Ohhhhhhhh, What A Rush!
Alberto Araya is a contributor to GameCore, CBSNews.com's gaming column.
Recently, I had the chance to chat with Cory Ledesma, creative manager for THQ. We discussed the recently released "WWE SmackDown vs. Raw 2007."
GameCore: How does this game differ from the first and second "SmackDown vs. Raw games"?
Cory Ledesma: Each year, the game evolves into a brand new experience. This year is no different, as we have made some big improvements to the game's core gameplay experience. Our focus on "WWE SmackDown vs. Raw 2007" was to give players the most control they've ever had in a wrestling or fighting game before.
This year, instead of just sitting back, pushing a button and watching the game do all the work, we actually give the players direct control of the moves. Now when you pick up opposing superstars and lift them over your head, you can choose whether you want to taunt with them, walk around or use the environment to inflict damage.
You can also choose when and where you want to do the move. We didn't want the game making all of the decisions for you, so we wanted to add interactivity in the moves and use the analog sticks for very intuitive controls. So, now when you grab opponents and drag them over to one of our 20 different environmental hotspots around the ring, you can control all aspects of your moves using all aspects of the environment.
The game play experience this year is all about "ultimate control." We even have an all-new fighting-in-the-crowd area, where superstars can toss their opponents into the crowd, grab weapons and crowd signs from the fans and use over 15 different props to decimate their opponents. In "WWE SmackDown vs. Raw 2007," you don't just watch the action ... you live it!
CL: Since we are an annual franchise, we are working on a tight deadline of about 10 months of core development. However, we start planning and designing next year's game way in advance of the current game's release in order to get a jumpstart on development and to make sure we hit the ground running right after completion of the current game.
We've started working on next year's game in September. So from start to finish, we take about 15 to 16 months to plan, design and develop the game. There are a lot of bumps in the road during those 16 months, but as you can imagine, it's quite a fun experience to develop a WWE video game.
GameCore: Wow, 16 months. That's a long time. But it is time well spent to make a kick-ass game. Now, come on Cory, is it hard to develop a game that has a story line that is always changing?
We work closely with WWE to get the inside scoop on storylines and character changes so that we can plan accordingly. However, sometimes last-minute changes happen based on anything and everything, such as injuries, contract issues, etc. There is also no "off season" in WWE.
Unlike other sports like football, basketball, baseball and hockey, there is no period of time where things are calm and not many players are switching teams. In WWE, it is a constant 365 days of new and live content. Injuries can happen at any time, new superstars could emerge at any point of the year and superstars could jump brands at the drop of a hat. It is a big challenge to keep up with WWE but one that we enjoy and look forward to each year.
GameCore: Tell me about it Cory. I watch it all the time, and if I miss one show or event, I have to read about it on WWE.com site. Cory, does the game have any storylines from what is happening now in WWE or what has happened in the past 12 months?
We work closely with the WWE writers to create new and authentic storylines for our WWE products. There are so many possible stories to tell with all the compelling characters that the WWE has, so we find it very easy to be able to showcase new content for an entire 12-month WWE season. With that said, we feel that our Season Mode is another extension of WWE programming.
GameCore: That works. I can see how boring it will get if I was to play a storyline that happened last year. So THQ come up with original storylines and, if so, did they have to get approval by WWE?
CL: Our writers and producers on staff work with the writers at WWE to develop each original storyline. This way, not only are the WWE writers signing off on the stories, but they are working with us to create them. This is an absolute win-win situation having both groups working so closely together with the same goal in mind, which is to deliver new and compelling original storylines for the WWE videogames.
GameCore: That's nice, you guys work all on a product, when done, WWE Fans will love. Now, Cory, let's move on from production schedule and story line to the game. So what is the whole 3-D modeling process of getting a WWE star from real life to the digital game life?
CL: It is a very long process modeling for each superstar. Since we have over 70 WWE models in the game, it is a yearlong process to complete them all. Each model for a next generation console takes roughly about five to six weeks to model. Before the modelers can start, we need to take reference pictures of the superstar and then complete 3-D scans of them using body scan technology. Once we have their references, the modelers then go to work modeling their body sizes and body likenesses.
Then work goes into detailing all of the intricacies of their faces. Once the basic models have been made, then come all of the texturing, weighting and special effects that go into the models. After we get the models into decent shape, there is still a lot of tweaking that goes on to get the models looking just right. All in all, it's one of the most time consuming and challenging jobs our developers have.
GameCore: Wow, five or six weeks to get the superstar in 3-D form. Cory, sounds like there is a lot of hard work going on there. Now, Cory, in Create-A-SuperStar, is there a structured way to create players or can users make them so powerful that they are unbeatable?
