Finally, GM is back! Alongside the first WWE game in a number of years that isn’t complete and utter tripe, as determined by whatever 2K Battlegrounds was supposed to be. 2K and Visual Concepts aren’t completely off the hook though, which is something that given last week’s report might make someone’s bum go squeaky. The year “off” from a release is made up for with a game of humans, not monsters, reasonably competent gameplay modes, and a creative suite big enough to fill your boot.

I’ll put my hands up and say that, no, outside of 2K Battleground, I didn’t actually play a 2K WWE game since 2K17. As the trend of loot boxes and packs of cards with people on them was on the horizon, I departed when I had a satisfactory game that could last a while. So, the question must be asked, will 2K22 last a short while? That is a question that is dependent on two things: Your system of choice, and the things you want out of it. Standing in the divide of the two latest generations, the graphical push will come from the PS5 and Xbox Series X/S.

Whether it is hair that flaps around as if it were clip-on LEGO hair, some kind of pixelation on some textures at a distance, or other portions of the game that look dated on the Xbox One already. If you have the ability to look past the rough graphical edges, the gameplay sits underneath. Of course, Visual Concepts didn’t reinvent the wheel this time around, though they did do something that I’d rather they didn’t. 2K20‘s simplified control scheme was retained, and with it comes a new reversal system. A few months back with the video review of 2K17, I mentioned how much I adored three things, the star system, the reversals, and the momentum.

Gone is the clever reversal system that was limited by the character’s own abilities, and so is the momentum. One is less important than the other, but the three worked beautifully in tandem to create a complete experience that would push you to be creative and limit you further on speed. Continuing on from 2K20, you use Y/triangle as it flashes up, but also have to read moves well enough to use X/square and A/X (PlayStation X) to block light and heavy attacks. There is also an Elden Ring-style roll, but the less we talk about a beautiful game the quicker this will be.

This Y, X, A system works fine, but it doesn’t push for more interesting or tense matches. Nothing limits them aside from reaction time, and you can expand those in the settings. Almost as if accessibility is viable for things that require extended reaction times, though some people are just unwilling to let go of their strongly held beliefs. As the system is baked in throughout the whole game, it does take away another accessibility feature, however, as you can’t button map. This takes me to a further point, in comparison with 2K17, it all feels less precise.

To once again reference that video on 2K17, it isn’t (as I roughly said) as precise as stabbing Meat Loaf with a sausage, but couldn’t be too far off. Continuing on from 2K20, submissions are no longer a hold of a single button, instead optioning for RT and B. Your stronger attacks all come from holding down RT and pressing one of the face buttons, making finishers and signatures an extra step when learning the new game. Coach Frank (I mean, Gulak) isn’t that helpful overall either. Despite it all feeling more or less similar to the last couple of games, of which 2K18 and 19 wouldn’t have changed too much, there is something noticeably different.

Though as I said, the star system for matches is retained thankfully, a system that can push you into eeking out a few extra minutes of offense to get a higher rating. Each rating in the general play mode gives you currency to unlock wrestlers, arenas, and titles, or it would if the DLC that came with the press copy didn’t unlock all of that for you. I’ll never understand the idea of “some people are busy, and they want to unlock everything right away,” I come from the PS2 era, we had cheats and often a lot less grinding to do than a gay welder on a night out.

Nonetheless, the star system could have been used properly to enhance one mode, GM-mode. By far, this was the thing I was most excited to see make a return, as I bang on about those few games that heavily featured the mode previously. However, I can’t say I am the happiest bunny or the most disappointed, I am more or less confused at its ill-fated attempt to stand toe-to-toe with the likes of SDVR ’0608. Shallow would be the easiest way of explaining the systems, as they superficially provide you the ability to manage a weekly show of WWE programming. However, I don’t think this will be so fondly remembered as the old THQ releases.

Starting with the draft, the limited roster you are given almost feels stunted by the meager amount of money (and in turn wrestlers) you’ll be able to use. However, even beyond buying the biggest and most popular stars, you’ll be left with something that doesn’t always satisfy. There are limp management offerings, very few ways to create a fleshed-out storyline, and arbitrary guidelines defining your quality of show make it all toothless. Of course, you can play every match on your match card, John Cena vs one of the Visual Concepts creations could be a five-star match, but despite a similar rating on paper for Cena vs Roman Reigns, it pulls in a two-star rating.

You can simulate the show, just doing the management if you so please, or you can actually play the matches. Either way, it doesn’t ultimately matter. It is the one mode where a star-rating system determines your overall performance, and it just doesn’t show up at all. Of course, with it there, it could result in a larger problem of you getting perfect five-star matches up and down the card, every week as you fight for brand supremacy. However, I’d argue that other systems could have been put in place to curtail this. There could be invasion angles, fans jumping the barrier, un-scheduled run-ins, or something else that forces you out of a match.

Without this star-rating in-game while playing those matches and the overall quality being rated nonetheless, what is the point in playing them over simulating them? To prolong the GM beyond a couple of hours of play? That’s all I’ve been able to ascertain from it. With the option to play for a total of 15, 25, or 50 weeks and with the option of local co-op, simulating the shows couldn’t be little more than a day of play. To return to the ’06-08 releases, you could schedule extracurricular activities beyond the ring for your talent, something that could rehab them, add to a story, or heighten your overall popularity over the other brands.

