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Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

FIRST IMPRESSIONS -- Marvel's Avengers (Open PlayStation 4 Beta)



I played the beta exclusively on PlayStation 4 over the past weekend (Aug. 14-16), so I can't comment on regard how the game performs on PC nor Xbox One. I spent the most time in matchmaking/War Table missions with Hulk and Ironman the most out of the four available heroes - Ms. Marvel (Kamala Khan), Black Widow, Ironman, and The Incredible Hulk. Thor and Captain America were briefly playable during the introduction/tutorial sequence that kicked off the beta.

There will be a final open beta session from August 21-23rd for those who wish to try the game out for themselves in this last go-round before the game drops next month on September 4th.





The beta allows players to play the A-Day event that kicks off the events of the main narrative in the campaign. This level serves as a tutorial and formal introduction to how each of the heroes play and their distinct powers and playstyles. This mission is capped off with that boss fight with players in control of Black Widow in pursuit of Taskmaster.

Ironman can hover above battlefields and rain fire down from a distance with his unique combination of repulsors, lasers, and rockets. If that's not enough, he can summon the Hulkbuster armor to deal even more damage. Thor can deal massive damage with each swing of Mjolnir and summon it back and forth as if you're controlling Kratos from the God of War (PS4) game. Captain America excels at hand-to-hand combat, which was highly reminiscent of his gameplay in the Captain America: First Avenger movie tie-in game, Captain America: Super Soldier. Black Widow and Ms. Marvel have their own unique takes on close-range combat as well. Widow utilizes her speed for devastating hit and run attacks with her grapples and melee attacks when situations get too close for comfort. According to some players, she's being regarded as the most broken character in the game currently. Ms. Marvel on the other hand is a combo powerhouse with her "embiggened" limbs dealing massive damage. She can also grow in stature as well. Last but not least, the Hulk is slow, but can easily demolish everything in his way with his raw destructive power. He can grab enemies and use them as weapons against their allies, along with picking up pieces of rubble and hurling them like projectiles.




After the events of A-Day play out, the beta fast forwards a bit into the game's narrative where Kamala Khan joins Dr. Bruce Banner in investigating one of Tony Stark's safe houses in hopes of finding the means of locating him. Kamala's powers were awakened by the Terrigen Mists that she was exposed to during A-Day, so players are able to take her out for a ride throughout the course of this story mission. Kamala acts as the eyes of the audience, much like Jubilee did in X-Men: The Animated Series.



Kamala Khan/Ms. Marvel is voiced by Sandra Saad, even though I thought most of her lines sounded like she was doing an impression of Ashley Johnson - at least that's how it comes off with her material in this beta. I'm more surprised that they didn't go with Kathreen Khavari, who voiced the character in just about every Marvel medium to date, especially when she's no stranger to working with some of the voice acting talents of the few cast members reprising their roles from Avengers Assemble - Laura Bailey (Black Widow) and Travis Willingham (Thor).

Newcomers include but not limited to Jeff Schine (replacing Roger Craig Smith's Captain America from Avengers Assemble), Nolan North (replacing Adrian Pasdar's Ironman from Avengers Assemble), Troy Baker (replacing Kevin Shinick & Jesse Burch's Bruce Banner from Avengers Assemble), Darin De Paul (replacing Fred Tatasciore's Hulk from Avengers Assemble), and Edmund Kingsley (replacing David Kaye's J.A.R.V.I.S from Avengers Assemble). I thought I heard Jennifer Hale as SHIELD Director Maria Hill too, but I could be mistaken.




The mission to find and search for J.A.R.V.I.S. in Stark's safe house turns into a battle against A.I.M. (Advanced Idea Mechanics, who have been pegged as the primary antagonists for this game by the developers) who have overrun the area, looking for any clues to find Tony Stark/Ironman as well. From here, you play the first part of the mission as Hulk as you destroy everything in your way to get inside first before A.I.M. After things turn for the worse, you find yourself in control of Kamala as she's pulling switches to find her way into the inner confines of the safe house until she is able to find J.A.R.V.I.S.' original hard drive among Stark's archived Avengers memorabilia.



After this, Kamala is confronted by the Abomination, where control switches back to the Hulk for a boss battle. This wasn't hard by any means as the six generators in the room deal massive damage to him and stun him long enough for Hulk to get a few attacks in. Hulk repeats this several times in succession before defeating him. Once Abomination is defeated, Kamala accesses some footage from A.I.M scientists who have somehow uncovered the means to reverse the widespread mutations that were caused by the events of A-Day.

It's obvious that the Inhumans are going to have a heavy emphasis in this narrative given the fact that a Terrigen Mist bomb was the "cataclysmic" event tied to the A-Day tragedy. With that being the focal point or rather subject manner for this game, I can easily see why they went with Ms. Marvel/Kamala Khan as the "main character" in a sense, instead of the "political statement" that people were quick to jump to conclusions about. Whether people realize it or not, but Ms. Marvel has been a VERY popular character since her introduction into the comics continuity in 2013. Same goes for Miles Morales/Spider-Man back in 2011. Kamala and Miles tend to get shoehorned into the "forced" diversity that Marvel Comics was criticized for during their All-New, All-Different Marvel Comics reboot/rebranding from 2015-2019, but those characters were proven to be successes without being tied to that rebranding. I'm actually glad to see these newer heroes getting the spotlight for once.

Before he is fully operational, J.A.R.V.I.S wants Hulk and Kamala to investigate one of the SHIELD installations to get some more components for he can properly access the global network and possibly locate Tony Stark. At this point, you can roam around the Avengers' make-shift base of operations out of the safehouse. Each of the Avengers have their own quarters, with players only being able to access Hulk/Dr. Banner's room and the make-shift room that Kamala claims as her own. When you're ready to undertake missions, you can go to the War Table and access the panel where you find a wealth of missions and tasks to undertake.

It was at the point of the beta where it feels a little daunting at everything that's going on. It's a little much to take in at once as the beta gives you little to no explanation of what all of this means once you gain access to the War Table.


Don't be fooled but all of those pretty gadgets don't change a darn thing about your hero's individual appearance. 


