«

»

The Video Gamer’s Experience – WWE 2K22 Review

2019 wasn’t a good year for WWE fans who just so happened to be gamers. With the splitting of Yukes and 2K Games, Visual Concepts was left to pick up the ball in trying to make the latest installment in the “WWE 2K” series practically from scratch while under a strict deadline. The end result was a sheer disappointment of an experience that saw fans turn against the developer & publisher for not delaying what should’ve been an evolution of a mostly fun “WWE 2K19”.

Deciding it was for the best for the “WWE 2K” franchise, the developers changed their approach for 2020 by presenting a game the embraced the absurdity of pro wrestling and WWE in general, “WWE 2K Battlegrounds”. Coming back with the official “WWE 2K” game as players knew it, Visual Concepts promised a game that “hit different” with more modes including a rendition of “General Manager Mode” and “2K Showcase” alongside a revamped game engine.

 

 

Did I Complete “WWE 2K22”?

As per the norm, “WWE 2K22” provides a hefty trophy/achievement list demanding the player take part in all the modes including its online-based offline offering, “MyFaction”. “2K Showcase” returns this year presenting an abridged look at the career of Rey Mysterio; featuring its stereotypical objective-fueled design alongside sit-down interviews & narration moments from the mode’s focal point being integrated into the action. The “2K Showcase” can last about five hours if everything goes right for the player as none of the objectives are optional in this iteration.

 

 

“MyRise” takes the place of “MyCareer” with players having the opportunity to control a male or female created wrestler that is solely connected to said mode. Through various optional stories, players will inevitably have their character reach the figurative mountaintop of every brand (“Raw”, “Smackdown”, and “NXT”) – a feat that can take someone over twenty-plus hours if they attempt to complete all the side missions and “Challenge” matches for extra “Attribute” points.

Another replacement in name, but not necessarily in full presentation is “MyFaction” – an expanded version of the “2K Towers” from the previous games. Players will use earned in-game currency or spend real money for other digital dollars to purchase card packs. These cards have color-coded rarity stats that play into the fact gamers will actually play with the wrestlers represented via said cards. The grind-heavy “MyFaction” mode demands that players log-in weekly, if not daily depending on their want to gather cards and attain the several achievements/trophies associated with the online-dedicated, single-player mode.

And then there’s “MyGM” mode – a management simulator that is both expanded and dumbed down compared to its spiritual predecessor and inspiration not seen in a WWE game since “Smackdown vs. Raw 2008”. A fifteen-week run of “MyGM” showed the developer’s decisions in regards to handling this much-requested mode were both wise and left something to be desired – the same can be stated about the returning “Universe” mode where the only major addition is playing through the mode as a single character without the ability to simulate or skip that wrestler’s matches. There’s also the ability to fight others online with this iteration not forcing gamers to slog through dedicated online fights that are usually hampered by lag and input delay for trophies or achievement.

 

 

As of this time (a week after its release) it’s impossible to fully complete “WWE 2K22” due to the aforementioned “MyFaction” criteria for completion. Sadly, there’s a good chance few very will have the platinum trophy or 1000 gamerscore by the time “WWE 2K23” hits store shelves.

 

Did “WWE 2K22” Live Up to the Hype?

The gameplay seen in the last six iterations of “WWE 2K” games featuring a more simulated style of wrestling unlike the arcade nature of the earlier “Smackdown!” games during the Playstation & Playstation 2 eras has been mostly removed and/or modified. Gone are the reversal limiter meter, strict stamina system, multiple mid-match mini-games like the rock-paper-scissors collar & elbow tie-up sequence, and, in general, a lot of what made the previous iterations unique for all the right and wrong reasons. In its place is the return of a strike-based system like the old “Smackdown” games with grappling being more of an exclamation point on the action. Players can string together combos featuring light and heavy strikes topped off by a quick grapple.