The mode with the star system is the recent replacement of the create-a-superstar RPG of years prior, MyRise. Once again you create a wrestler that looks like a mess of neon pink and clashing design choices to create Lord Bumface the 4th, wrestling god of the universe. It is not a bad mode overall, but it lacks something given a majority of those that are over the age rating of ESRB Teen and PEGI 16 understand wrestling isn’t the smoke and mirrors it pretends to be. I think with all my misgivings for fans of anything, I’ll give wrestling fans enough credit to understand it is determined before the show starts, whether that’s days or if Vince is feeling particularly agitated minutes before.

My point is, you have a lot of bland and contrived stories, from Barron Blade of years gone by running a promotion and my indie superstar Steve “Sexton” Vandiver being convinced to wrestle some high school gym, to toxic relationships in the performance center. It all gives the air of “keep up the magic they can’t see you, forget about the curtain being pulled back.” This alongside idiot characters caught up in the hype of being part of the WWE system, gets the job done of providing a story but doesn’t light anyone’s glittery underpants on fire with its exhausting lines.

Showcase mode makes another return, this time featuring the story of one of the WWE’s most beloved wrestlers, Rey Mysterio. This is something that might have had more impact if it weren’t for a collection of things, including that if you opt to block copyright material, such as the insistent “music” of Machine Gun Kelly, Bad Bunny, and wrestle themes repeating, you inadvertently end up blocking the interview sections of the mode. However, the heavily copyrighted material of Rey’s match with Eddie Guerrero showing up in clips of the matches is fully intact. This issue also made entrances hilarious, as crowds react to silence as Stone Cold Steve Austin walks out.

Nevertheless, Showcase mode continues to have its usual issue of barking orders so you can sit for a few minutes of video to play, allowing you to watch the actual match as it played out. All of which leads back into you doing whatever in the high heavens you are playing, running up and down the ramp at WCW or WrestleMania 21. There is just something of a disconnect when the transition kicks in after regimentally following vague orders, orders that I keep having to pause and read the expanded explanation of to sometimes understand. Despite the lofty ambition of making it feel slightly natural, none of it does.

Shall we talk about microtransactions? Yes, of course, there is a $99.99 offer for VC, which I honestly don’t know what you’d spend that on given I started with more than 30,000 and everything unlocked. Beyond that, there is the new mode MyFaction, an example of the publisher pushing more nonsense. It is a series of cards that you purchase and open, akin to NBA or NFL‘s similar mode, and I won’t touch that with a ten-foot barge pole with a little turd on the end. Why these utterly useless modes are so prominent in games and don’t receive more pushback is beyond me. I’d understand actual physical cards you could own, but these digital ones I’ll never understand.

Luckily it is entirely ignorable, however, what isn’t in a wrestling game is the creative suite. As the crown jewel (not that one) of any wrestling game, there are a few things this year worth noting. Not least of which is the persona selection for your C.A.S, all done before you’ve set their face, hair, or anything. Generally, I find the UI and UX layout of the superstar creation tool to be a bit cumbersome, lacking a fluidity to make it easy and enjoyable to create someone either from the wrestling world or your imagination. After some work, you can create someone, but I can’t say I am too impressed with it overall.

Similarly, the arena and entrance tools don’t feel as large as they might have in previous years. In years gone by, you could set fireworks off and change effects by the second, switching between the motion of the character on each section of the arena such as the ramp and the ring. Well, now that is all gone and replaced with templates, lots of them but templates nonetheless. Equally, creating a new arena would be fun, but given the small number of classic arenas in the default game, you’ll use up half your time putting them back in with this arena creation tool. Or you could just wait a few weeks, as already the community creation hub is awash with AEW Arenas, stars, and images.

One of the only modes that seem to touch (even closely) the expansive nature of 2K17 would be the video creation tool. Using alpha masks to overlay on top of presets, highlights, or cutscenes, it is the awkward video editor of yesteryear missing in the entrance creation mode. Of course, it is not the easiest thing to use, but none of these creation tools are. The move-set creation tool continues to be the octopus of nightmares, and with the changes to simplify gameplay, I don’t care to change too much anymore.

Ultimately, following the release of 2K20, this is a step in the right direction. I’d have liked an expansion on what we have from the MyGM mode, actually making it worth all the hype built up from years of an absence, but overall the game doesn’t disappoint too much. The roster continues, as it has for many years, being outdated in several respects. With so many WWE releases in the last 12-16 months, you could run through the entire thing saying “released” or AEW. That seems to be a symptom of the state of WWE right now.

An Xbox One copy of WWE 2K22 nWo 4-Life Edition was provided by 2K Sports for the purposes of this review.

Phenixx Gaming is everywhere you are. Follow us on FacebookTikTokTwitterYouTube, and Instagram.

Also, if you’d like to join the Phenixx Gaming team, check out our recruitment article for details on working with us.

Phenixx Gaming is proud to be a Humble Partner! Purchases made through our affiliate links support our writers and charity!

🔥330

WWE 2K22

$59.99
7

Score

7.0/10

Pros

  • Characters are back to looking human.
  • Solid gameplay, despite some changes.
  • MyRise has its moments.
  • Community creation hub filled with AEW stars, images, titles, and arenas.
  • A move in the right direction.

Cons

  • The star system doesn't show up in the one mode it seems useful, MyGM.
  • MyGM mode being rather shallow overall.
  • Despite large changes, the creative suite can feel like it is working against you.
avatar

Keiran McEwen

Keiran Mcewen is a proficient musician, writer, and games journalist. With almost twenty years of gaming behind him, he holds an encyclopedia-like knowledge of over games, tv, music, and movies.

Leave a Reply

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

This site uses Akismet to reduce spam. Learn how your comment data is processed.