WWE 13 Message Board

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Posted by Kotaku Jul 16 2013 12:30 GMT
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There's no rule against using ladders as weapons in wrestling, but that's not how you do it! Climbing it might also be problematic, even if it's just WWE '13 and not reality.Read more...

Posted by Joystiq Feb 14 2013 13:00 GMT
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Take-Two Interactive is set to enter a publishing deal for WWE games, confirming a previous report. IGN obtained a quote from the parent company of 2K Games, 2K Sports and Rockstar that it expects to take over the license previously held by defunct publisher THQ.

"At this time, the agreement is pending court approval and we anticipate that it will be finalized shortly," a company representative told IGN. "We are very excited about the potential of this agreement and will have more to share at the appropriate time."

Take-Two plans to keep developer Yukes on to helm the franchise. The exact financial terms of the deal have yet to be disclosed. WWE isn't the only thing Take-Two picked up from the collapse of THQ, spending $10.9 million on Turtle Rock's still secret Evolve during the asset auction last month.

Posted by Kotaku Feb 14 2013 00:45 GMT
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#wwe As was rumored during the breakup and selloff of THQ, Take-Two Interactive, the parent company of 2K Sports, will take over the license to make WWE video games. Documents filed today in court say Take-Two, THQ and Yuke's, the Japanese company which developed the wrestling games for THQ, have come to an agreement settling all claims. More »

Posted by Joystiq Jan 24 2013 00:15 GMT
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While most of THQ's coffers have already been cleaned out, there's been no official word on any party making a move on the WWE license. An IGN source suggests Take-Two will take over the WWE line of games.

The negotiations for the WWE license apparently took place outside of the formal THQ auction, IGN notes. According to documents obtained by Joystiq, Take-Two has already spent $10.9 million snagging Turtle Rock's Evolve from THQ.

Posted by Kotaku Dec 31 2012 14:00 GMT
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#yearinreview Zac Gorman's been doing video game-centric comics for Kotaku for the better part of a year now. He's riffed on everything from Dishonored's stealth to what makes people jealous in Journey. So, it's only fitting that he lets everybody know what his favorite playable experiences from the last twelve months were. It's an eclectic—and damn pretty—list. More »

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Posted by Giant Bomb Nov 12 2012 21:33 GMT
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Ryan and crew show us what's happening on Giant Bomb this week. COLLUSION!

Posted by Joystiq Nov 06 2012 00:00 GMT
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Pro wrestling is all about details. Devoted fans know the nuances of some of the biggest moments in the business' history well, from the formation of the Brothers of Destruction to Stone Cold Steve Austin soaking Vince McMahon in beer. A video game that dives into the rich history of the WWE is forced to reconcile all the details of the entertainment product. WWE 13 often meets those expectations, but is not the best there is, was, or ever will be.

Much like past games, WWE 13 continues to push the illusion of wrestling, which is perfectly acceptable. It's a combat game with fighting mechanics, and some of those mechanics have been cleaned up since last year. One-button reversals now have an added indicator to tell you if your trigger finger is too fast or too slow (based on the small window to execute reversals, it often is). The "OMG" moments addition provide spectacular, albeit circumstantial events that can turn the tide of matches - things like trucking an opponent through the outside barrier by the crowd or heavier opponents actually causing the ring to collapse. Aside from these improvements, the in-ring action hasn't seen much change; players seem to transition a little more smoothly between moves, and most of the buggy, "jarring" animations in WWE 12 were cleaned up. Wrestling feels largely the same in this game, just a touch more fluid.

Posted by Joystiq Nov 05 2012 14:00 GMT
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Red-coat murder simulator Assassin's Creed 3 is publisher Ubisoft's biggest launch ever in the UK. According to Chart-Track, along with the previously mentioned achievement, AC3 is also the second biggest launch of the year (behind FIFA 13, natch). This fifth installment in the franchise (1, 2, Brotherhood, Revelations, 3) sold double that of Assassin's Creed 2 during its launch week, and 117,000 units more than last year's Revelations.

FIFA 13 sits comfortably in second, followed by three new titles and Medal of Honor: Warfighter's quick fall from grace. WWE '13, Football Manager 2013 and Need for Speed: Most Wanted debut in spots three through five, respectively. Kick it on past the break for the UK top ten.

