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WWF WrestleMania X8
Our totally revamped preview of X8 awaits you.
March 29, 2002 - GameCube owners have practically
been frothing at the mouth for a Nintendo-centric wrestling game and this hasn't
gone unnoticed by THQ. The major publisher has teamed up with Japanese
development firm Yuke's to bring WWF WrestleMania X8 to GameCube this
June. The title, powered by a completely new next-generation engine, will be the
first wrestling entry to merge the WWF and WCW brands and will boast a
collection of more than 40 superstars. Upon release it will be the most
up-to-date wrestler on the market. In short, it's an answer to the prayers of
wrestling fans everywhere.
Features
- More than 40 WWF Superstars: An updated 2002 roster features a complete
list of the top WWF Superstars including ex-WCW Superstars Rob Van Dam,
Booker T, DDP and the Hurricane
- All-new game engine focuses on simulation, reversals and momentum shifts.
Master each superstar's unique wrestling style and turn the tide of the
match through a combination of counters, reversals and bone-shattering
finishing moves
- Champion Road -- start from the beginning and take your rookie jobber up
through the ranks in quest for the Heavyweight Championship belt
- Garner other belts in single-player mode including dozens of unique ones
- TV-style presentation: Multiple camera angles, cut-in's and cut-away's
capture all the action
- Multiple crowd reactions such as cheering, booing and chanting vary in
intensity and change with the action
- Enhanced graphics and realism -- pyrotechnics, detailed particle effects
and camera flashes immerse players in the world of the WWF
- Create-a-Superstar -- choose between a variety of settings including
appearance, costumes and moves to create the ultimate grappler
- Tag team action lets you take control of your partner in tag team
match-ups
- Dazzling entrances -- each Superstar will have his or her own entrance
complete with full TitanTron video and signature music
- Variety of match types, multiple venues and various backstage areas --
square off in more than 40 match types, choose between six different arenas
or take the action back-stage in any nine highly-detailed arenas
Gameplay
WrestleMania X8 is being designed in part by Takumi Kon, one of the previous
lead designers on WWF No Mercy and WrestleMania 2000. Therefore,
it draws heavily on these styles. The core of the gameplay mechanics revolves
around a counter system. In this way it is more like the aforementioned N64
titles than anything else. It is also heavy on grappling, but it's not quite as
much of a simulation as, say, No Mercy. You do not grab your opponent with one
button tap and then execute your move with a combination of direction and
button. Instead, for grappling, it's similar to the WWF Smackdown! series
most recently seen on the PlayStation 2. To perform a grapple move, you simply
stand next to your opponent and press a direction in combination with the
A-button. Yuke's has no doubt come to enjoy the fast-paced action of Smackdown!,
but we're not entirely sure that fans migrating over from the N64 will enjoy it
as much. In fact, we must admit ourselves that the lack of the setup grapple
just feels awkward. You feel less in control, which in turn is more prone to
feel like button-mashing.

It seems X8's whole intention is to bring fast-paced action and lots of
grappling to the gamers' fingertips. Pressing in different directions with the
analog stick performs different slams and throws. If you press the A-button in
conjunction with the Y-button, you can throw your opponent into the ropes to
perform a subsequent move. Conversely, you can run with the Y-button to get out
of the way of other wrestlers or catapult yourself off the ropes. The B-button
is used to punch, kick, and attack. Running in combination with a B-button
attack will, of course, result in a moving attack such as a clothesline. When
you knock an opponent onto the canvas or floor you can perform submission holds
and other moves with the A-button, while the B-button is reserved for kicks,
elbow drops, and other equivalents. Like with most other wrestling titles, you
can always take the opportunity to climb up on the turnbuckles and fly onto your
awaiting opponents. If you wear them down long enough, you can pin with the
Z-trigger.
| The Wrestlers |
| The Rock |
| Triple H |
| "Stone Cold" Steve Austin |
| Undertaker |
| Kurt Angle |
| Rob Van Dam |
| Booker T |
| DDP |
| Hurricane |
| "Hollywood" Hulk Hogan" |
| Scott Hall |
| Kevin Nash |
| Kane |
| Jeff Hardy |
| Matt Hardy |
| Rakishi |
| Chris Jericho |
| Lance Storm |
| APA (shown in screenshot) |
| Total of 42 currently scheduled |
Fortunately, X8 isn't quite as arcadey as Smackdown! and Yuke's counter
system is a big part of that. New added depth to the control scheme comes in the
form of reversals. The R-trigger is reserved for reversing grapples, whereas the
L-trigger is used for turning punches and similar attacks around. Good timing is
the required, otherwise as you can imagine it would become a reversal fest. At
the same time, it's also not so difficult that it's a rare thing. It all feels
fairly intuitive and is a good balance that will hopefully be tweaked a little
more as the title nears completion.