That’s not to mean players still can’t grab an opponent and toss them around the ring without punching & kicking them first. Using the grapple button no matter the situation, the player’s character will grab their target and wait for their controller to hit a button input like light or heavy strike alongside a direction via the analog stick. Double tapping the grapple button will allow players to whip an opponent into the ropes or against the turnbuckles.

A big change to what the series once was is the implementation of mostly infinite reversals. Players can pull off reversals at almost any time including when someone attempts a signature maneuver or finisher without the fear of using up that last bar in the reversal meter. Almost unlimited reversal options aren’t the only defensive measures in a player’s repertoire as wrestlers can now block when holding down the reversal button before a strike is thrown from the opponent, bob & weave as the player rotates the analog stick while blocking, and even dodge roll. “Combo Breakers” exist by pressing the same strike button at the same time as an opponent is throwing the type of strike or performing a grapple attack; becoming a valuable tool in stopping combos mid-string.

 

 

In place of the reversal and stamina meters is the “Special Meter” that fills up via the momentum bar below it. The “Special Meter’s” segmented bars can be used in various forms including a single bar allowing a wrestler to escape the ring in one swift motion after being driven against the canvas. Two special bars will be necessary to execute the returning “Payback” maneuver including spewing green mist or landing a low blow (the more absurd ones such as having an electrified fist are removed thankfully). With three bars a wrestler has the ability to pull off those signature maneuvers or a potential match-ending finisher.

The combat system is lot more player friendly and reminiscent of the pre-eighth generation entries for better and for worse. The detrimental aspects are issues like hit detection still being a problem, the somewhat odd control layout changes including holding down the R2 trigger on the Playstation controller and hitting one of the strike buttons to perform a signature move or finisher, and the odd decision to place the main camera lower than ever that it becomes difficult seeing reversal opportunities during multi-person bouts. For some, the return of the button-mashing interface in regards to stopping pins or submissions may be disappointing. Thankfully for those who don’t like the button-mashing system, players can switch it back to the timed mini-game of past “WWE 2K” games.

The modes are hefty as always with a couple of big additions. “2K Showcase” stays true to the formula established years ago with the player going through, in this case, twelve matches wonderfully recreated via in-game objectives giving way to the character models fading into actual footage from said match that occurred anywhere from twenty-five to two years ago. The presentation of “2K Showcase”, be it the interviews or the in-game cutscenes, are mostly masterfully done. The biggest issue with “2K Showcase” mode is here again in that there aren’t any checkpoints between the objectives needed for completion to activate the next cutscene. Without these checkpoints and the matches themselves potentially going unusually long can make the mode incredibly exhaustive especially if something goes wrong and the player has to restart the entire match.

 

 

Like “2K Showcase”, “MyRise” is a familiar take on what’s been done in the past with “MyCareer”. After crafting a created wrestler to control, the player has the option of taking part in a variety of matches starting at their time training in the WWE Performance Center to working on a show like Monday night “Raw” where they may become the brand’s top champion. By wrestling frequently, players will earn fans that really has no bearing on their status in WWE, upgrade points needed to improve a wrestler’s attributes like striking power and defense, and make decisions to control their standing as either a fan favorite or a villain.

The character being beloved or hated is the most important aspect of “MyRise” as it will unlock different stories & matches depending on what side of the fence the character is on – meaning players won’t be able to see everything the mode has to offer in just two playthroughs (one as a female and one as a male character). The biggest issue with “MyRise” is a lack of continuity. For example, one early story that can play out is the male main character reaching NXT and battling Damian Priest for the NXT North American Championship after an extensive and interesting story.

Literally the next show after winning the title, a post will show up on the main character’s social media timeline regarding Samoa Joe being upset about having to defend the North American Championship; to which the player can opt to challenge Joe and win the title again without any consequences or follow-up. This rather haphazard storytelling and continuity is less like the recent “MyCareer” offerings that kept things pretty linear, and more similar to the unpredictable “Career” mode presentation from “Smackdown 2: Know Your Role” on the original Playstation.