Posted by Giant Bomb Oct 30 2012 19:00 GMT
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Professional wrestling in 2012 is largely terrible. Granted, I say this as someone who experienced wrestling's most recent "glory days," namely the period between 1996 and the early 2000s when the (then) WWF and WCW were locked in an embittered battle over who could produce the most entertaining Monday night multihour block of guys in tights pretending to angry hug one another. In WWE terms, this was the "Attitude Era," the period when stars like Stone Cold Steve Austin, The Rock, and D-Generation X captured the imaginations of wrestling fans anew, and made "sports entertainment" a legitimate billion dollar business. I look at what wrestling was then, and compare it against what wrestling is now, and objectively, I feel that I can say that wrestling just ain't what it used to be.

WWE '13 pays homage to the glory days of the WWE, while also improving its many modern accouterments.

And yet, sometimes I forget that many younger wrestling fans either were too young, or simply not around during these times. All they know is the modern wrestling era. They know that people like The Rock and Mick Foley are big time guys from a bygone era, but outside of some DVDs and recaps, it's likely they've never had the experience of seeing this stuff in detail. This is one of the many things that makes WWE '13 such a surprising delight. The producers at THQ have dedicated this year's wrestling video game to the Attitude of yesteryear, building a whole story mode around the history of superstars like Shawn Michaels, Bret Hart, Stone Cold, The Rock, and many more. Even more amazing is that it's actually great. In improving a variety of things introduced for the first time in WWE '12, WWE '13 is by far the most playable WWE video game in ages. That playability helps elevate WWE '13's Attitude Era leanings into something more than just a nifty history lesson. In fact, it's probably the best storytelling a WWE video game has featured in as far back as I can remember.

Sure, it helps that THQ is straight up lifting great stories and matches from the Attitude Era, but in WWE '13, it's more about the way they're presented that makes the whole thing work so well. Each section of the Attitude Era mode is broken out by superstar(s). DX, Stone Cold, The Rock, the Brothers of Destruction, and Mankind all have their own chapter sections, which lead into a culmination in the weeks leading up to Wrestlemania XV. Each match you play represents a significant historical moment for that superstar. Remember when Hunter Hearst Helmsley first teamed up with Shawn Michaels on RAW in 1997 to form DX? Or how about the debut of Kane at Badd Blood that same year? Even if you don't, the story mode does a great job of setting up each match and related storyline with both text and video footage edited together by the WWE's own in-house video team. It's simultaneously educational and entertaining stuff.

The matches themselves are fun too, thanks in no small part to the ditching of last year's idiotic "press button to win" story mode finishes. Instead, this year's game introduces historical objectives both optional and mandatory. Most times, the mandatory ones simply involve winning a match a certain way, but other objectives can be far more specific. In the legendary Hell in a Cell match between Undertaker and Mankind, you are set up ahead of time to relive that match's most brutal moments. You will throw Mankind off the top of that cage, through the announce table, and down to the ring. In very specific moments where the original match featured scenarios not playable in the game engine, the game will cut away to a pre-rendered scene, but it's all done in-engine, and is surprisingly seamless. If anything, I was surprised by how much the game asked me to do. It's one thing to play the infamous "Montreal Screwjob" match between Michaels and Hart, and it's quite another to actually be able to put Hart in the Sharpshooter, and have a digitized Vince McMahon run out and preemptively call for the bell. Honestly, the only thing missing was Earl Hebner.

While the OMG! moments have kind of a stupid name, they're unquestionably awesome.

All the arenas, fonts, and other related aesthetics are here, along with a couple dozen Attitude era superstars, from the big guys, all the way down to more minor players like X-Pac, The Godfather, and the British Bulldog. It's not all-encompassing, as certain era-relevant superstars like the Hardy Boyz, the Dudley Boys, Al Snow, Hardcore Holly, and Steve Blackman aren't around. And I do wish THQ had found a way to clear roster spots currently held by era-specific versions of superstars already in the game--honestly, does anyone really need one version of Triple H, let alone three?--but beyond that, the roster is hard to argue with.

Of course, nearly all the current WWE superstars are on-hand as well. The most interesting thing to me about having the dual rosters is how striking the difference is between them. Looking at the Attitude era, you've got these insane, cartoonish personalities that evoke their larger-than-life personas. And while I love current guys like CM Punk, Daniel Bryan, and Cody Rhodes, it's incredibly telling that the modern roster essentially blends into a blur of random dudes when held against the Attitude era roster. That's hardly THQ's fault, but it is something I found myself noticing more and more as I played.

