
At the same time, he also has to explain why he wants to fight Finn Balor. Since Adam is a heel, he's going to use a lot of disparaging words to cut down his opponent as well as the audience. When a wrestler cuts a promo, they're given a few seconds to choose from four lines. Unfortunately, the promo system in this game just doesn't cut it. Promos serve as the basis, the reason for why these individuals are fighting. Everything that happens when the bell is rung is only part of the story. Oddly enough, this helps his tag ranking, but not his singles ranking.Ī good feud requires strong promo work. Unfortunately, ever since Adam got into a feud with Finn Balor, he's only been wrestling in singles matches. It's a sensible system, since the top-ranked tag team is given an opportunity to win the championship belts. Together, they performed in a handful of matches, and moved up the ranks. After a short stint in WWE's Performance Centre, Adam Grisly formed a tag team with Brody Tyson. While the tutorial is an unfortunate truncation of how just how much effort it takes to become a part of WWE's roster, the rest of the career mode perfectly captures the doldrums of being stuck in the mid-card. Aside from stat upgrades and skill bonuses, points can be used to unlock classic wrestlers, as well as different rings and championship belts.

The RPG elements are handled nicely, and the bonuses that come from T-shirt sales are a good incentive for wrestlers to occasionally change their look. They'll also cooperate with some wrestlers, and feud with others. While this is going on, the wrestler connects with the audience: whether they wished to be loved as a face, or despised as a heel. Eventually their hard work and determination is rewarded with title reigns. While participating in matches, the created wrestler is encouraged to cut promos, develop their abilities, and move up the ranks. After a short tutorial, created wrestlers make weekly appearances in the WWE Smackdown and Raw programs, as well as the Pay-Per-View (PPV) shows at the end of each month.
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Matches with more than two participants now flow better and are more enjoyable to participate in.įor anyone who has ever wanted a taste of what it's like to be a pro wrestler, there's the career mode. When someone was thrown off a ladder or through a table, they'd inexplicably recover almost immediately. In previous games, not enough attention was given to the impact of moves. This is a fantastic and long overdue change for the franchise. In emergency situations, such as to break up a pin, the wrestler can recover more quickly, at the cost of a slight debuff.

On the bright side, after recovering, they'll re-enter the ring with a slight buff. They're essentially taken out of the action for a little while. In this game, if there are at least three wrestlers in the ring, after one of them gets hit with a major attack, they'll roll out of the ring. Everyone is punching each other out of the big moves, running into one another, and it became difficult to follow.

Previously, matches with more than two wrestlers tended to be chaotic. WWE 2K17 further refines the game with its "roll-out" system. A star-based ranking system rewards players who use a diverse array of techniques, and don't immediately try to squash their opponent. Hitting big moves can take a lot out of both combatants. This also helps in the "storytelling" element of a wrestling match. The stamina gauge ties a cost to all actions, so wrestlers can't constantly spam attacks. Landing a huge reversal can also cause opponents to lose focus, making them unable to counter for a short time. If a wrestler uses all of their energy to avoid basic attacks, then they're going to be left wide open to the aptly-named, the Finisher. Blocking a punch or reversing a grab costs a portion of the meter. One of the most important additions is undoubtedly the counter gauge.
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Over the past few years, the WWE 2K series has implemented numerous fixes and changes to improve the wrestling action.