Some missions reward your heroes with better gear. Others reward you with collectible comic while some reward you with a rare artifact that boosts your heroes' skills and abilities. But there's one thing consistent about these War Table missions across the board. They are ALL bland and boring. Nothing but slogging through uninteresting environments, beating up a few bad guys, combing over even more boring environments in hope of finding chests to get new gear from, otherwise you're not getting much in terms of drops from enemies. I couldn't see myself holding any interest in this game long enough to grind for "legendary" gear, even though I was rewarded with "epic" gear from one of the Hulk-themed character missions.

Character management is done through menus in and out of missions where you customize stat-increasing gear and cycle through the available options on your designated hero's skill tree. Since this is beta access, you are unable to access the full scope of your hero's skill tree, but invest in one portion of the tree at a time. I'm guessing that this will change with the full retail release for next month as a lot of these skill trees reminded me much like those found in Borderlands or Marvel Ultimate Alliance. Speaking of Marvel Ultimate Alliance, that's exactly what the gear system reminds me of. The only difference seems to be that gear can be "boosted" depending on how much resources you have available from accumulation from completing missions, opening hidden chests, and smashing stuff in the environment across the various locales. The biggest disappointment about this gear/loot system is that the gear doesn't change how your heroes look visually. It's nothing like Injustice 2's gear system where you wanted to complete your next match in hopes of seeing what new gear you could unlock to customize your heroes and villains to your liking. In this game, the gear is merely there for boosting your stats. Nothing more. That's pretty underwhelming if it wasn't boring enough that very few of the available missions provided any gear to unlock.


Upon loading up the beta for the first time, all players have about 3450 points to spend on in-game cosmetics to change your nameplates, hero outfits, or your emotes to use in matchmaking during co-op missions. 


If what was locked in the menus are any signs of what will be available in the retail release, I can't say that I'm overly enthusiastic about the hero skins that can be earned throughout various means. For those who don't know, every playable hero has multiple alternate costumes/skins that change their appearance of how they look when you are using them in combat. Everything that I have seen in the beta for the four main heroes that were playable (Hulk, Ironman, Black Widow, and Ms. Marvel) doesn't look good at all. It's not that the costume choices are bad. It's that the in-game character models still don't look good to me. I didn't like the character designs for this game back when it was announced at E3 last year and I STILL don't like the designs now. To be fair, there's moments in the cinematic cutscenes and story missions where I don't have a problem with how these characters look, especially on current-gen hardware's visuals, but holy fuck does this game look like something on the tail end of something on PS2/vanilla Xbox or last-generation consoles when things really get chaotic onscreen.

After you complete one more go-fer mission for J.A.R.V.I.S. for his systems to be fully operational, that's when he introduces Kamala to the H.A.R.M. challenge rooms. In these missions, Kamala can step into the shoes of any Avenger and battle against waves of enemies as the player familiarizes themselves with each hero's skills and unique abilities. Completing all of these challenges unlocks a bonus item for use in Fortnite for your participation in this beta.




There's character banners/titles to unlock from character usage/progression as well, but out of the weekend that I played the game, I only managed to level Hulk to level 13 (out of a maximum of 15, but gear can be leveled up to a max of 45 power in this beta) while only leveling Ironman to level 7. These rooms are a blast with a full group of human players controlling the available heroes, but much like a lot of things in this game, it gets pretty old quick. I'm not faulting that aspect on the developers but just in general that games like this tend to get very redundant, especially these looter-shooters or gear-grind games like this, where it's stomp the floor with a group/room of enemies then rinse and repeat. It was redundant in Borderlands and other shooters like that and it was VERY redundant in the Marvel Ultimate Alliance/X-Men Legends series too.




I have seen a lot of people describe the combat as "button-masher friendly" but I want to clarify something. I don't know what drugs those folks were smoking but you will get stomped royally if you're merely mashing buttons, especially during the prologue/A-Day section. There's a method to the madness so to speak in the combat. Some enemies have shields that must be either maneuvered around or broken through with the sheer force of special skills/abilities or by charging up heavy attacks by holding the corresponding button. Other enemies have an indicator to allow you to know that you can either parry or dodge their attacks with a precise input of that corresponding button. This is where the problem lies in my honest opinion.

Some characters are designed very well to take on these particular opponents while others will face some sort of shortcoming of doing this consistently. The vault-over mechanic is extremely flawed when your lock-on targeting indicator barely even registers long enough to even execute this maneuver. There would be times that you would trigger your characters' abilities and they wouldn't connect at all or would play out on invisible enemies while your allies are pummeling the actual enemy. Dodging (excellent with some characters but completely nonexistent with others) and parrying attacks was a complete mess when playing with other human players as the timing would get muddled up with inconsistent frame rate during the more hectic battles with everything going onscreen. When combat actually worked well, it was a thing of beauty. It wasn't on par with some of the over-the-top craziness found in the Devil May Cry games or anything from Platinum Games' vein of action games, but there's a lot of potential for combos to really get ridiculous, especially with human-controlled heroes working together. That was something I loved about Marvel Ultimate Alliance/X-Men Legends games when each of the human-controlled heroes would bring their unique powers and abilities together for devastating effects. At times it was truly chaotic because my teammates and I would be more caught up in creating the most insane combination of attacks rather than worrying about anything else. Acquiring gear and/or alternate costumes/skins came secondary to the fun that aspect of gameplay provided.

(Laughs) I have friends who complain about the grind for weapons and armor in Monster Hunter World being a slog, but you haven't seen shit until you've grinded for gear in this game. At least Monster Hunter World's battles are downright fun and interesting with different ways to approach them. This is just the same shit over and over again with lackluster objectives.




The last thing I'm going to touch on are the visuals for this game. There's moments where this game looks absolutely amazing in cutscenes during the story missions as you are watching conversations and action sequences/set pieces play out, but there's others where this game looks like something from two or even sometimes, THREE console generations ago during gameplay. I have a love-hate relationship with a lot of the character designs in this game too. I get that they wanted to distance themselves from the traditional Marvel Cinematic Universe looks of these iconic characters, but at the same time, I know that they have DECADES of material to pull from in the source medium to be inspired by instead of creating some very cheap-looking costumes and character models that come across more as actors COSPLAYING as the Avengers rather than the actual Avengers.




