GKick Review: WWE ’12

FACT SHEET: WWE ’12 | Available Now Xbox 360, PlayStation 3 | Publisher: THQ | Developer: Yuke’s Reviewing wrestling games is pretty tricky. Compared to the usual fare of titles,...

FACT SHEET:
WWE ’12 | Available Now
Xbox 360, PlayStation 3 | Publisher: THQ | Developer: Yuke’s

Reviewing wrestling games is pretty tricky. Compared to the usual fare of titles, they’re often sub-par at best. However, compared against one another, certain titles shine. WWE ’12 is one of those games. In the great scheme of things, WWE ’12 is a pretty average game at best. There’s a handful of blatant flaws, frustrating control moments, audio issues and graphic glitches that would otherwise bury a normal game. However, compared to other wrestling games, WWE ’12 really stands out as perhaps the best title THQ has put out in the entire Smackdown vs. Raw history.

WWE ’12 does a lot right, despite what it does wrong. The new Road to WrestleMania is a huge improvement over previous years, the new WWE Universe mode is far better, the new creation modes such as Create-an-Arena and additional options for entrance and team creation are very nice. The graphics have seen a substantial upgrade and the control scheme is solid, too.

Let’s talk all about the good things. The Road to WrestleMania mode has been expanded and improved substantially. Even though the ability to choose from multiple storylines with a single starring superstar is gone, the new RtWM focuses on a single long storyline that occurs over an approximate 18-month period starring Sheamus, Triple H and a created superstar. This allows for some nice, long, fleshed-out storylines and some very interesting results. The voice acting is a bit forced and the control schemes for the multiple backstage brawls make me want to punch a walrus in the throat.

The new WWE Universe mode is refined and allows for much more customization. A huge roster, the ability to customize show names and logos and rosters really makes it a deep, immersive mode. Not to mention the randomly generated storyline events are just as interesting and fun as they were last year. The legends roster is very nice this year, too, featuring some really solid names such as the Road Warriors, Demolition and Arn Anderson just to name a few.

The new creation modes are great. The Create-an-Arena is new so it’s a bit light, but all in all it’s a lot of fun to design an arena. I personally quickly threw together my vision of a “WWE/Nexus” arena in the vein of the old WCW/nWo cross-brand and it was pretty impressive, allowing me to customize every element of the ring as well as most of the ringside designs. The stage, alas, is untouched but it’s a nice stage that fits just about any arena look. The additions to Create-a-Superstar and all the other customization areas make it very easy to turn WWE ’12 into your own personal wrestling game, which is a nice touch. Of course, some customization is lacking simply due to the fact that WWE wants to make money year after year, but it’s still really well done.

But as I said earlier, there’s a lot wrong with WWE, and I’ll break those down next.

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About Steve Perry

The owner of GKick Network, co-host of the GKick and Bottom Line Live podcasts, and hero to millions worldwide.