And while paid DLC is not something I often take pleasure in mentioning, I have to say that this is the first year THQ has ever actually had me excited about DLC in a wrestling game. The main roster itself is actually shockingly up-to-date, given how often these games seem to be a year behind the actual on-TV product. But there are some recent additions--like Damien Sandow, Antonio Cesaro, AJ Lee, and Ryback--that are missing. They are currently scheduled to be released as DLC, along with a host of classic Attitude Era favorites like Val Venis, Rikishi, Gangrel, and even the Loose Cannon Brian Pillman. It seems like THQ has finally figured out how to effectively keep up with TV wrestling, and that's pretty awesome.

For as great as all these bells and whistles are, none of it would matter if the in-ring action were no good. Last year's WWE '12 put this series on a positive gameplay path for the first time in ages. Despite some rickety parts, it played surprisingly well. WWE '13 builds on the ideas laid down last year and refines them. The core grappling and striking systems are the same, but the pacing, reversal timing, and overall "feel" of the matches is pretty great. Little additions, like OMG! moments (where, with a stored finisher, you can do things like knock an opponent through the guard rail, or collapse the ring when superplexing one of the game's larger wrestlers), and being able to reverse attacks into finishers (much as Randy Orton tends to do with the RKO), are a big plus. Momentum swings and big time comebacks inherent to professional wrestling are well represented here, and the in-game animations have continued to improve. Stiffness and wonkiness with wrestlers not connecting properly has definitely been lessened, though it's not gone altogether. You'll still see some weird physics glitches once in a while, and I still think the grappling engine is a bit over-reliant on reversals, but by and large, playing WWE '13 is actually quite enjoyable.

It helps that the developers finally figured out a way to drastically improve the in-match presentation. Is commentary still kind of a mess? In spots, yes, though during the Attitude Era mode, you're at least transported back in time courtesy of commentary from good ol' Jim Ross and The King. In fact, some of the story matches feature commentary audio from the original matches, which is a nice touch. Even better than those changes, however, are the changes made to crowd noise. Undoubtedly, wrestling is always better when set against the backdrop of a hot crowd. Seeing people go apeshit over a Stone Cold Stunner or People's Elbow is arguably half of what made the Attitude Era so fun to watch. THQ has addressed this in kind, ramping up the crowd audio to a fevered, ravenous pitch when matches begin swinging the hero's way. It's not always the most natural progression--sometimes the audio goes from crazy to dead quiet out of nowhere--and occasionally crowd noise will drown out Attitude Era commentary bits. But when it works correctly, matches have never felt more energetic.

It doesn't matter if your wrestling preferences skew old or new: WWE '13 has a little something for everyone.

This leads us to the remaining chunks of content in WWE '13, namely the holdover stuff from years past. Universe mode is much as it's always been, albeit with a few more tweaks in its randomly generated storylines to give players more control over what happens show-to-show. I still think it's better to use the story editor to create your own storylines, especially given the sheer volume of available story tweaks available. The usual create-a-wrestler/entrance/move-set/finisher/arena/logo/highlight reel modes are all still around, as well as a highly limited create-a-title mode. All this stuff is as good as it's ever been, of course. It'd be nice if next year we got some fixes for some of the lingering jankiness in the create modes, but even with occasional hiccups, it's hard to hate what's on offer here.

The last remaining elephant in the room would be WWE '13's online servers. While matches were playable last year, lag kept popping up in weird intervals, and for long periods of time, the servers simply refused to connect matches, or let players download user-created content. This year, those issues largely seem gone. I've been able to download content without any hassle, and the matches I've tried to connect to have worked nine times out of 10. We'll see if the servers hold up under the weight of a full player base, but right now, everything appears good to go.

While it might sound counter-intuitive for a game to look to the past to move forward, that's precisely what WWE '13 does. It's not so much about the roster as it is about the reverence it pays to the Attitude Era throughout its various modes and features. WWE '13 remembers when wrestling, and by proxy, wrestling video games were great. It remembers the pageantry, the silliness, and the death-defying stunts that made wrestling such a hot commodity a decade ago. Modern fans will still get the wrestlers and features they've grown accustomed to, while also getting a taste of what wrestling's past brought to the table. Nostalgists will have close to a dozen hours worth of matches and stories from one of the WWE's greatest eras to play through. It's been a long time since I've been able to earnestly recommend a wrestling game to just about any type of fan, but WWE '13 is most definitely worth such a recommendation.