I'm sure that's going to be the excuse the developers will go with, but you can't look at models like Hulk/Bruce Banner and Black Widow and not tell me that they look spot on to their Marvel Cinematic Universe counterparts if someone was doing a poorly made cosplay of those characters. I can't give the visuals a pass in terms of environments either. So many stale, lifeless corridors and cramped up rooms to do battle in. You have to be kidding me that they couldn't come up with some better locales, especially given the subject manner of this game.


You're going to see this loading screen a LOT during gameplay.

Closing Thoughts


After spending the weekend playing this, I was more interested and optimistic about the actual narrative than anything to do with the multiplayer mission format. If Crystal Dynamics thinks that they can keep players engaged for several years with that type of content in the current form that it stands then they must be delusional at this stage. With the actual retail release date right around the corner, I doubt much is going to change despite the complaints and player feedback. Playing this beta pretty much confirmed my thoughts and predictions from my first reactions to the trailers for this game, the story will be worth a look, but everything else leaves much to be desired. It's a darn shame too as there's some good ideas in terms of aspects of the combat gameplay, but everything else about this game outside of the narrative feels like a complete afterthought with the idea that this game will be sold solely off the Avengers marketing label.

(Laughs) Just ask some of the Marvel Netflix TV shows (namely Iron Fist Season 1 and The Defenders) and The Inhumans TV mini-series, you can have the Marvel label attached to your property and people call it out for its bullshit. This is no different.

I will say this much though. Playing this beta made me really happy to know that I don't have to put a dime down onto this game anytime soon. With the way that it's looking right now, this could easily be the 2020 version of Anthem's release all over again.

Five Features That Should Be Adopted From Fire Pro Wrestling For Future WWE Games


The annual hype train for the next WWE Game has started with news of the roster and possible playable Sting for WWE 2K15, which is slated for a Fall (roughly October/November as usual) 2014 release date. I don't want to piss on anyone's parade but we go through this series of emotions every single year a WWE title is announced. I haven't put myself through that since WWE Smackdown vs. Raw 2011 and I seriously doubt I will EVER invest $59.99 (or more if you want the Season Pass, Online Pass, and additional DLC) on these games unless the following features were adopted from the Fire Pro Wrestling series.

#5 - 8-Man Matches


'Nuff said. This was possible back for the first PlayStation 2 WWE Smackdown! title, Just Bring It! and we haven't seen it back since. I doubt they are using that many resources for these games' AI and graphics, as there are times when these newer games on PlayStation 3 and Xbox 360 look WORSE than some of the previous WWE Games on PlayStation 2. Plus, let's not forget about this comparison on visuals.


Yeah, the PlayStation 4 and Xbox One are out so there's no more excuses for this crap.

#4 - Gender Equality


THQ's excuse was that they were trying to simulate WWE's real life programming so they took the ability for Divas to fight Superstars in the more recent WWE Games. The only way to do so currently is via hacks or modifying your game save.


In Fire Pro Wrestling, there was an option in the Wrestler Edit menu, where you could decide whether or not if you wanted that particular female wrestler to bleed in hardcore matches or not. 2K Sports could easily add that to the Gameplay options menu to toggle Divas vs. Superstars on/off, along with the tab for getting busted open as well.

I don't know about you guys, but I was sad for Diva fans in previous years when Beth Phoenix and Kharma were playable but they weren't able to be used in the Royal Rumble like how their real life counterparts did.

#3 - Bring Back Stamina and Enforce It Hardcore

Back in WWE Smackdown! vs. Raw 2006, THQ enforced a stamina system. It could be turned off, but it continues to exist in the current WWE Games to this day. What I'm asking for is to rework it. To go along with my suggestion about fighting styles, each particular class should have a set base amount of stamina. High Flyers should naturally have more stamina than Giant/Powerhouses who should get winded after a few "big" moves or running around the ring.

Additionally, to add a layer of depth for advanced players, managing stamina should be vital to winning high profile matches on higher difficulties or against other skilled opponents. It should work like meter management in any current 2D fighting game (Mortal Kombat, Street Fighter, Guilty Gear, etc.). Should you gamble your stamina on that big move in hopes that finishes your opponent off or should you ration it sparingly in case things don't go your way? Remaining stamina would be shown by visual cues on your wrestler - no stamina would have you collapsing to the canvas if you try to run/sprint, while low stamina would show your wrestler visibly winded (when standing still) and your wrestler is normal at full stamina.

To take this concept even further, I would like to see moves fail when your stamina is low or possibly give your opponent a large window for reversals in turn. In Fire Pro Wrestling, your wrestler(s) even took more damage the more winded you were.

At the end of the day, if casuals think this system mechanic is too much, they are welcome to turn this off in the Gameplay options menu.

#2 - Moveset Restrictions, Bring Back Fighting Styles & Abilities


In the Fire Pro Wrestling series, base damage from all of your attacks was universal in a sense. You could do your finisher and signatures at any point of a match, but their damage output was only amplified by how much you were over with the crowd (babyface) or how much they hated you (heel). This mechanic would be a bit over most average players who tend to play these games, but tend to think that other fighting games are a bit too complex to grasp. Instead, I suggest adopting Fire Pro Wrestling's Classes system in a way that retools how the former Fighting Styles (such as those found in WWE Smackdown vs. Raw 2008 and WWE All-Stars) to work in a similar grading hierarchy.



To this day, I wish THQ kept the fighting styles and moveset restrictions in the game as it would reduce the number of dysfunctional players online - at least those without the access to hacking the game anyway.

In Fire Pro Wrestling, every in-game wrestler was assigned with at least 1 or 2 fighting styles/classes. Those two fighting styles determines how capable that wrestler is with other moves in the game. For example, you want to make The Big Show a Powerhouse and Brawler? Cool, nothing wrong with that, but if you want to give him something, such as a Shooting Star Press or a Diving Moonsault, the damage is going to be F tier (meaning the worse). The WMD and Chokeslam would be A or S tier compatibility since they are associated with his moveset.

In the video above, you should notice that Daniel Bryan has an A compatibility rate with most of his moveset. Anything B or above is great in this game, but anything lower than C pretty much blows. D is stretching it if you're going for that one odd ball move, but I would rethink the entire moveset if your entire compatibility tiers are showing D's and C's across the board.

