Post by Enishi on Oct 14, 2005 20:08:26 GMT
SmackDown vs. RAW 2006: The Online Mode
Bigger, better, faster, and stronger. New match types, title defenses, and created wrestler trades!
by Jeremy Dunham
October 10, 2005 - As someone who played the first SmackDown vs. RAW pretty extensively, one of the features I was looking forward to most this year was an improved online mode. As some of you may remember, last year's online feature was thoroughly under-realized with few options worth noting and little to do outside of the typical exhibition match. Luckily, WWE SmackDown! vs. RAW 2006 aims to move beyond the bad memories of 2004 and into the future -- where players can do just about anything they want against other users.
Evidence of that growth can be found in the latest build of SmackDown vs. RAW 2006, as the online portion of the game has finally been opened up so that we can see those changes for ourselves. The good news is that a lot of our problems from last year have been fixed. Up to four players, for example, can now participate in almost every supported match type at once. And while the Royal Rumble and Elimination Chamber still can't be played online, a ton of other matches can be. Which matches would those be? Glad you asked! Here they are:
Single, Tag (Normal, Tornado, Elimination Normal and Elimination Tornado), Special Referee, Triple Threat, Fatal 4-Way, Handicap, Backstage Brawls, Battle Royal (Four Player only), Buried Alive, First Blood, Fulfill Your Fantasy, Hardcore, Hell in a Cell, Iron Man, Ladder, Last Man Standing, Steel Cage, Submission, Table, TLC, and Title Matches.
Don't get too attached to your created belts, you could lose them... fast.
Yes we said title matches. For the first time ever, players will be able to defend user-created belts online against their opponents just like they always wanted to. And since ten created belts can be held on a single memory card at one time, an awful lot of title defenses can be participated in. Luckily, players won't be able to trick the system into letting them keep their titles if they lose either, as the server automatically rips the belt from your memory card the moment the challenge is accepted. This means that should a player lose and not want to part with his strap, that's too bad for him -- the server will transfer it to the winner's memory card.
Assuming they don't have a title to defend, players can also gamble a bit and take part in "Cash vs. Title" matches. THQ Creative Director Cory Ledesma states that, "this is a great way for people to be competitive online against champions regardless of their belt status, so that should be a big plus." Tag Team champs can defend their titles too, and you can engrave your new straps in the "Create-A-Belt" screen after you've won them just as you can when offline. Sadly, an option to create custom tournaments and headset support will not be included for this year's version, but at least there will be keyboard support in the lobby again. Cable and DSL users should also be happy to know that the game is broadband only -- so dial-up WWE fans looking to rumble online may want to consider getting an upgrade.
THQ will also be keeping server-side rankings for every player that enters their name in the database. Powered by GameSpy, the SmackDown server will keep total Wins, Loses, Win Percentage, Winning Streaks, Disqualifications, Title Match Victories, Title Defenses, Longest Title Reign, and Title Value / Prestige. These stats will ensure that players can find the top ranked gamers in their class whenever they hop online and also help them spot cheaters since the game won't be supporting any anti-cheat device software (yeah, that one's a bummer).
But that's not all (we've saved the best for last). The biggest, most impressive feature of the entire online mode will be the ability to trade created wrestlers online from one user to another. Gamers will no longer have to worry about typing up huge lists of numerical values in order to let other people make their favorite creations -- now it's as simple as logging on, going into a lobby, previewing someone's Created Wrestler, and trading. And to answer the inevitable question of "how many guys can you make," the final number is just under 30 per memory card (though you can't import any of them into season mode beyond the one player character).
Unfortunately, THQ's SmackDown vs. Raw 2006 servers weren't up and running in time for us to report on lag and connection issues, but even if it has the same latency as last year, it's a positive sign... especially with this year's robust feature set. We'll be back with more in the coming weeks.
Bigger, better, faster, and stronger. New match types, title defenses, and created wrestler trades!
by Jeremy Dunham
October 10, 2005 - As someone who played the first SmackDown vs. RAW pretty extensively, one of the features I was looking forward to most this year was an improved online mode. As some of you may remember, last year's online feature was thoroughly under-realized with few options worth noting and little to do outside of the typical exhibition match. Luckily, WWE SmackDown! vs. RAW 2006 aims to move beyond the bad memories of 2004 and into the future -- where players can do just about anything they want against other users.
Evidence of that growth can be found in the latest build of SmackDown vs. RAW 2006, as the online portion of the game has finally been opened up so that we can see those changes for ourselves. The good news is that a lot of our problems from last year have been fixed. Up to four players, for example, can now participate in almost every supported match type at once. And while the Royal Rumble and Elimination Chamber still can't be played online, a ton of other matches can be. Which matches would those be? Glad you asked! Here they are:
Single, Tag (Normal, Tornado, Elimination Normal and Elimination Tornado), Special Referee, Triple Threat, Fatal 4-Way, Handicap, Backstage Brawls, Battle Royal (Four Player only), Buried Alive, First Blood, Fulfill Your Fantasy, Hardcore, Hell in a Cell, Iron Man, Ladder, Last Man Standing, Steel Cage, Submission, Table, TLC, and Title Matches.
Don't get too attached to your created belts, you could lose them... fast.
Yes we said title matches. For the first time ever, players will be able to defend user-created belts online against their opponents just like they always wanted to. And since ten created belts can be held on a single memory card at one time, an awful lot of title defenses can be participated in. Luckily, players won't be able to trick the system into letting them keep their titles if they lose either, as the server automatically rips the belt from your memory card the moment the challenge is accepted. This means that should a player lose and not want to part with his strap, that's too bad for him -- the server will transfer it to the winner's memory card.
Assuming they don't have a title to defend, players can also gamble a bit and take part in "Cash vs. Title" matches. THQ Creative Director Cory Ledesma states that, "this is a great way for people to be competitive online against champions regardless of their belt status, so that should be a big plus." Tag Team champs can defend their titles too, and you can engrave your new straps in the "Create-A-Belt" screen after you've won them just as you can when offline. Sadly, an option to create custom tournaments and headset support will not be included for this year's version, but at least there will be keyboard support in the lobby again. Cable and DSL users should also be happy to know that the game is broadband only -- so dial-up WWE fans looking to rumble online may want to consider getting an upgrade.
THQ will also be keeping server-side rankings for every player that enters their name in the database. Powered by GameSpy, the SmackDown server will keep total Wins, Loses, Win Percentage, Winning Streaks, Disqualifications, Title Match Victories, Title Defenses, Longest Title Reign, and Title Value / Prestige. These stats will ensure that players can find the top ranked gamers in their class whenever they hop online and also help them spot cheaters since the game won't be supporting any anti-cheat device software (yeah, that one's a bummer).
But that's not all (we've saved the best for last). The biggest, most impressive feature of the entire online mode will be the ability to trade created wrestlers online from one user to another. Gamers will no longer have to worry about typing up huge lists of numerical values in order to let other people make their favorite creations -- now it's as simple as logging on, going into a lobby, previewing someone's Created Wrestler, and trading. And to answer the inevitable question of "how many guys can you make," the final number is just under 30 per memory card (though you can't import any of them into season mode beyond the one player character).
Unfortunately, THQ's SmackDown vs. Raw 2006 servers weren't up and running in time for us to report on lag and connection issues, but even if it has the same latency as last year, it's a positive sign... especially with this year's robust feature set. We'll be back with more in the coming weeks.