GameCore: So there goes my idea of creating a superstar that would be god-like and run wild in the game. Now, Cory, how much experience is there with the group that developed the online gameplay?
CL: Our online team at Yuke's is a very experienced group. Before we started offering online play in the "SmackDown vs. Raw" franchise, they were already developing online games for other products. So, right away, they already had experience with online play and had an infrastructure in place. After we decided to offer online play for our "SmackDown vs. Raw" users, it wasn't very difficult for our developer to get up to speed.
GameCore:I'm glad you to touched on the online game part, Cory. How did the whole online component come into play?
CL: Online play is, no doubt, the future of gaming. We felt it was critical to offer a very robust online feature this year, and we will continue to grow that feature set in the future. We want to continue to invest in online gaming with the strength of Xbox Live. Fans of the series will begin to see more and more from this feature as the year's progress.
GameCore: Now that's what up Cory, Fans getting on line and doing their thing against other fans. So when online, can the user have a four-way match, Royal Rumble match or a tag team match against different people online?
CL: We offer up to four players online in one match. You can play Fatal-4-Way matches, Tag Team Matches, Handicap Matches and even some specialty matches, such as 4-Player Hardcore, Cage and Ladder Matches. We offer over 50 different match type variations for a plethora of different match type experiences online. You will be able to fight with our WWE gamers across the globe.
GameCore: Yes! Now fans can give a fan anywhere some sweet chin music. So, Cory, you touched on Xbox Live and the strength of the online game. Is the PSP version of the game different from the PS2?
You can choose to play in three different tournament styles as you fight your way to the top of the food chain and receive rewards, such as the King of the Ring trophy or the WWE Championship. We also give players the ability to create their own custom tournament with tons of different tournament options. This gives players another single player experience that's exclusive to the PSP.
GameCore: Now that's great, not only can I take the trill of the game on the road with me but I also get an exclusive mode, too. Well, Cory, I only have one more question for you. THQ started with "WWF WrestleMania 2000" in 1999 for Game Boy Color and Nintendo 64. Seven years later, the games are still great. How does the team see their body of work from seven years ago to now?
CL: Wow. So much has changed in these seven years. Of course, we really see the jumps in progress as we move into each generation of consoles. When we were working on the Nintendo 64, there was only so much we could do with the models or showing video or any kind of special effects.
Now with all the processing power we have on the next generation consoles, we can begin to bring the realism and presentation value everyone sees on WWE programming. The games today look so lifelike and polished. The game play side of things has always been there, and we always look to push the envelope and follow WWE trends, but the biggest changes have been on the graphical side of things.
GameCore: I can't agree with you more, Cory. THQ has made 18 of the last 29 WWE franchise games in the last eight years, and the graphics and game play have been better and better every year. Again, thank you, Cory, for your time. Now it's my turn to power up my PS2 and PSP and get my SmackDown on.
What better way to get my game on but to play right. Well it's not that simple. What fun is beating the computer when I can do it to a real opponent? So I called my friends Phil, and Di and we played for a while.
Let's get right in to the way the game is controlled. There are no hard and outrageous button combos. Di was the test subject, but she did not know it. I only had to explain to her what was what on the controller and she was off running. So far so good, for someone who has not played any of the WWE games and was able to just pick up a controller and get a few instructions. That is a great deal.
Now the new ultimate control-move system was a good addition to the game as well. When doing a strong grapple, you press down on the control stick button. That will let you pick up your opponent in several different ways. For example, you pick your opponent for a body slam and instead of just body slamming him, you can press him over your head, toss him out of the ring, or just slam him in the ring.
The next step is the environment. There are new hot spots and having many weapons to take your opponent out - or at least leave him a bloody mess. A great area that Phil and I like was that you could toss an opponent in to the crowed. Instead of just table, ladder and chairs, you also have the fire extinguishers, extension cords, and speakers, just to name a few things. Having the ability to use more of the environment just adds a new layer of fun to the game.
On the down side, the announcer's commentary is not what you would expect. Jim Ross, Jerry "The King" Lawler, Michael Cole and Tazz may start off OK, but they lose focus of what is going on and start up there own chatter about other superstars. We found it horrible because when any of the four are doing commentating, they call what is going on. Yes, they some times bring up other events and make references, but do not rattle on and on about them and forget that there is a match going on. Also it was wired that none of them could call the match blow for blow. Even if it was a move or two off, it would have made for a better game play.
At the end of the day, THQ's "WWE SmackDown! vs. RAW 2007," is a good game that puts you in to the action of WWE. There is a ton of things to do and experience throughout the game. The hardcore fans will like the game, but they will be displeased by a few things - but that does not make it a bad game at all.