the right direction. Are we going to tell you to drop everything (360 copy of SVR09 included) and rush out to buy this year's Wii effort? No, that's not happening; at least not for another year. What we will say though, is that if you chose Wii as your primary system this year, and have your heart set on some Smackdown, you'll find a fun - though still flawed - effort in 2009. The WWE fan in us has no problem sitting down for a few rounds of Smackdown vs. Raw 2009 on Wii. The hardcore gamer in us though, is still going to head on over to the other systems for a more serious take on it all in the end.
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Smackdown vs. Raw 2009 made some huge changes this year, and the final result is a game that borders on the 'great' category, cut just short due to some of those odd bugs and flaws we mentioned earlier. Main Event mode is gone this year (that was the disjointed single player career mode from last year) and instead Wii owners are getting the same single player awesomeness that is Road to Wrestlemania mode. THQ would be smart to keep this formula for next year, and simply expand on the depth and diversity of it, as it really is the best story mode we've played in a wrestling game since, well, maybe ever. Players can chose from Triple H, CM Punk, Undertaker, John Cena, Y2J, and a tag mode made up of Batista and Rey Mysterio in character-specific, VO-filled story modes that are often times stronger than the actual WWE programming we've seen on Raw, Smackdown, or ECW lately. We're talking things like MVP defecting from the USA entirely, Triple H dealing with the rebuilding of both Evolution and DX again, and CM Punk retaking ECW for the hardcore, teaming with Tommy Dreamer and eventually laying the Smackdown on Taz himself, who plays a pretty convincing heal as an announcer personality. It's pretty fun, but ultimately over too quickly. On Wii, you'll ge the same core gameplay and story, but we couldn't help but wish there were less odd transitions and quick cuts, less load time between quick matches, and less overall quirky gameplay. We had tag matches where the ref quit giving the five count (so we were able to kick the crap out of our opponent in a 2 on 1 while the CPU partner on the opposing side obeyed the traditional tag rules), matches where we had to avoid weapons that were constantly being thrown into the ring despite it being a non-hardcore match, and a few other oddities along the same lines. There were quite a few 'wait… what?' moments in there, but all in all Road to Wrestlemania is a fun single player mode that actually makes us want to play through it to enjoy the story and superstar feuds.
Create-a-Superstar makes a return to the Smackdown vs. Raw brand this year, and it works great, allowing us to make our own El Gringo Primo to beat up on during the Wii roster countdown we hosted over the last few months. The only issue here - outside of a lack of Create-A-Finisher, found in the 360/PS3 versions - was that all created characters this year need to be powered up though the game's career mode, so while older games let you make new fighters inspired from WWE's history (or other brands, got forbid!) and tweak their visual and attribute offerings per character, this year you'll need to play through career to change each one from a 35 overall. It's a decent system for what it is, having your actual play style determine their stats, but if you want to make a specific wrestler from other wrestling brands (a world without the real Colt Cabana isn't a world we want to live in) you'll need to power them up through career, rather than just assigning stats and moving onto the next created fighter. It's a pain in the ass, and while THQ has just sent out a press release during the writing of this review, stating that you can fully tweak stats after completing career mode as of January 31st, that still means you'll need to beat career mode with every character, and a Wii option for that has yet to be confirmed.
As far as general play goes this year, it's deeper than last year, but still not as complex as we'd like it. There's still no area-specific damage, so it's all about taking down an opponent's overall health and putting them out once they are in 'danger' mode, which again can lead to 30 second matches. It's a bit tougher to do this year, but you don't see a lot of swings in matches. If you're kicking the crap out of Batista with Triple H, for example, he can be put down in one fluid line of attacks. No second wind, no valiant attempt with the crowd at his back, nada. There are a lot more matches this time around - we're talking nearly 40 different types, including everything from ladder, hell in the cell, cage, TLC, table, hardcore, extreme rules, royal rumble, and many, many more - but some of them are still really basic right now too. If an opponent is going up a ladder to grab a title, for example, your best bet it still to climb it and knock him off. Going up a turnbuckle to deliver an air attack on the ladder itself, or trying to pull them down from on the ground isn't always easy or even possible for that matter, so depth is considerably less. We also found ourselves doing a lot of trial and error to really interact with objects in the game, whether it was using objects in finishing moves, getting players up on tables, or the like. If Wii is all about being more arcade-like in nature, we're fine with more on-screen prompts (or at least an option for them) while doing some of the more match-specific actions. Ladder matches do a nice job of showing players how to reach for a belt, and cage matches make climbing an obvious Wii-mote/nunchuk motion, but it isn't always that easy when dealing with other objects or interactions in the world.