
DREAMCAST
Published by THQ
Reviewed by Dale of GameCritics on
9/12/00
Article
Discussion Forum
First
Impressions:
I
went into Royal Rumble expecting more of what I got from other THQ
wrestling releases. On the Nintendo 64 and PlayStation, THQ delivered
the closest thing to wrestling simulations that have ever been made
in WWF Wrestlemania 2000 and WWF Smackdown, respectively. These
titles were loaded to the brim with options, tight gameplay, excellent
graphics and customizable modes that made them instant hits with
gamers. For its debut on the Dreamcast, THQ had to think the Dreamcast
was unworthy of one of their stellar wrestling titles, so it released
this straight arcade port. It's hard to look at Royal Rumble and
see it as anything but a stripped down version of any wrestling
game on the market. It lacks a create-a-player feature, season mode,
pay-per-view mode, tag team mode and the other "home game" features
that would draw a player in. About all it has to offer are two lone
playing modes, Exhibition and Royal Rumble. If there is a plus to
this game, it is as sparse as these offerings seemed, Yukes (the
developer) got a lot out of them. Graphics:
Royal
Rumble's most obvious weakness is in the poor visuals. Aside from
well-done facial textures and large character models, the graphics
look like they were taken right out of the PlayStation version
-- only now they are rendered at a higher resolution. Everything
else in the game looks well below the graphical benchmark that
Dreamcast games have set since the console's launch. It's as if
Yukes was unaware that it had the machine's processing power and
1 GB of disc space at its disposal.
Sound/Music:
The
audio throughout the game is substandard. Granted, the sounds
of wrestlers beating up on and throwing each other around the
ring are well done, but aside from that there isn't anything to
get excited about. Each wrestler's intro music -- for the few
seconds its even played -- is drowned out by crowd noise and other
music played in the game is pretty forgettable.
Gameplay:
The
Exhibition mode is as close to a tag team mode as you will get
in this game. A single wrestler is chosen and taken into the ring,
but before that a "partner" is selected to stand at ringside to
offer temporary assistance when needed. At first this seemed to
be a weak trade-off for not having a tag-team feature, but after
playing for a few minutes it is easy to see its advantages. Each
wrestling partner comes with three sets of three potential team
moves to choose from. Each set can consist of purely offensive
attacks, defensive tactics, or a combination of the two. If for
instance, I chose Tazz as a partner, then I could become an offensive
juggernaut, but if I chose one of the Hardy Boyz, I had more defensive
moves to choose from. It all came down to my individual preference.
That easily makes this option the game's brightest achievement,
as it plays pivotal roles in the outcome of every match.
As is customary with Yukes' games, pulling off moves is a snap.
Everything from grappling, to throws, to running moves are all
executed with simple button combinations that usually involve
the D-pad and one of the four face buttons (X, A, B, Y). The same
goes for the team moves as well, with the only limitation being
that they become momentarily unavailable after each use. That
usually meant I had to make each use count, because once they
were used, I had to go back to using standard wrestling moves
-- it was a compromise, but one that enriched the gameplay. If
I were ever being dominated by a computer opponent -- or in some
rare cases, Chi -- a few choice double suplexes or double leg
drops could swing the match back in my favor. Another benefit
of these tactics was that they were just plain cool to pull off
on an opponent. For full effect, the camera would switch mid-action
and show off a pre-recorded animation routine that was made solely
to "sell" the move. Considering how many times I cheered or cringed
-- depending on whether I was dishing out or on the receiving
end of that punishment -- I think it is safe to say they were
successful.
I cannot stress enough the visceral pleasure I got from throwing
an opponent around with the help of a partner, but that wasn't
the only beneficial element to the game. Royal Rumble comes with
a "specials" meter that is filled with every body slam, suplex
or whatever moves I use on an opponent. Although, a full specials
meter allows a special move to be executed with a tap of the R
button, there is more to it than that. Offering temporary immunity
or last ditch maneuvers, the specials meter serves a defensive
purpose as well. The specials meter could be filled as many as
five consecutive times, with each full meter signified by an S
icon. I could then choose to either pull off a powerhouse move
like The People's Elbow, or in the case that I was being pinned,
I could use up one of the specials for a desperation kickout.
Success in a match can be predicated on whether care was taken
with this technique. If I mistimed or missed altogether with a
special move, my entire special bar would be wiped clean. This
left me to start over from scratch, and that is something I didn't
want to do with only seconds left in a match.