 

 

“Universe” mode is mostly the same with the only real addition being the ability to play as a single wrestler without the option of simulating that wrestler’s matches like every other match in “Universe” mode. Coupled with following a Superstar’s journey through “Universe” mode are the options dictated by “Curator Mode” where the player will set a wrestler’s temporary goal like starting a tag team or defending their newly-won championship.

“GM Mode” makes its “WWE 2K” debut with “MyGM”. At the start, the player is given the option of choosing their brand (“Raw”, “Smackdown”, “NXT”, or “NXT UK”), an opposing show, the player’s representative General Manager including a created GM, a rival GM, and how long the season will last between fifteen, twenty-five, or fifty-two weeks. As the season progresses after the initial draft (players can choose at least eight wrestlers initially for their brand) so does the availability of different arenas to rent, utilizing bigger pyrotechnics set ups, and seeing the new pool of talent not drafted to any show that can be hired anywhere from a month to indefinitely.

Managing egos and keeping promises to wrestlers can improve morale, or be hampered by losing streaks or the head honcho Triple H deciding a star shouldn’t wrestle on the same week the player’s GM promised a particular wrestler a title opportunity. This talent management system is coupled by the implementation of “Power Cards” that can be purchased with the brand’s budgeted money. These cards vary in their application such as giving a wrestler a day at the spa that restores their stamina to avoid said Superstar suffering a major injury, or hindering the opposing GM’s show by doubling its cost for the week.

 

 

But not all is great about “MyGM”. The first issue that rears its ugly head is only one male and one female championship are available in the mode. Unlike the past “GM Mode” offerings in “Smackdown vs. Raw” where all the titles were available, there are no options for having the Tag Team Championship or even the NXT North American title up for grabs if the player is running NXT. This title limitation is coupled by the fact there are only a few match options when setting up a card: singles, tag team, TLC, Tables, Hell in a Cell, and Extreme Rules. Why the option not to have Triple Threat, Battle Royal, or even Elimination Chamber matches in this mode is beyond comprehension.

In regards to booking a show, regular televised events can only have three matches and two promo segments while major pay-per-view shows have anywhere between four and five matches and three to four promo segments. And last, but certainly not least is the odd addition of a class system to the wrestlers. Each wrestler has a specific class they’re associated with including “Striker”, “Giant” and “Specialist”. Depending on the classes, certain wrestlers won’t have good matches together especially if they’re in the same class. Instead, the mode wants players to match wrestlers like “Giant” and “Cruiserweight” to produce the best match possible. In the old “GM Mode”, a wrestler’s popularity influenced the match rating and it made the mode that much more entertaining as players could see the rise and fall in popularity of certain wrestlers while micro-managing matches & rivalries.

Playing through the matches instead of simulating them will not change the match’s star rating, just the outcome; making it no point to actually play through “MyGM” mode bouts unless the player wants a particular person to win. This rigidity of making a player work in the system instead of crafting their show is the biggest detriment to what should’ve been a lay-up of a mode presentation considering the template was already there with both the original “GM Mode” from 2005 and “Universe” mode with the latter’s customizable options.

Following up on major issues connected with “MyGM” is the chore known as “MyFaction”. Like the “2K Towers” of the past, “MyFaction” is an online-only offline experience where players must complete certain challenges and criteria to earn points and medals. The big difference between “MyFaction” and its spiritual predecessors is the fact this mode is built around a card-collecting system. These cards are both bought and earned with the prior via in-game currency gained through successful matches or purchased with VC that can only be obtained by the player spending real money. Surprisingly, items actually cost more to buy with VC than the “MyFaction” points earned by playing the mode.

