Though as I said, the star system for matches is retained thankfully, a system that can push you into eeking out a few extra minutes of offense to get a higher rating. Despite it all feeling more or less similar to the last couple of games, of which 2K18 and 19 wouldn’t have changed too much, there is something noticeably different. Coach Frank (I mean, Gulak) isn’t that helpful overall either. Your stronger attacks all come from holding down RT and pressing one of the face buttons, making finishers and signatures an extra step when learning the new game. Continuing on from 2K20, submissions are no longer a hold of a single button, instead optioning for RT and B. To once again reference that video on 2K17, it isn’t (as I roughly said) as precise as stabbing Meat Loaf with a sausage, but couldn’t be too far off. This takes me to a further point, in comparison with 2K17, it all feels less precise. As the system is baked in throughout the whole game, it does take away another accessibility feature, however, as you can’t button map. Almost as if accessibility is viable for things that require extended reaction times, though some people are just unwilling to let go of their strongly held beliefs. Nothing limits them aside from reaction time, and you can expand those in the settings. This Y, X, A system works fine, but it doesn’t push for more interesting or tense matches. There is also an Elden Ring -style roll, but the less we talk about a beautiful game the quicker this will be. Continuing on from 2K20, you use Y/triangle as it flashes up, but also have to read moves well enough to use X/square and A/X (PlayStation X) to block light and heavy attacks. One is less important than the other, but the three worked beautifully in tandem to create a complete experience that would push you to be creative and limit you further on speed. Gone is the clever reversal system that was limited by the character’s own abilities, and so is the momentum. A few months back with the video review of 2K17, I mentioned how much I adored three things, the star system, the reversals, and the momentum. 2K20 ‘s simplified control scheme was retained, and with it comes a new reversal system.
Of course, Visual Concepts didn’t reinvent the wheel this time around, though they did do something that I’d rather they didn’t. If you have the ability to look past the rough graphical edges, the gameplay sits underneath. Whether it is hair that flaps around as if it were clip-on LEGO hair, some kind of pixelation on some textures at a distance, or other portions of the game that look dated on the Xbox One already.
WWE 2K22 XBOX ONE SERIES
Standing in the divide of the two latest generations, the graphical push will come from the PS5 and Xbox Series X/S. So, the question must be asked, will 2K22 last a short while? That is a question that is dependent on two things: Your system of choice, and the things you want out of it. As the trend of loot boxes and packs of cards with people on them was on the horizon, I departed when I had a satisfactory game that could last a while. I’ll put my hands up and say that, no, outside of 2K Battleground, I didn’t actually play a 2K WWE game since 2K17. The year “off” from a release is made up for with a game of humans, not monsters, reasonably competent gameplay modes, and a creative suite big enough to fill your boot. 2K and Visual Concepts aren’t completely off the hook though, which is something that given last week’s report might make someone’s bum go squeaky. Finally, GM is back! Alongside the first WWE game in a number of years that isn’t complete and utter tripe, as determined by whatever 2K Battlegrounds was supposed to be.