Before everyone has a bitch fit about moveset restrictions coming back, allow me to take this example further. In Fire Pro Wrestling, you were able to assign moves outside of your classes, but they were usually significantly weaker than your more compatible moves to your fighting style. This in turn, forces players to be much more realistic with their movesets and would assist in balancing out online play in a way.

Honorable Mention - Ability to assign ANY move in your moveset as a finisher or signature

There was a limit of 4 signatures max and 1 finisher in Fire Pro Wrestling Returns, but you could clip on a audio clip to as many moves as you liked. Something minor I wouldn't mind seeing in WWE Games.

#1 - CPU/AI Logic Editor

Before the WWE Games' fans defend the recent games, here me out. I'm not talking about a bullshit hit-or-miss AI slider. I'm talking about an in-depth AI Logic Editor that would be part of EVERY single CAW and in-game Superstar/Diva.


I doubt most people are going to watch a 48 minute long tutorial on how it works, but here's the short version. Thanks to the AI Logic Editor in Fire Pro Wrestling, you can make your favorite creations behave EXACTLY just like their real-life counter-parts. You want your original CAW to use particular moves in a certain situation? You can fine tune their AI to do whatever you want to a variety of parameters and in-match situations. The amount of creative freedom this gives players is limitless. On top of that, we as players can adjust the stupidity on THQ or rather 2K Games' brain-dead AI logic.

For example, I want Shawn Michaels to ONLY use the Sweet Chin Music (the one with him stomping his foot in preparation) when his opponent's damage is critical/danger while his opponent is down near the center of the ring. Yes, I can adjust the AI to do so, just by opening up HBK's AI Logic window and adjust the parameters to meet my simple request.

Imagine this, combined with the robust functionality of My Universe Mode. There is no limit for e-federation owners and simply just players who want to run their own in-game Universes. This would make the game more fun to play AND watch. If this was included in a new WWE title I would race to the nearest store to preorder my copy.

Closing Words

At the end of the day, I don't work for 2K Sports, so I can't make their business decisions for them but I would love to see WWE Games adopt these features sooner more than later. WWE represents the "best" in mainstream wrestling and it's about time their games represent that as well. 

While SPIKE's future with the Fire Pro Wrestling series looks bleak, I hope that 2K Sports borrow a few ideas from their games for improving WWE Games. 

REVIEW -- WWE 2K14

It's already that time again? It's time to "become immortal" as you hop into the newest game featuring the Superstars and Divas of wrestling's past and present of World Wrestling Entertainment as the folks at 2K Sports presents WWE 2K14.

THQ managed to survive bankruptcy as 2K Sports is now spearheading the WWE Games' from here on out. Given the amount of praise that 2K Sports has received on their other sports endeavors, wrestling fans shouldn't have anything to be concerned about right? Right? Let's find out in this review.

PRESENTATION:

Graphically, this is the same game you played last year in WWE '13, just with a new menu starring The Rock himself and a bit more polish on some of the character models. This year's in-game Divas definitely look better than the ones provided in WWE '13 by default, but some of the Legends aren't given the same level of detail as a lot of their character models look like they were plucked directly from Legends of WrestleMania. Yeah, I'm looking right at Ultimate Warrior, Shawn Michaels (retro), Andre the Giant, and Hulk Hogan. It's so painfully obvious on their character models. Well, at least some of the character models here don't look as bad as Booker T did in the last two games... (Shudders). 

Right off the bat, players will be pleased to know that they can fully customize the tracks that play in the background of the in-game menus, thanks to the new WWE Jukebox feature in the Options menu. That was a welcome addition as that was the #1 reason I couldn't sit down and enjoy Creation Suite in WWE '13 as every other track would loop right back to David Otunga's entrance theme. Players can add custom tracks to the WWE Jukebox as well.

CONTROLS: 

The game still controls the same way that it has from WWE '13. General movement is controlled to the left analog stick, while various strategic positioning can be done with the right analog stick. Left trigger/L2 breaks your Superstar/Diva into a sprint. Right trigger/R2 reverses all attacks when timed perfectly to the onscreen prompts. Holding RB/R1 activates the Predator Limb Targeting System. LB/L1 picks up weapons or allows your Superstar/Diva to interact with environmental objects. The various taunts are mapped to the directional pad. The face buttons on the controller allow for strikes, initiating grapples, and performing Irish whips, signature moves, and finishers.

GAMEPLAY: 

Note: This is a simple demonstration of how to execute the new and improved Catapult Finishers.

Many of the gameplay features from WWE '13 have been updated or completely revamped. These include the navigation system, allowing for more fluid walking, running and dragging motions. Characters also move faster than before. Before running, characters display "starting up" animations, to prevent players from spamming running attacks. An added adrenaline meter quickly drains down if your character sprints around the ring for a long duration. New motions, such as adjusting wristbands or motioning for opponents to get up, were added. Striking attacks are quicker and harder to reverse. All reversals now result in offensive attacks that actually deal damage to your opponent, to make for quicker matches by avoiding continuous reversal stalemates. Catapult finishers can now be used offensively. Some characters can launch an opponent into the air and catch them for a catch finisher. Seven new OMG moments have been added, allowing certain finishers to be done on two opponents, and allowing players to interact with the arena environment. The near-fall system too has been improved, with more two counts to give the match a more dramatic feel. Few new matches have been added, though a Slobberknocker Mode, adapted from The Streak season mode, had been added as a gauntlet match.