Posted by IGN Oct 29 2012 16:00 GMT
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The latest iteration of THQ's WWE series is here and its bringing the Attitude Era back to wrestling.

Posted by GoNintendo Oct 24 2012 18:09 GMT
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Woking, UK. - October 24, 2012 - THQ Inc. today announced consumers will have a unique opportunity to “live the revolution” with WWE® 13, the forthcoming release from the revolutionary WWE flagship videogame franchise, through release of the “Be on the Cover” Facebook application. Inspired by WWE ’13 cover Superstar CM Punk®, the Promethium Marketing-designed application, available at facebook.com/WWEgames, will invite consumers to create and print their own WWE ’13 cover artwork, as well as share their designs on Facebook with others from around the world.

The WWE ’13 “Be on the Cover” creation process entails the following simple user steps:
Step 1: Import a photo from a personal Facebook gallery or take an instant photo using a webcam.
Step 2: Position the photo in the provided frame, which includes the WWE ’13 logo.
Step 3: Edit the image as desired using eraser and brush tools.
Step 4: Select a platform preference – Xbox 360, PlayStation 3 system or Wii
Step 5: Choose how to show off the created cover artwork:
Share the image with friends on Facebook
Create a unique Facebook timeline cover photo and profile photo
Save and print the image file – then insert into a WWE ’13 game cover for a whole new look

WWE ’13 is currently in development for the Xbox 360, PlayStation ® 3 computer entertainment system and Wii™ system from Nintendo, with a scheduled release date of November 2, 2012 in the UK. For more information, please visit wwe.thq.com, facebook.com/WWEgames and twitter.com/WWEgames.

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Posted by GoNintendo Oct 18 2012 00:08 GMT
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Content descriptors: Blood, Crude Humor, Mild Language, Mild Suggestive Themes, Use of Alcohol, Violence

Rating summary: This is a wrestling simulation game in which players can select real-world competitors from the WWE roster, compete in matches, and progress through multiple storylines. Playable characters can perform a variety of wrestling moves (e.g., grapples, holds, throws, submissions), as well as punching and kicking attacks. Sledgehammers, ladders, and tables can also be used to strike opponents, who often collapse to the ground when hit; blood sometimes appears on wrestlers' faces. Some women are depicted in outfits that expose moderate amounts of cleavage; one wrestler's signature taunt consists of wiggling her buttocks and waving it in opponents' faces. A couple of live video clips depict a wrestler drinking from beer cans and spraying down his opponents with a “beer truck” hose. Another clip depicts a character's wet pants; accompanying dialogue states, “I just p*ssed my pants.” The words “a*s” and “b*tch” can also be heard in dialogue/soundtrack lyrics, and a couple of wrestlers insult opponents by sticking out their middle fingers (partially blurred/censored).

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Posted by GoNintendo Oct 09 2012 22:47 GMT
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More old/new screens here
WWE ’13
WWE Universe Mode

Create a Show
Players now have the freedom to create their own shows while scheduling which day they appear on, from Monday through Saturday. In their show creation process, players will be able to choose the presentation graphics, the arena, which rosters appear on the show, and assign up to four Championships to be contested over.

Create a Pay-Per-View
In addition to custom shows, players can also create a Pay-Per-View that can be held on any Sunday. Along with choosing the presentation graphics and arena, players can choose which shows participate in the Pay-Per-View, as well as the match-type theme.

Statistics
Players can now view various championship and show statistics within their WWE Universe. Containing both historical statistics and statistics that update as your WWE Universe progresses, players can try to further one Superstar’s championship reign or try to beat it.

Storylines
Superstars will enter into feuds against each other as part of a rivalry, while competing for #1 contender rights for a championship title, and more. Take part in 200 new storyline feuds and choose which Superstars stand out in your Universe.

More Content, More Freedom
Many improvements and other additions have been made to Universe, such as more matches per show and the freedom to edit whole match cards, customizable championship rankings, and the ability to restart your Universe from the beginning.