 

 

The cards themselves are separated by rarity levels with the ability to “evolve” higher level cards by completing certain stipulations associated with said card including executing 100 signature maneuvers or win with ten submissions. Cards also can be used a certain number of times if the player doesn’t attach “contract” cards to boost their match number availability; forcing the player to switch things up. Like “MyGM”, each card has a class attached to it that corresponds with how well that card complements with the player-appointed general manager for their team.

Players have three options to take their cards into battle: “Proving Grounds” (matches of three difficulty levels where the player earns medals used to unlock the next “Proving Grounds” chapter), “Faction Wars” (players take their entire four-person team to fight another quartet in an eight-man tag in a figurative arcade ladder), and “Weekly Towers” (a static series of repeatable matches with rewards that change weekly). Sadly, none of this mode is online in terms of opposition or even comparing how well the player is doing to their friends.

There are some more big issues with the mode including certain characters (mostly legendary figures and old attires for modern WWE wrestlers) and arenas are locked by this mode. This disappointment is coupled by the fact “MyFaction” is a pure grind in regard to minimal completion including the “Lifetime” set of challenges where players will have to do everything from completing eighty-four “Daily Challenges” (there are only three “Daily Challenges” available a day) and earn a cumulative 50000 “MyFaction” points with most matches dishing out between 100 and 300 “MFP”. Essentially, “MyFaction” is an extensive mobile game that replaced a pretty enjoyable, simple system that was the “2K Towers”.

The usual online modes are also available including “Quick Play” where gamers can just jump into a bout about to happen, “Lobbies” for players who want to play together while changing match stipulations, and “Tonight’s Main Event” that features an ever-changing stipulation for players to participate in such as having an “Extreme Rules” match with only custom wrestlers. Of course lag and connection quality can mean the difference between landing that detrimental reversal or succumbing to a finisher.

 

 

Creation options are both plentiful and disappointing. Character creation is still really good including the option of adding imported pictures like faces & logos; the latter being associated with other creation offerings including “Create-An-Arena” and “Create-a-Money-in-the-Bank-Briefcase”. On the opposite end of the creation satisfaction spectrum is the removal of the “Advanced” option in “Create-an-Entrance” where players could mix & match entrance motions, pyro & lighting. Certain creation tools in terms of layered clothing has been removed as well.

Technically, “2K22” is a lot better than “2K20” including less animation & graphical glitches (though there are some mostly connected with reversals) and game-breaking bugs. The only hard crash occurred with “MyRise” during a conversation, but the auto-save system allowed for no progress lost other than the interaction that led to the crash and was easily repeated without a subsequent issue. Those who pre-ordered the higher priced editions were allowed to play the game three days early. In that time, though, server stability was a problem that could be a precursor to hindering “MyFaction” and any online options in the next year.

Frame rates were surprisingly consistent even when eight wrestlers were fighting at the same time. The graphics are mostly incredible with a majority of the wrestlers looking like themselves. Commentary is a lot better, but not necessarily impressive. The sound mixing is definitely a mixed bag including Rey’s narration being overwhelmed by the generic music that plays during the “2K Showcase” matches, and the crowd noise really wanes after the bell rings and doesn’t have things like dueling chants or appropriate reactions after some big spots.

Following the disaster that was “2K20”, Visual Concepts had a lot to make up for and mostly did just that with “2K22”. The potential, once again, is there for them making the optimum WWE game if they can improve on some of the modes (specifically “MyGM”), tighten up the hit detection issue that has plagued these games for years, and bring back some of those creation options that were in the previous games. But for now, “WWE 2K22” is the go-to WWE video game experience of the last five years.

 

Should You Play “WWE 2K22”?

If you’ve been craving a fun wrestling game not rooted in simulation, having a plethora of modes (though some are stronger than the others), and looks fantastic, this is the WWE game you’ve been waiting for. There are definitely some issues with the gameplay, mode presentation, and reduction in regards to creation options. With that being stated, the overall technical stability and, most importantly, fun factor astoundingly helps make “2K22” hit differently as they promoted it would in the best way possible.

 

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>