It's ironic that the main event, the Royal Rumble, was the one
that I found to be the most underwhelming and demonstrative of
the game's shortfalls. Each match starts with four wrestlers in
the ring -- this is a multiplayer arcade game after all -- and
additional wrestlers enter the ring every couple of minutes. Just
as advertised, it is possible for as many as nine wrestlers to
be in the ring at once. However, the action doesn't seem to be
that much better than any other Royal Rumble effort. Having that
many bodies working independently is a sight to see, but this
was the extent to which the game innovated. Case in point is their
incredibly short attention spans. Many were the times when I was
left dizzy after a flurry of combos or hanging onto the bottom
ropes on the verge of being eliminated, that my attacker or attackers
would simply stop their assault and move onto a far more healthy
target.
Enjoyment:
Royal
Rumble seems to stumble in every other aspect of the game, and
unfortunately, a lot of that has to do with laziness on the part
of the developer. There also seems to be a dearth of wrestlers
available (a mere 20), which leads me to wonder how a nobody like
Tazz could make it into the game at the expense of established
favorites like the Dudley Boyz. And why are wrestlers in their
old costumes? Many of the wrestlers like The Undertaker and Mankind
were stuck in their old gear long after they made the change,
but Yukes didn't bother offering alternate costumes -- something
that is the cornerstone of these types of games. Don't get me
started on the fact that wrestlers don't even enter the ring with
their trademark music? I mean, come on -- even Capcom's Saturday
Night Slammasters gave you that, and that game is over 10 years
old!
Yukes did try to add some interesting elements to boost the variety
in the game, but ultimately they all fell short. During any exhibition
match, for instance, as many as three wrestlers can run to ringside
to interrupt the action and pummel the combatants. I'm sure this
looks like a great idea on paper, but seen in action, it has serious
flaws. The randomness of their appearance was never shielded,
and they always seemed to come into the ring at the same exact
time from match to match. What was worse was that they would often
spend more time beating up on me than my computer-controlled opponent.
Needless to say, I turned off this little novelty as soon as I
figured out I could. Another potential selling point was to be
the randomly changing settings. Almost halfway through a match,
the wrestlers are teleported to one of six different locations.
This could including anything from a kitchen to a parking garage
and steel cage. The problem is that although these other areas
offer easier access all manner of foreign objects, I had more
fun in the ring. Many of my superstars' special moves, as well
as their double team moves, look better when done within the confines
of the ring. These gimmicks ultimately cannot hide that Royal
Rumble is really low on things to do and does not offer enough
to hold my interest.
Multiplayer:
One
of Royal Rumble's strengths is its multiplayer feature. Taking
on a friend and his ringside partner in Exhibition mode equates
to an unbelievably good time. As I said earlier, the technique
and strategies that having a partner afford each player the opportunity
to make the miraculous comebacks so common in the real-life wrestling
matches. Often the winner is determined by who was the smartest,
but also the luckiest because everything is so well balanced.
The Royal Rumble mode is like any other self-respecting Royal
Rumble mode that comes with all wrestling games. With this Dreamcast
version, it's especially fun to take on three buddies and five
computer controlled opponents. The level of chaos that ensues
is unprecedented and weak computer AI aside, this part of the
game is always fun.
What hurts the multiplayer mode is the deficiency of wrestlers
to take into a match. As much fun as I had in the beginning, I
soon grew tired of the selectable wrestlers. Usually I could turn
to my create-a-player mode when I tired of the stock catalog of
wrestlers or visa versa, but alas such an option was not available.
And as a result this leads to one of the stranger parts of the
game. By default the Royal Rumble consists of 30 wrestlers, but
with WWF Royal Rumble's 20-wrestler roster the only solution was
for Yukes to recycle wrestlers to make up the difference. Stranger
still is that I could set the maximum number of wrestlers taking
part in the match to as much as 60. Watching the same wrestlers
reappear in the ring time after time got to be a bit irritating.
Overall
Impression:
WWF
Royal Rumble is the perfect game if you have a dollar to blow
and half an hour left on your lunch break. Its entire design is
such that it can be picked up quickly and mastered before it is
over. It also features some great body crunching action that has
been missing in the wrestling games of late. However, such a scarcity
of features need to be balanced by a lot more than Royal Rumble
has to offer when it comes to the home market. The Royal Rumble
is repetitive and uninspired, and though it showed flashes of
ingenuity, the Exhibition mode could be easily beaten leaving
less and less reason to continue playing after a few sittings.
It is a fun game for a day or two, but it soon wears thin.
Marketing
Efforts Towards Women:
We
shouldn't kid ourselves. This is wrestling, and more to the point,
it's WWF wrestling. It is heavily geared towards a male audience,
and while the scantily clad women are not in the game, they still
manage to make appearances in the game's introductory and ending
video sequences. Perhaps the lack of female exploitation would
make this particular game more appealing, but I doubt that was
THQ's intention.
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