Tna game reviews
The first opponent to get up there and untie it wins the bout. The catch is the fact that there are no ladders. To get the X, you have to climb one of the four turnbuckles that has a X-supporting post behind it, grab onto the suspended rope, shimmy out, and untie the X while hanging above the center of the ring. Of course, your opponent or opponents you can have a one-on-one bout or a three-way dance can grab you while you shimmy and yank you to the mat, leap from the turnbuckles, or climb up to the ropes and battle you from there.
This match also adds another meter to your HUD that tracks your progress in untying the X. See, when you get up above the ring and start fooling with the X, a mini-game will start where you need to stop a triangle that's bouncing side to side in a specific sweet spot.
When you nail it, progress is added to your progress meter. If you miss it, you have to restart the game but keep any progress you've already earned.
When the meter's full, you drop to the mat with the prize and are declared the winner. As fun as the controls and Ultimate X are, after your first few matches, that impressive first impression will wear off and the weaknesses that lead to iMPACT! Yeah, the move system is easy to use, but there aren't that many moves to do.
When Midway made the announcement that it was bringing TNA to the videogame world, it boasted that it was mo-capping more than 2, moves for the game. Now that the launch date is upon us, Midway has admitted that it couldn't get the majority of those maneuvers processed and into the title.
It shows. A lot of kids flipped out when it was announced that the game would only have 25 wrestlers, but I didn't see a problem with the roster if everyone felt different and original. Thanks to the limited move set, that doesn't happen. The same suplex, atomic drop, stomp to the crotch, and submission holds are shared by large portions of the TNA talent list. I understand that real wrestlers share a pool of moves, but you can't tell me that everyone feels this similar with the exception of their finisher.
The wrestlers also feel the same in terms of their limitations. However, the game does nothing to hide the fact that there are no grapples when your opponent is lying face down on the mat and you grab at his legs or arms. If you try to grab the prone opponent, you bend over, your arms go through the enemy, you stand back up, and the opponent rolls to his back so that you can do moves. Couldn't they have programmed the game so that a face down enemy would roll to his back automatically?
The fact that Midway has this fluid animation system that blends maneuvers so well means that this omission sticks out like a sore thumb and really takes you out of the experience -- especially because it happens to everyone.
You can create one of your five CAWs -- yeah, just five create slots -- from the main menu, but you'll probably be creating the dudes in TNA's Story Mode, which you need to compete in to unlock everyone in the game. Your start to this give-or-take eight-hour experience is a video introducing you to the wrestler known as Suicide. Suicide said screw that, won the title, and was nearly beaten to death by the big bad tag team. Suicide wakes up memory-less in Mexico where plastic surgeons agree to recreate his broken body in any way he sees fit.
This is where you come in. The create process begins with you deciding if the big guy'll be a brawler, high flyer, or grappler. From there you need to choose skin colors and tones while sticking to the general height and weight of the original Suicide. You'll need to choose clothes from a moderate selection 30 shirts, 23 pants, etc. The system is in no way as deep as the create programs we've seen in the past so you can't sit down and create whomever you want, but there's enough lucha masks and tattoos to make some original guys.
That optimism doesn't apply to moves, however. When you jump into your CAW's moves for the first time, you'll see that all of his punches, kicks, and seven grapples are set to default moves and that there are a handful of locked moves for each position. When you win a match, you'll get a stat screen after the three-count that tallies your strikes, grapples, and so.
Your performance will then be rewarded with Style Points that accrue and unlock those CAW moves at preset intervals. This system sucks. Don't think I'm hiding something here, you start with everything set to nameless default moves that you can't preview, and everything else is locked. You have no choice as to what moves your guy has.
Now, you get Style Points from every match in the game, so it's possible that if you played exhibition matches with your friends for a few days before starting a CAW Story, you'd have more options, but if you're looking to just jump into the structured story and start unlocking the entire TNA roster from the get go, disappointment lies ahead.
I have played the other console vers This game was completly terrible the graphics on PS2 were terrible the xbox and PS3 had the best graphics i had seen in a wrestling game and then this comes out that looks like something you would play in an arcade. First Released Sep 9, released. You're Good to Go!
GameSpot Reviews. Review Reviewed on: PS2. Review Reviewed on: PS3. Review Reviewed on: X Player Reviews. Average Player Score Based on ratings. Score Breakdown Based on ratings. Rating: 3. Rating: 4. Stick to the SmackDown vs Raw series. Not quite there. An unbiased review too. Rating: 7. Zone crowd were recorded. It supports up to four players at once on a console, with online support—which includes tournaments—currently standing at one-on-one.
Online play is, however, limited to the PlayStation 3 and Xbox versions. It's planned to feature straightforward, intuitive controls, with "accurate" and "detailed" character models. Scans of the actual wrestlers were used for the game in place of hand-painted textures to include small details, such as skin texture and specific scars.
Finishers are accessed by building up the "Impact! In the same area a color-coded damage indicator shows the condition of characters. The game also features mini-games for escaping pin attempts and submission holds. Submission and Falls Count Anywhere matches will also be included. There will not, however, be a Six Sides of Steel match. Zone , and arenas set in Japan, Mexico, England, Las Vegas, and locations designed to evoke the independent circuit feel are available to house matches, with the Impact!
Zone having an increased ringside area for play and hot spots for player interaction.
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