I. 30 Years of WrestleMania Mode

WWE 2K14 features a new single player campaign called "The 30 Years of WrestleMania", a nostalgic gameplay mode that recreates nearly three decades of WWE history, including more than 45 matches, classic WWE footage and many legendary characters. Like Legends of Wrestlemania and WWE '13, the campaign revolves around historical stories rather than original ones. The mode features a distinct roster of wrestlers and alternate gimmicks, who wrestled at WrestleMania.
In Wrestlemania mode, matches have primary objectives, required to beat the game, and bonus historical objectives, which result in recreated WrestleMania moments. Sometimes the player must follow a guided sequence of inputs, rather than freely control the character.
In 46 primary matches, the player competes through storylines of various lengths, switching predetermined characters as they are completed. Each chapter has its own title and focus; "Hulkamania Runs Wild" focuses on Hulk Hogan and early WrestleManias, while "The New Generation" showcases the rise of Bret Hart and Shawn Michaels in the mid-1990s. The "Attitude Era" chapter brings back some matches from WWE '13's "Attitude Era" mode, as well as some not covered before. The "Ruthless Aggression" chapter focuses on the departure of The Rock, lessened focus on Triple H and rise of Randy Orton and Edge. The final "Universe Era" chapter focuses on the rise of John Cena and the returns of The Rock and Brock Lesnar.
I absolutely loved that 2K14 captures this moment perfectly.
This is the mode that single-handedly warrants me to suggest that players that are fans of wrestling, young or old, to play this game. 2K did a great job with this mode, especially with the first 10 WrestleManias, truly capturing that nostalgic feel for those events. The game even provides a grainy television graphical filter to recreate these events just as we saw them on our old television sets back in the day. It's the small details to stuff, such as the fans throwing trash at Andre the Giant during his entrance and Ric Flair breaking down in tears after Shawn Michaels forced him into retirement, that really make old school fans truly appreciate this mode. I even found myself getting emotional at how accurately they portrayed "Macho Man" Randy Savage and Miss Elizabeth together in the mix. Sue me... I dare you to find me a better wrestling love story than that with enough emotional impact behind it. Sadly, I felt the mode lost its luster after roughly WrestleMania 13, when it was obvious that this mode just simply transformed into series of WWE and World Heavyweight Championship title matches - and an occasional wildcard match here and there with The Undertaker's few Streak opponents - with little to no story elements behind them, unlike the ones that opened this monumental single player campaign. Many players blame the licensing issues to get particular former WWE Superstars and Divas in the game are to blame, but they still had a lot of great WrestleMania matches to work with from the 30 years of WrestleMania. C'mon... there's no Shawn Michaels vs. The Undertaker I (WrestleMania 25), Chris Jericho vs. Ricky Steamboat, Roddy Piper, and Jimmy Snuka (WrestleMania 25), Rey Mysterio vs. Eddie Guerrero (WrestleMania 21), Evolution (Ric Flair, Batista, Randy Orton) vs. The Rock & Mick Foley (WrestleMania XX) and the bulk of the card from WrestleMania 29 was worth playing if we had to endure that lame duck Hulk Hogan vs. Sgt. Slaughter match in this mode. Hell, I would have been happy with Randy Savage vs. Ultimate Warrior (WrestleMania VII) than that snoozefest. This mode is commentated entirely by Jim Ross and Jerry "The King" Lawler. I personally felt that their presence in the earlier WrestleManias deminshes their nostalgia a bit. 2K managed to pull audio from the late "Macho Man" Randy Savage for his pre-match promos, so why couldn't they have done the same for the color commentators of yore? I would have loved to hear the late Gorilla Monsoon in this game on commentary thanks to the magic of importing some of his audio clips from these historical WrestleMania bouts.

- The Streak Mode

The game also has a new mode that is focused on The Undertaker called “The Streak”. The game pays homage to The Undertaker's undefeated 21-0 WrestleMania winning streak. In the mode, the player has the option to defend the streak as the Undertaker, battling wave after wave of opponent. However, the player also has the ability to attempt to break it, playing as all superstars who faced the Undertaker at WrestleMania. in attempting to beat the Undertaker, however, the difficulty is amplified to a level much higher than any point available in any other mode of any WWE wrestling video game.
This mode is unlocked from start, but allows players to experience firsthand in the legendary streak of The Undertaker as they attempt to maintain it or challenge to end it.
-- Defeat The Streak - This is easily the best mode of the two options in Streak Mode, with the challenge of taking down the legendary Undertaker at WrestleMania to end his streak. The difficulty is cranked up to a level beyond Legend difficulty as The Undertaker will reverse your reversals and it will be a grueling task to wear him down to the point to defeat him. To help you out, this match is a No Holds Barred contest, so anything goes, but that also stands for The Undertaker as he will pull out several surprises to defend his legacy. I personally think that The Undertaker should be ramped up to this level of difficulty at any given time when you challenge him in-game at WrestleMania for pure accuracy. No matter what difficulty players are on, it should not be an easy feat to end the Streak at WrestleMania. Defeating the streak with his previous WrestleMania opponents will unlock respective photos in the gallery section of 30 Years of WrestleMania Mode's main menu. -- Defend The Streak - I was completely let down when I found out that this mode is only the series' revival of the Slobberknocker Match from previous years of yore in the WWE Smackdown! vs. Raw-themed games. The only difference here is that you have to play as The Undertaker himself and defeat as many Superstars as possible before eventually getting too worn down and tired to continue. That's a bit ironic, as that's the toll that these matches have taken on the Phenom's body over the last two decades. Sadly, this mode doesn't have the extra excitement and difficulty that was a pleasure to experience in Defeat The Streak. Here, majority of the Superstars barely put up a fight against you until you eliminate 25-30 Superstars. Even when they do put up a fight, the game heals some of your damage after every 5-10 successful eliminations, so it's not that hard. On a side note, can someone give Jerry "The King" Lawler and Michael Cole more lines of commentary in this mode? I heard Lawler say, "The Undertaker is the scariest Superstar on the WWE roster. He's even more scarier than a topless Mae Young!" at least once during every participant that came out during this match. That same line of commentary was in last year's game as I remember busting out laughing the first time I heard it.

