Now don't misunderstand, SmackDown 2007 is still an impressive combination of wrestling, storytelling, and customization. Like every year before it, it offers a number of new gameplay and feature additions and continues its reign as one of the better looking combat games around. The issue here is that after eight straight years of Yuke's modus operandi, the presentational formula hasn't evolved enough to feel as fresh as it used to. But we'll have more on that a little later. First, let's talk about what SmackDown does right -- and that includes a lot.
Tying into the analog grappling system is another one of SmackDown vs. Raw's more appealing new features, the "Ultimate Control Moves." Initiated by a press of the R3 button, ultimate control adds much-needed player influence on the action at hand. Though it can't be used for every move in your arsenal, the UCMs do allow you to control the speed and frequency of certain powerslams, DDTs, powerbombs, and suplexes. The only downside to these maneuvers, is that they aren't always balanced properly -- sapping your stamina dry after you perform three or four "groin on the ring" pushes, while allowing you to pull off three or four repeating powerbombs with similar (or perhaps even less) stamina repercussions. It's a neat idea sure, but not without its problems.
Another admirable fix to SmackDown this year is the more realistic Season Mode. Featuring more than 40 original storylines with beginnings, endings, and the occasional branching path, the fully-voiced season has familiar and not-so familiar narratives that should please most WWE fanatics. Examples of just some of the stories you'll see includes a pack of small wrestlers banding together to take out their larger competition; one of SmackDown's biggest names betrays his brand right before the Survivor Series; and your character is transformed into a hot young woman while feuding with Edge thanks to a magic wand. Character-specific storylines and events based on your superstar's overall standing are also included. Just don't expect it all to play out like it has in season's past -- now there is no true calendar year; players just endlessly transition from feud to feud.
Of course, the most improved feature this year is the General Manager Mode. Building on the same foundation that powered last year's game, the new GM option offers a number of new goodies -- including the ability to hire writers for better storylines, the option to send superstars to Heat and Velocity for improved popularity, and full access to the "Power 25" rankings from WWE.com. As an added bonus, users can even hop in and wrestle any of the matches on their schedule at any time. Simulation nuts will likely go crazy over this.
So with all the positives listed above, where does the valid criticism for WWE SmackDown vs. Raw 2007 start to creep in? Well, the most obvious place is with the animations. Despite having a number of new moves and ringwalks (primarily mo-capped by Doug Basham for all you trivia hounds out there), the vast majority of SmackDown's moveset feels just as familiar now as it did eight years ago (that goes for all versions -- including the 360 edition). Despite the eventual move from keyframe to motion capture, a strong portion of the maneuvers here still feel like they're two or three generations old -- requiring users to wait until most of them have finished playing out before they can react. The "selling" animations are the biggest culprit, however, as it's not uncommon to catch an opponent sleeping for three or four moves in a row because, though their character isn't really hurt, their reaction animation is so lengthy they can't avoid their opponent's next move.
On a related note, the roster issues are made even more disheartening because of its omissions. Prominent tag teams from all brands, such as all five members of the Spirit Squad, Kendrick and London, and several others haven't been included at all, while other personalities such as AA Estrada, Charlie Haas, and Tatanka have been left off the lineup as well. It's understandable if recent impact players like Sylvester Terkay, The Miz, CM Punk, or Jeff Hardy didn't make it because of time constraints, but to see guys who have been around for more than a year and still not make the cut... is just sort of weird.
And what about those wait times? From start to finish, SmackDown vs. Raw 2007 loads slower and more often than a terrified civil war soldier. Almost every screen in the game past the initial menu loads in upwards of 10-20 seconds every time one is selected. There are even instances where... I kid you not... you have to go through a load screen to get to the next load screen. Amazingly, the Xbox 360 version doesn't benefit from better loads over its lower-end counterpart by a noticeable margin -- and when coupled the same non-aggressive AI from the past couple of years, you can understand why the game feels a bit dated. But at least the 360 version benefits from a higher resolution and realistic sweat effects (yay?).
Closing Comments
Don't let our nitpicking fool you (after all, we snipe because we care) -- WWE SmackDown vs. Raw 2007 is still an imposing beast of a wrestling game. Regardless of its dated animations, rosters, and foolish AI, it's still a heck of a lot of fun. Thousands of different grappling holds await those who tread its squared circle, while the new analog-based mechanics and ultimate control moves add depth to a system that most would expect to be exhausted. In other words, think of SmackDown 2007 as the Ric Flair of videogames -- a wrestling great with enough titles and fond memories to keep its forward momentum for yet another, but aged to a point where we're questioning how much longer it can go.
IGN Ratings for WWE SmackDown vs. Raw 2007 (X360)
7.5 | Presentation A strong collection of storylines are supported by a deadly accurate WWE broadcast style. However, epoch-long load times at take away from the fun. | |
8.0 | Graphics Yuke's character models are pretty decent and the animations look great... even if we have seen them for years. Nice sweat too! | |
7.0 | Sound Commentary is more diverse than last year, but it will still repeat rather quickly and it makes a number of silly mistakes. Total voice-overs for current superstars and most of the intro musics helps. | |
8.0 | Gameplay The proven SmackDown grappling mechanics get a much-needed boost from analog control, environmental hot spots, and UCMs. Poor AI and unavoidable chain attacks can get frustrating. | |
8.0 | Lasting Appeal A bazillion match types and options, the expected online mode, Season and General Manager features, and online match play should keep you going for a good bit. | |
8.0 | OVERALL (out of 10 / not an average) |
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