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       Review:   
29th September 2005:
WWE Day of Reckoning 2 
Improving on a semi-classic is not always easy. Find out which side of the 'semi' that this game takes the Reckoning series.
Posted by Chris Barnett - GameCube - UK and Europe

WWE Day of Reckoning is considered by many as the definitive GameCube wrestling game, and we would be in total agreement with them. Although the game was definitely flawed, it was nothing that was irreparable in, say, a sequel. So when the sequel found its way into our office, we were instantly excited about what improvements have been made to one of our favourite fighting games of recent times.

In short, everything about the game has been polished to 'near perfection', without changing things enough to annoy the initiated. The graphics and presentation have been improved drastically, especially in the polygon count area of the characters and arenas. There are more wrestlers to earn and fight, and there is quite an advance in the artificial intelligence of both opponents and tag partners.

The gameplay is pretty much unchanged from the previous game; rightfully so as it was so well crafted to begin with. The simple balance of moves between light, heavy and grapple really keeps things smooth and uncomplicated. These dynamics are carried throughout the game, so when you are outside the ring they are the same, as well as when you are on the ropes or skirt of the ring. It may not sound too important in a passing statement, but the consistency of these controls really allows more advanced strings of moves to be taken on.

The grapple system is improved in the sense that it is less like taking candy from a baby and more like an actual grapple with a post-15 stone hulk. The AI of the opponents means that they are always anticipating a grapple or unexpected attack, ready with a counter. Some of the fights can easily see up to four counters in succession, resembling a tennis rally in the 'back and forth' nature of events. This system is vastly improved by two new gameplay dynamics that add more to the game than any description could hint at. These are the submission and stamina systems.

The submission system is similar in nature to a game of paper-rock-scissors as you must select from one of four pre-set moves on the C-stick. Your opponent must do the same, and if they guess correctly they pull off a counter move. If they guess wrong you get the chance to take them to a world of pain or to heal yourself, if you selected the 'rest' option. The rest option is actually part of the stamina system, where the wrestlers get tired as effort and sweat are used. This gives the game an area of strategy that carries it above fighting games such as Tekken and Street Fighter 2 in terms of planning, at least. As the wrestlers tire, fewer moves are available and the risk of being grappled and punished increases. If a grapple is entered, the wrestler with the highest stamina is always the favourite if controlled competently. This means that resting and using the 'rest' option in a submission situation really need to be planned with the care of a racing pit stop.

The graphics and arenas are more realistic than any other wrestling game on the GameCube, and easily hold their own against the Xbox and PlayStation 2 wrestlers out there. These visuals and animations are easily justified in the story mode, where the needs to identify characters and emotions are essential to the dramatic impact of events. The story is a simple 'fall from grace' of your wrestler (who can be custom created to great depth; in terms of statistics and appearance), followed by a climb back to the top to regain the WWE title. Aside from the standard tournament there are a few twists to the tale: the title belt goes missing before the decisive bout, turning things into a small detective story involving much of the roster of WWE fighters. Considering the expectations of a wrestling story, the script and twists are very good and came as a surprise to us. It is just a shame that the voices are not included for speech. Instead, subtitles are used, taking a great deal of impact away from lines such as "All I need is you, Stacy".

The impact detection is now as close to gaming perfection as we could want. It is not too accurate to cause too many missed hits, and it is not too obvious to cause a hit simply by punching dead air (as in some of the 'cartoon dynamic' fighters of days gone by). This is a key point when leaping off ropes and dodging, as a simple slide of the analogue stick to the side can alter the whole impact zone of an attack. These zones are also easily identified by the reactions of the receiving characters too, a limb attack is clearly so, as is a head blow.

With the lack of real competition on the GameCube in terms of up to date wrestling games, this is definitely recommended. With the wide range of modes (tag and cage to name but two) and character creation, there is no real end to the possibilities on offer; especially when multiplayer and a range of unlockable classic wrestlers are taken into account.

The only big 'BUT' about this game, and most other wrestling games, is this: If you don't like wrestling games, this will not change that at all. The game is just a super-slick iteration of the tried and tested dynamic, in much the same vein as a football game update. But for wrestling fans this is a treat.


Chris Barnett


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 Review Summary: 
A really polished game that definately builds on any problems encountered in previous games in the wrestling genre. The simplicity of the controls coupled with the depth of modes and unlockable features makes this a true winner for all wrestling fans. Just don't expect to be pressured into liking the game unless you already have an interest in wrestling.

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