II. Online Modes

For those of you having issues with the ongoing "Online Pass" issue that seems to be absent for players who either bought the game from an online retailer or as a digital download, from what I experienced on the Xbox 360 version of the game is that there is an option to opt for a 7-day trial of Online Access. The sad part is that Community Creations are locked out. You can still play Ranked and Player Matches to your hearts' content though. I thought that was nice of 2K to at least give players an option to see whether or not that the online modes would be something that they would be interested in paying for additionally after trying it first-hand for themselves. Regardless, I hope that 2K Sports remedies those issues with the Online Pass for those affected. For the most part, WWE 2K14's online is roughly the same as WWE '13's. For the most part, I didn't experience any of the arsenal of bugs or random disconnections that plagued WWE '13, but I did still thought it was a pain in the ass to kick out of pins online. This has been an annoyance since WWE Smackdown! vs. Raw 2010 and I'm surprised they haven't addressed this issue. If there is any slight amount of lag between you and your opponent(s), your chances to kick out of pins successfully goes down significantly. That goes double for reversal timing online. I found myself having to counter at least 2-5 seconds earlier than I would normally do so offline.
  • Community Creations
This is the central hub where the entire WWE 2K14 community shares its creations from the Creation Suite for use by other players. Everything can be uploaded from the Creation Suite to this online archive, with the exception of Custom Championships. I thought that was really odd that they would not allow those to be shared after players were so vocal about getting that mode back into these games in the first place. Despite this shortcoming, players are opted to upload and download any and everything at their hearts' content here. 

III. Exhibition Modes

Every mode that is available in My Universe is available for play in single player or via local multiplayer matches with friends offline. All creations from the Creation Suite can be used in these modes, as well as the unlockable characters and arenas obtained from besting the challenges and bonus objectives in 30 Years of WrestleMania Mode. 
Divas are still unable to compete in Royal Rumble matches, but they can compete in Extreme Rules matches. Looks like Diva fans aren't getting tossed a bone at all in this game. Speaking of Royal Rumble matches, apparently there is a nagging issue with PlayStation 3 players where entrants stop coming out during the match and when you try to quit the match the game freezes. I personally didn't run into this bug while playing on Xbox 360 version of the game as I completed a Royal Rumble from start to finish without any gamebreaking issues, except for the fact that the game kills audio on some entrance themes, especially custom themes. My only compliant with the Royal Rumble is the camera angle this year is from the side instead of having the camera facing towards the entrance ramp for you can see who is racing towards the ring. 

IV. Creation Suite

- Create-a-Superstar

For creation mode purists, this mode has become their bread and butter. That being said, I'm downright disgusted that 2K didn't bother to change this mode in this entry. For the second year in a row, it's a copy and paste from WWE '12. I feel even worse for WWE Diva fans, as there are not even one new part for female creations. Yeah, you read that right. There is NOTHING new for women. If 2K/THQ aren't going to change anything then they should look into a creation suite import tool for future entries. I know it hasn't to be annoying for long-time Creation Suite enthusiasts to waste hours upon hours recreating their same creations from the previous year from scratch. The main draw to this mode for 2K14 is the fact that players have a whooping 100 creation slots to work with. That is more than a welcome addition as I always ran out of room for my own creations after finding my friends' creations on Community Creations. Lastly, what genius thought it was a good idea to remove the ability to edit more than 1 colour on the many facepaints in a Create-a-Superstar?
  • Superstar Heads
This is a new feature that allows players to choose one of 14 available preset Superstar heads, including John Cena, Paul Heyman, Daniel Bryan, CM Punk, and among others with more on the way as downloadable content. I personally found this addition to be a bit underwhelming as you can't edit anything on the preexisting head. It just sets on top of generic CAW's body. You would think that 2K would have at least allowed the preset head to import that Superstars' body morphing and let you edit the Superstar completely like a CAW. What I'm getting at is what WWF No Mercy did back on the Nintendo 64. Scrap the Superstar Threads option completely and allow players to edit Superstars and Divas in 4 attire slots as if they were CAWs. The only restriction should be height and body morphing (to an extent, as Superstars' muscle mass has decreased/increased over the years...). Alternatively, 2K could provide a simple system where Superstars and Divas' parts are usable in Create-a-Superstar mode, much like in the previous WWF Smackdown! 2: Know Your Role, where players could mix and match parts for desired results.

- Create-a-Entrance 

This is the same creature that we have come to know since the debut of this series, but there are a few minor changes. Preset entrances have a "!!" tag on them to indicate that the entrance uses a prop that will be attached to that Superstar/Diva during their entrance. Another change is that 2K have completely abandoned the concept of labeling the preset entrances for Superstars/Divas not on the in-game roster, with clever surnames, such as Legend Diva (Trish Stratus), Version One (Matt Hardy), Black Widow (Victoria/Tara), First Lady (Maria Kanellis), Paparazzi Princess (Melina), Blonde Bombshell (Torrie Wilson), King of Extreme (The Sandman), and so on. That sounds good and all but here's the bad news. There's a few nagging issues with using custom tracks on this entry. Whereas they got it right in the last two entries where custom tracks did not explode from your speakers like back in WWE Smackdown! vs. Raw 2011, now the problem is that custom tracks either play too low that you can barely even hear them 2K has removed almost all of the generic titantrons, except for about 6 of them. This problem, along with the removal of Highlight Reels, really limits the options for original Superstars and Divas. That decision really baffled me when you can still save match replays but you can't do anything else with them other than take screenshots. So what was the reasoning behind removing Highlight Reel?

- Create-a-Arena 

While there are a lot of new arena parts to toy with since the debut of this feature back in WWE '12, there are a lot of issues plaguing this mode in WWE 2K14. The lack of Paint Tool logo being able to be resized in CAA is hindering a lot of creator's creativity as well as the removal of backgrounds underneath logos.
It seems that 2K failed to address the minitron/walls issue in WWE '13 where our stage designs disappear during entrances, almost rendering the stage design worthless. This was a decision that left many players upset as the former THQ staff (now working for 2K Sports) were told this would be addressed for 2K14.
There is a lack of complete freedom in minitron creation (logos  are now duplicated often 3 times across the minitron) such as we had last year. This makes it very difficult to create accurate arenas without looking repetitive. Believe it or not, but there are a lot of passionate creation suite enthusiasts who are upset at the lack of attention to these finer details. 

- Create-a-Finisher 

This is still the same creature that we have come used to in this current generation of wrestling games. I still wish that they would just add in all of the moves that they have have taken out of the traditional Create-a-Moveset over the last decade can be recreated here. 

- Create-a-Moveset 

Much like Create-a-Superstar, little has changed here from WWE '13. There are lots of new moves from some of the newest additions to the current WWE roster, along with several old school delights from the Legends and alumni unlockable in 30 Years of WrestleMania Mode, with more moves on the horizon as downloadable content. 

