The MirrorARCHIVES: Dec 04 - Dec 10 2008 Vol. 24 No. 25  





King of the ring


by ERIK LEIJON

erikIf you’re like me, then it’s likely been a while since you’ve watched an episode of WWE wrestling. Typically I’ll make up some story about how I’ve outgrown wrestling, instead devoting my time to more gentlemanly pursuits such as mixed martial arts or boxing. In reality, my dissatisfaction with wrestling in recent years has largely been because the WWE has completely forgotten the simple good vs. evil prototype and predictable conclusions that worked so brilliantly during the Hulk Hogan, Bret Hart heydays.

Playing SmackDown vs. Raw 2009 (X360, PS3/THQ, Yuke’s) is a reminder of how great wrestling used to be. Instead of convoluted wedding storylines or overzealous promoters hogging all the screen time, SmackDown vs. Raw 2009 is every possible match one can think of, a healthy dose of authentic WWE superstars and moves, and simple gameplay that allows anyone to finish off their rival with a signature move, yet it never becomes too repetitive. Although it’s largely similar to last year’s edition, I’m guessing you’re like me and hardly gave that title a passing glance.

OLD SCHOOL, IDIOT-PROOF FUN: SmackDown vs. Raw 2009

The new career mode, Road to Wrestlemania, and the overly difficult create-a-superstar (it was alarmingly tough to create generic fat guys or big-headed alien people) provide some fun outside of the ring, but they pale in comparison to epic brawl-fests like the Royal Rumble or a no-holds-barred triple threat match.

The gameplay is idiot-proof too: attacks are done through quick timing rather than manic button tapping or combo memorization—any player will witness a healthy dose of slams and submissions without pressing more than a button or two. The reversal system can be mastered quickly, and although it’s not as deep as a true fighting game, SmackDown vs. Raw works because it’s pretty vapid.

The developers appear to understand their audience very well. The improved tag-team matches—featuring more double team moves—are the most fun two or four friends can have between the ropes since THQ’s original next-gen wrasslin’ gem: 1997’s WCW vs. NWO: World Tour.

The inferno match is another instance where the developers have taken a ridiculous novelty match and made it far more interesting in the video game realm than in real life (a relative term for pro wrestling). Wrestling games have long been associated with uneven gameplay, mindless button tapping and terrible collision detection—SmackDown vs. Raw 2009 delivers a beat down to those stereotypes.

Underworld underwhelms

Tomb Raider: Legends was a return to form for busty heroine Lara Croft, but her latest caper—Tomb Raider: Underworld (Multi/Warner Bros., Crystal Dynamics)—is a step back for the franchise. At first glance, Underworld looks like the next-gen Tomb Raider everyone was expecting, the graphics are gorgeous (including Lara Croft’s lifelike animation), there’s an actual storyline and the Prince of Persia-style of dungeon acrobatics are back.

Underworld falters due to constant camera blunders. If Lara needs to shoot two enemies, the camera will swivel uncontrollably. If Lara is up against a wall and needs to make a highly sensitive ledge-to-ledge jump, chances are the camera will twitch in mid-air or refuse to centre itself behind Lara, likely ending in deadly consequences.

Underworld is so close to being the epic Lara Croft adventure fans have been begging for, but it pales in comparison to Sony’s Uncharted: Drake’s Fortune, a similar yet drastically better game.

The wait has been arduous, but Super Street Fighter II Turbo HD Remix is finally available on XBox Live Arcade and PlayStation Store. Originally released in 1994, this timeless fighting game has been given a dramatic, high-def facelift. The game was already perfect, but now it looks even better and features online play.

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