Moving on, what would a wrestling videogame be without specials? Naturally
Yuke's has implemented a specials system, and it requires you build up momentum.
If you continually pull off good move sets and avoid getting whooped on too
much, you will begin to fill up a set of three special "slots." Once
all three are full, you can perform your signature moves by setting your
opponent up and pressing the A and B-button in conjunction. We managed to pull
off a lot of Pedigrees in our time with the game, so it seems the team still
needs to balance it out a bit. Not that pulling off specials is so bad, but you
don't want them to become so frequent they lose their "special"
appeal.
As far as game modes are concerned, it doesn't look like X8 will be a behemoth
in the single-player arena. There will be a Championship mode where you can
quest for six known belts such as the Heavyweight and Intercontinental. To add a
bit more replay value to that mode Yuke's has created 50 original, unique belts
for you to go after. All of them will be saved to your memory card where you can
later view them, perhaps similar to what was seen in Super Smash Bros. Melee.
In addition to this Championship mode, you will also be able to create your very
own superstar. The create-a-wrestler in Smackdown! on the PlayStation 2 was
incredibly extensive. If one tried hard enough you could literally create a
likeness of your real-life self. We're crossing our fingers that some of that
technology and more will be migrated over to X8.
| Match Types |
| Hell in the Cell |
| Cage |
| TLC (Tables/Ladders/Chairs) |
| Tables |
| Ladders |
| Hardcore |
| Iron Man |
| Royal Rumble |
One of the most important modes is multiplayer, and of course there will be a
lot of that. In fact, this is X8's true focus. THQ knows that the WWF series was
so successful on the N64 because of the multiplayer value, and Yuke's intends on
continuing on that tradition. All the standard stuff will be there to let you
enjoy one-on-one and two-on-two exhibition matches, special matches and all that
good stuff with friends. One of the coolest new additions is the Trophy Slam. In
this mode you can create your very own belt and offer it up as the winning prize
in a title match with your friend. For instance, we could create the
"IGNcube Belt," and square off against a reader. That reader can carry
the belt on their memory card and continue to defend it in title matches. Very
cool stuff, and Yuke's promises special customization such as coloring.
Graphics and Technology
When X8 releases this June it will likely be the best-looking wrestler to day.
It smashes Smackdown! in terms of player realism and its looks compared to Raw
on Xbox are debatable. While the Xbox wrestlers feature light maps and the like,
the combination of animation and modeling is a turn off for some hardcore fans
(and let's face it, what wrestling fans aren't hardcore?). WrestleMania X8
combines some advanced special effects with well designed character models. The
wrestlers clock in at a modest 3500 polygons, but every one is used very well --
at least on the wrestlers we've seen. So, you won't be so turned off upon seeing
Triple H's face this time around with X8.
For special effects Yuke's has light maps in place so all the grappler's
bodies reflect the overhead lights. This works especially well for one of Triple
H's costumes (each wrestler has 2), where he wears a leather jacket with mesh
running down the center of the rear side of it. The lighting reflects off the
jacket giving it a believable leather appearance (if you're not too picky). In
fact, Triple H is a good example overall of Yuke's efforts as he also features
weighted hair and dangling belts. So, you'll see his locks fly with each hit and
his smaller belts bouncing off his thighs. In combination with accurate models
it adds up to be one of the most impressive looking wrestling titles to date.
Yuke's is shooting for a solid 60 frames per second, and given that at most
you'll have seven people on-screen -- four wrestlers, two announcers, and a ref
-- it shouldn't be too hard to do. HDTV owners will be disheartened to learn
that X8 will not likely support progressive scan.
Outlook
Really, the counter-heavy grapple system and speed of X8 is where its appeal
lies. It feels a lot like the previous N64 with a mix of the heated action from
Smackdown! Amateurs can jump right into the game with results, and seasoned
veterans have enough to explore with special moves and reversals. Having said
that, we're highly anticipating X8 for its upcoming June release. It's exclusive
to GameCube and something all wrestling fans should keep an eye out for.
 
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