- Create-a-Championship 

2K Sports added onto the feature that was added (or rather brought back from previous titles) back in WWE '13, allowing players to customize their championships even further and allow Paint Tool logos to be used on championships as well. These championships can be used in My Universe and Exhibition Modes.

- Superstar Threads

This mode makes its return in 2K14, allowing players to change the colors of all of the in-game Superstars and Divas' attires in several creation slots. There is a minor issue with coloring some unique items in this mode, such as coloring Hulk Hogan's belt or "Macho Man" Randy Savage's cape. Hopefully this will be addressed in a minor patch. 

V. My Universe Mode

The sandbox mode, "WWE Universe", returned, though completely overhauled. The player had been given the option to completely customize their own "universe". Diva-centric custom shows have been made available along with customized pay-per view events having less restrictions, with the incorporation of custom themes, logo and tournaments being available. The rivalry system is credited as the most updated system, with a Rivalry Manager being added to stat-track all rivalries. Long-time fans of this mode should know what to expect from this mode by now. This is your means to create a WWE Universe of your liking, either with all original creations or full of your own customized rosters with the in-game roster spanning multiple time periods in WWE history. The ability to create Diva-centric shows are a welcome addition, but it provides little variety when you cannot set the Divas to go for other titles than the Divas and Women's Championship. The ability to allow them to go for at least midcard titles, such as the Intercontinental or Cruiserweight Championships would have been welcome. Oh well, that's something to wish for in a future update. Regardless, there's still more than enough here to keep wrestling fans busy until WWE 2K15 rolls around.

VI. Downloadable Content

As of this posting date, there is no downloadable content to access other than the pre-order exclusives, but I will take this time to reveal what is in the pipeline for the upcoming months. 

ACCELERATOR

Available for a suggested purchase cost of $1.99.
Customize the overall rankings and attributes levels of every WWE Superstar, Legend, and Diva in the game. Also unlocks every WWE Superstar, Legend, and Diva, including alternate attires and all arenas and championships in WWE 2K14.
Scheduled for release on launch day – October 29, 2013 in North America and November 1, 2013 internationally.

nWo PACK

The Giant will be available free of charge!
Available for a suggested purchase cost of $8.99.
Playable New World Order-themed Superstars:
Kevin Nash
Scott Hall
“Macho Man” Randy Savage
Syxx
"Mr. Perfect" Curt Hennig
Scott Steiner
Scheduled for worldwide release in November 2013.

WWE SUPERSTARS AND MOVES PACK

Summer Rae will be available free of charge!
Available for a suggested purchase cost of $7.99.
Playable WWE Superstars and Divas:
Fandango
Big E Langston
Brie Bella
Nikki Bella
More than 30 new moves and taunts:
Koji Clutch
Soda Plunge
Black Widow
Leaping Tombstone Piledriver w/Pin Combo
Inverted DDT
Diving Headbutt
Explosive Dropkick
Elbow/Back Stabber Combo
Rope Flip Armdrag
Double Jump Body Splash
Two-Hand Chokeslam
Lil’ Jimmy
Shoulder Switch Powerslam
Zack Ryder Comeback
Alphamare Waterslide
Rope Hung Kick to Mid-Section
Package Piledriver
Burning Hammer
Butterfly Suplex Armbar
Corkscrew Shooting Star Press
Standing Shooting Star Press
Standing Corkscrew Moonsault
Springboard 450 Splash
Psycho Driver
Rebound Big Boot
Rebound Elbow Strike
Moonstomp
Billy Goat’s Curse
Pumphandle Neckbreaker
Suplex Backbreaker
KO
Hangman’s Facebuster
Cradle DDT
Powerbomb Lungblower
Wrist Lock Lariat
Scheduled for worldwide release in December 2013.

WWE LEGENDS AND CREATIONS PACK

Virgil will be available free of charge!
"Thank God, Virgil's in this game!" are the words said exactly
by NO ONE who plays these games...
Available for a suggested purchase cost of $8.99.
Playable WWE Hall of Famers and Superstars:
Bruno Sammartino
“The American Dream” Dusty Rhodes
“Ravishing” Rick Rude
Jake “The Snake” Roberts
14 new Superstar Heads and models to utilize in Custom Superstar:
Alberto Del Rio
Antonio Cesaro
Batista
CM Punk (long hair)
Daniel Bryan (clean cut)
Dolph Ziggler
Goldberg
Kane (no mask)
Mankind
Ryback
Sheamus
The Miz
Triple H (short hair)
Undertaker (long hair)
Scheduled for worldwide release in January 2014.

WWE 2K14 SEASON PASS

Available for a one-time purchase cost of $19.99 (a savings of more than 25 percent versus individual content purchases).
Season Pass Program Exclusive “The Outsiders”-themed Superstars:
Scott Hall
Kevin Nash
All content packs:
Accelerator
nWo Pack
WWE Superstars and Moves Pack
WWE Legends and Creations Pack
Online Badges: More than 10 exclusive options