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Posted by GoNintendo Oct 09 2012 17:21 GMT
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- available in Wii version
- play through yearly calendars of WWE shows
- play through a series of set match-ups
- customize the entire card yourself
- the more you play, the more alliances and rivalries form
- create your own shows instead of of just having to play through the usual Raw and Smackdown shows
- choose the presentation graphics, the arena and the rosters
- assign which championships can be fought for in that show
- create your own pay-per-views
- new storylines intended to make your Universe feuds even more diverse
- over 200 new storyline feuds have been added
- cutscene options let you change the course of the feud by selecting what happens next


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Posted by Giant Bomb Oct 09 2012 16:01 GMT
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I don't know what a "creative rabbi" actually does, but being a Paul Heyman guy, I automatically approve.

Posted by Joystiq Oct 04 2012 20:45 GMT
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WWE 13 offers a DLC season pass like so many other recent games, except the WWE version is called the "Axxess Program," making use of a creative spelling of the word "access" for reasons we can't fathom. The $20 pass grants access to the "Attitude Era" and "WWE" Superstars Packs, the "You're Welcome in Five Languages Pack," and Axxess-exclusive wrestlers Goldust and Diamond Dallas Page.

The "Attitude Era" pack, due on Oct. 30, includes wrestlers Rikishi, Scotty 2 Hotty, Grand Master Sexay, Gangrel, and Val Venis, along with an "Accelerator" to unlock all in-game items. "WWE Superstars," out in November, comes with Tensai, Ryback, Drew McIntyre, Yoshi Tatsu, Divas AJ Lee and Natalya, and special Championship matches. The third pack, due in January, includes Damien Sandow, Antonio Cesaro, Jimmy and Jey Uso, Brian Pillman, Chainsaw Charlie, and Diva Layla. It also comes with 20 new moves.

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Posted by Giant Bomb Sep 26 2012 18:17 GMT
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I like how this trailer basically pretends X-Pac and the New Age Outlaws didn't exist.

Posted by IGN Sep 25 2012 16:00 GMT
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The latest trailer for WWE '13 featuring Degeneration-X.

Posted by GoNintendo Sep 21 2012 17:32 GMT
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I Quit Match:

The I Quit match is finally making its long awaited return! It’s been approximately 8 years since the match type has been featured in the franchise. The match type has been completely redesigned from top to bottom to provide players with the most authentic representation of the I Quit match ever seen in video game form.

In keeping with WWE programming, the I Quit match is a 1-On-1, no holds barred, anything goes affair. Utilize anything and everything within the in-ring environment to force your opponent to say the humiliating words, “I Quit!”

When your opponent is in a grounded state, press the B button (360 controls)/pin button to summon the referee to the grounded opponent. The referee will kneel down next to the grounded opponent and place a microphone in front of their face. It’s at this point that the I Quit mini-game is triggered. Stop the moving cursor within the designated target zone before the words “I Quit” fully materialize on screen to inform the referee of your desire to continue the match. If the opponent is unable to complete the mini-game in time, they’ll automatically quit the match wherein they will be declared the loser. If a Superstar is in possession of a stored finisher icon they can use it to automatically win the mini-game and continue the match. However, doing so will result in the loss of that finisher icon. This option should only be used when you’re at your most desperate.

When an opponent is in the midst of performing the I Quit mini-game, the attacking Superstar can utilize an Intimidation taunt (by pressing one of the directional buttons on the d-pad) to increase the difficulty of the mini-game. Performing an Intimidation taunt will cause the mini-game meter to shake violently, which in turn makes it that much harder for the defender to complete the mini-game in time. Use of Intimidation results in a loss of momentum for the attacker so think twice before using it. If the attacker doesn’t have a sufficient amount of momentum within their meter the Intimidation taunt can’t be used.

The I Quit mini-game can also be triggered by applying a Breaking Point submission hold on an opponent. Just like grounded situations, the referee will position themselves near the trapped defender wherein they’ll position the microphone in front of their face. Complete the mini-game successfully to break out of the submission hold and continue the match. Failure to break out in time will result in a loss.

King of The Ring:

Create your very own King of the Ring tournament! Players are able to choose the number of participants (4, 8 or 16) as well as the gender of the participants involved (that right, Divas can also take part in the King of the Ring tournament).

Players can also choose the type of match that they’d like for their tournament (Normal, backstage brawl, Hell in a Cell, Iron Man, Ladder, Last Man Standing, Steel Cage, Submission, Table, TLC and Extreme Rules).

Participants in the tournament can be chosen by random or selected by the player.

Each match in the tournament can be simulated or played.

The King of The Ring tournament can be played solo or with a friend for some multiplayer action.

A special coronation cut-scene is shown for the winner of the tournament.

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