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Posted on: Nov 14, 2007
WWE SmackDown vs. Raw 2008
WORDS BY: Cameron Lewis
This latest edition of the long-running wrestling series might not shake things up as much as 2007’s introduction of an analog grappling system did, but it doesn’t just coast to an uncontested victory either. The old, fluid controls aren’t available anymore, but you won’t miss them. Stroll up to any of the 60-plus goons and divas, and the possibilities branch out every which way, whether you’re in the mood for an online slugfest or a man-versus-machine technical showcase.

Grapples — the meat and potatoes of every match — are mapped to the right thumbstick. Get within range and flick a direction for a quick grab, or pile on the damage and risk with a Right Bumper modifier that opens up stronger moves and ultimate control sequences. Whip or drag your opponent into environmental hotspots like tables and crowd barriers for opportunistic bits of showmanship, and pray he doesn’t score a well-timed reversal. Also, you can finally run in any direction by holding down the Left Bumper — and throw an elbow along the way.
The right analog stick gets an even greater workout now, thanks to the new struggle submission system. Instead of watching a more-or-less canned sequence as an attacker, you wrench your opponent as you wiggle the thumbstick. Don’t yank hard enough, and you won’t do much damage. Pull too hard, and you’ll lose your grip. The experience carries over to defense as well, letting you struggle your way out of a sticky situation with more than just timed button-pushing.

Also new this year are eight Superstar Fighting Styles. Every wrestler in the roster is an expert in two of them, although you’ll need to select just one before the bell rings. Build up your momentum enough with varied and devastating attacks, store a fighting style icon just as you would your finishing move, and then save it for later use at just the right moment. When triggered, each style temporarily unlocks different primary and secondary abilities: Powerhouse makes you impervious to strike attacks, and turns all your grappling moves into unstoppable and irreversible hurt machines; Showman lets you perform your opponent’s finisher, or steal his taunt to boost momentum. Some of the abilities are questionable — exactly how useful is arguing with the referee? — but all add to the game’s already prodigious variety.

24/7 Career Mode features a new story line, and lets you train, schedule promotional events, or assume the role of a general manager. Hall of Fame Mode gives you a chance to relive historic moments in WWE history, but there’s a memorable twist. Just as the old ECW has been invading WWE’s broadcasts, so has the House of Hardcore come to this year’s game, and it’s brought its anything-goes Extreme Rules matches with it. Pain.

You’ll still find some irritations that could use addressing in the inevitable 2009 edition. Facing multiple opponents can suck when you lock onto a guy across the ring instead of the one right next to you, and limbs and other body parts still intersect in decidedly unnatural ways. Still, controlling every moment of every fight is just ridiculously fun, and you’ll be quite content while you wait for what should hopefully be the ultimate WWE game next year.








Thu, 02/21/2008 - 18:44
Posted by cenahk
The game is grate.lets face it when u go in an ECW game u can pick whatever wepon u wish to have. that is asome
Fri, 12/28/2007 - 11:38
Posted by Rosenrot94
Still waiting on the unicorn (11).....
i gotta say that the demo was pretty impressive.