VII. FINAL THOUGHTS

If you are fan of wrestling, especially the older generation of fans who grew up in the WWF years where Hulk Hogan, Ultimate Warrior, Ric Flair, and "Macho Man" Randy Savage reigned supreme then you truly owe yourself to play this game to at least experience 30 Years of WrestleMania Mode for yourself. That's almost mandatory. I found myself easily getting lost in the nostalgia and the accuracy of these early events. Like previously mentioned, the mode loses it's luster as the campaign continues into the more current years, but fans of wrestling - both young and old, will find something to enjoy here. While I appreciated the fact that 2K14's gameplay is sped up from its predecessor, it still comes off cartoonish when these games are constantly releasing annually with the sales pitch that it's an accurate simulation of WWE's current product. Basic strike attacks look like people are mashing buttons in a typical fighting game with choppy animations and these choppy animations that were obviously still recycled from the PS2-era WWE Smackdown! vs. Raw titles are hard to time your cues to reversals as a result. While we are on the topic of accuracy and realism, weight detection is almost transparent as any Superstar that has a catapult finisher equipped can lift an opposing Superstar into the air and do a catapult finisher, despite their weight differences. Despite the shortcomings and lack of innovations and new resources for the Creation Suite, players are provided with a robust improvement to My Universe 4.0 that continues to be most players' bread and butter to their long-term enjoyment with this game. As a former player who used to use these games to simulate match results for e-federations, I can appreciate the steps made to make this mode more efficient on that front. Throughout this review, I have listed and broken down the several issues and problems plaguing this game, but you will be surprised on what issue that I have with this game the most - the AI. It's not that the AI isn't too hard nor too easy, it's the fact that the in-game AI is inconsistent. I have tested it on several fronts across multiple difficulty settings, including in 30 Years of WrestleMania Mode, The Streak, Exhibition Mode, and even My Universe, where I have either played matches against the AI or setup AI vs AI matches on the Epic setting. There will be moments when the AI almost brain dead on its offense against you, other times, the AI will reverse everything you throw their way like Grapple Jesus in hopes of creating a spectacle of a match if you can endure this back and forth process until someone caves from the chain of reversals. The latter definitely comes to mind during the last objective in 30 Years of WrestleMania Mode where both John Cena (the player) and The Rock (CPU) have infinite specials at their disposal. Situations like this make the AI have a one track train of thought and strategy, that tends to rarely change its gameplan outside of the norm.
I was hoping that this series' AI would have grown to the point that the AI would have 3 layers of conditioning on how to handle a human opponent, depending on the condition or health status of that Superstar/Diva. The first stage would deal with targeting limbs until one of them caves to moderate damage. This would be dependent on that opposing Superstar/Diva's in-ring specialty - legs for high-flyers, head for brawlers, arms for submission/technicians to reduce their reversal accuracy rate, and abdomen for powerhouses. That's one thing that's not given enough depth in this game. There are consequences for critical damage in each of these areas of the body that can be targeted with Predator technology. I have no doubt that human players will take advantage of this subtle aspect, but it's a shame that the AI doesn't capitalize on this as much as it should. The second stage would deal with maximizing that damage into the critical stage and maintaining momentum on their side. The AI would do that by taunting and doing corresponding actions to antagonize or rally the crowd behind/against them to build up a signature or finishing move. To its credit, the AI in 2K14 does taunt almost after every exchange after leaving it's opponent on the ground before continuing it's offense. That part of the AI logic isn't that bad, but these games are missing the vital aspect of playing the crowd that is such a vital part of wrestling. Ironic that these games are using a combat mechanic that uses momentum shifts but the crowd has no contributing factor to the end result at all. The final stage should be that moment when and where AI opts to finish you off - no matter what it takes. That includes hitting OMG moments, positioning the opponent perfectly for the application/execution of a finishing maneuver, or even getting itself disqualified to make sure it retains in a title match. Once again, the AI in 2K14 attempts to do all of this, but it's not executed consistently. Given this current generation of technology, I know that is a bit much to ask for before the incoming next-generation consoles hit the shelves, but a wrestling fan can dream can't he? On the other hand, it isn't a bit much to ask 2K Sports to give us more variety on commentary. 2K14 recycles 85% of the lines used in WWE '13. And even when commentary does provide a new line of material, it barely manages to capture the action in the ring at the right place and time. I have to be honest here... I'm really getting sick of this pattern with these games. Every year one of these games is announced and for months players speculating and throwing around all of these crazy theories that this is the year that THQ (this time now 2K, but it makes little difference as the bulk of THQ's staff are still on board...) will remedy all of their past mistakes and fix what is wrong with the previous iterations of this franchise that has been plaguing it for the last 3-5 years. Finally, after all of the hype and second guesting, the game comes out and players are immediately letdown that it's the same SHIT as the previous year with a few new bells and whistles. Then comes the bombardment from my close friends and acquaintances that try to sugarcoat the game's flaws and justify their purchase was well-worth their money as they attempt to coax and persuade me into buying the sequel as well. I haven't folded since purchasing WWE Smackdown! vs. Raw 2011 and I doubt I'm going to do so anytime soon unless 2K does a massive overhaul in the near future. I have been playing wrestling games for well over a decade and a half, so I have very high expectations to what I want in a wrestling game. Henceforth, I have been thoroughly satisfied with just renting each outing and getting my money's worth in a mere rental than dropping the entire $59.99 price tag down on a purchase and then some... thanks to Online Pass ($9.99 extra if it's not included with your purchase) and the Season Pass ($19.99 premium access to all DLC). That being said... if you are a fan of these games, then don't allow my opinion to sway you because you know you're going to go out and continue enjoying these games just the way no matter what THQ or 2K Sports does with this franchise. I'm honestly speaking to the people who are constantly in denial on an annual basis that they are getting ripped off. If you weren't pleased with the last iteration, then don't go racing to the store to buy the sequel. It's basic common sense. It doesn't go for just this game, but for all of these games plagued by sequel-itis and annual rehashes. I had a lengthy conversation with my 16-year old nephew (AKA my wrestling padawan learner who I am passing on my knowledge on this sport to) about the game and the direction that 2K Sports tends to take with their sports titles as he plays a lot more sports-oriented games (especially from the folks at 2K Sports) than I do. When I gave him my thoughts and overview of this outing, he was left feeling a bit underwhelmed but assured me that it sounds like 2K barely had any time to leave their personal mark on this series just yet. That's how I feel about this game - this is still feels too familiar to THQ's typical resume. It has some of their best traits as well of their worst. While I can understand why 2K Sports played it safe with their first outing into WWE games, I can only hope that their future endeavors will see a change for the better, not a continued trend of "been there, done that" with recycled resources and little innovation and improvements. Last year, I gave WWE '13 a 7.75 out of 10 after the Attitude Era Mode surprised and wowed me, along with changes that THQ took to remedy the mistakes made in WWE '12. This year, WWE 2K14 is literally the same entity as WWE '13. 30 Years of WrestleMania Mode is worth experiencing for any fan of this series or wrestling in general. It easily blows last year's Attitude Era Mode out of the water. That, combined with some of the minor tweaks they have done to the game (that obviously aren't cosmetic...) I can give this game a 8.25 out of 10. Is it the best wrestling game ever? It's not even close, but definitely one of the better ones in a while that serves as an acceptable footnote to end this console generation on. That being said, if things don't change next year with 2K15 then this score is going down significantly.