@fissionmailed10 said:
Don't know what it is about the WWE games these days, it just feels like there is absolutely no impact to any of the moves. Big moves in the AKI games looked and sounded brutal.
To be fair, most moves in the actual WWE don't feel like they have impact either ;)
Seriously though, the reason for that is a simple combination of MoCap + Quantity. PW at it's core as we all know a large component of it is to protect your opponent from actual pain as much as possible. Combine that with the fact that no one can afford to replace thousands of mocap tracking balls to properly capture the impact of a real bodyslam. So the mocap data is captured very gently to protect the equipment, and taken to the animators to help make the animation look better, and smooth out the curves. The problem here is quantity of animations vs man hours. Even with a mammoth team, there's just not enough hours in the work day to get literally tens of thousands of mocap looking crisp and clean, before the next iteration comes around.
The reason the AKI games looked so good (Including my personal favorite, Def Jam FFNY) is they're hand animated from the get go, but in order to do that you sacrifice time to get more moves in.
Personally speaking, I'd prefer if WWE 2k dialed back the roster and move sets in order to focus on making things look and feel better. But WWE 2k's primary business model is to provide fans as close to a simulation of the TV product as possible, and that means cramming as much as possible, as WWE changes rapidly all the time, so the games play endless catch up with a cutoff point
But I dunno, there's likely a reason why AKI is now.. well, doing this now Style Savvy: Styling Star (as syn Sophia)
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Actually it's an interesting parallel to how I feel about the quality of wrestling in WWE vs.... literally anybody else. In WWE's world: quantity = better. As long as something is there it's better than not having it at all. If you don't like something, there's usually something else ready to consume you might enjoy, rinse, recycle, repeat. (Basically, WWE Network)
But you might look at a WWE PPV match of Cesaro running through three or four other talents, and looking pretty good, and call that a WWE highlight of the year. But, that's just par for the course on the indies where everything is seemingly cranked up to 12, never mind 11. The intensity, the impact, the gimmicks, and the energy are sometimes insane even in Ring of Honor.
But that's likely because of the schedule. WWE wants you to see everyone they can get out there evey time the cameras are rolling, and then to continue pushing the brand and maximizing their investment, get's the talent to perform near daily across the world. That's a fuck load of traveling and performing. No wonder impacts are weak and people botch all the time.
Then look at the schedules for Ring of Honor and even Impact these days. It's no where near as crazy, and the talent get a decent amount of time to recover and make creative decisions by the time they're performing next.
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