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Thank you Jesus!
"March 31, 2005 - Last year, publishing giant THQ made some changes. The company moved the WWE WrestleMania franchise, which had for years remained exclusive to Nintendo's console, to Microsoft's Xbox. GameCube owners barely had a chance to react before news hit that a fresh take on the entertainment of wrestling would debut on Nintendo's system in the other's place. WWE Day of Reckoning was born. The title, developed by Japanese studio Yuke's, responsible for all of GameCube's WrestleMania efforts, explored the medium from a new angle. In the title's simple, but enjoyable story mode, players created a wrestler from scratch and started at the very bottom, taking part in throwaway matches against no-talents, and gradually working their way through the ranks in the WWE, into the spotlight, and ultimately to the top of the food chain to become champion.
Day of Reckoning was well received by fans and critics alike, due in large to the title's pick-up-and-play control mechanics, a decent selection of superstars, divas, and venues, a fun story mode, and a deep create-a-wrestler feature. Without doubt, the fundamentals were in place, and they worked. But the title was not without shortcomings. As intuitive as the game's grappling system proved to be, the control configuration lent itself to button mashing, which turned some hardcore wrestling game fans off. Meanwhile, the story mode was positively shallow compared to some other wrestling projects on the market. And sure enough, some critics complained that the title looked less realistic than its counterparts.
The 20-something team at Yuke's and the creative gurus at THQ combed the message boards, compiled a list of what worked and what didn't, and ran with it. The result is WWE Day of Reckoning 2, the aptly named sequel to last year's game. DOR 2, which has been in development ever since the first shipped, is a true sequel in every sense. It doesn't dismiss the mechanics of its predecessor for all new ones, but rather builds on top of them, enabling a bigger, meatier product on all fronts.
If all goes as planned, Day of Reckoning will be, to use associate creative manager Matt Greig's own words, "the definitive GameCube product for WWE." He explains further: "What we mean by that is that it's a superset of everything that came before on GameCube. We're not taking anything out. We're using Day of Reckoning as a starting point and building in features from previous games, and adding new stuff that we prototyped and realized would work well. We're looking at it as a collector's edition. Obviously, GameCube is nearing the end of its lifecycle so we're trying to put something out there that will stand the test of time for several years to come."
No easy goal, to be sure, but the team at Yuke's believes it has the right priorities in mind and that it knows where to start, which, as it turns out, is exactly where the last game left off. By the time gamers bested the original title, they had advanced from the wrestling slums to superstardom. Day of Reckoning 2 continues from exactly that point. It's in the same universe. And it acknowledges all of the events that transpired in the first title. "It's not a sequel just in name," explains Greig. "It continues on with the story. There are actual ties in content. You're already a champion. You won the storyline in the first game, so you're starting out as a champion. This gives us a lot of opportunities to explore how we can advance the story when players are already starting as a successful WWE character. And this is actually something we haven't done before."
I am happy!
[ Edited by Sharpshot on 2005/4/4 10:40 ]