THQ released another interview with senior designer Bryan Williams and community manager Aubrey Sitterson. The latest video focuses on move sets and more of the nitty gritty details. Most gamers love roster news and DLC announcements, but gameplay options are the meat and potatoes of any game.
The video below is long, but it really delves deep into the community's questions about the in-ring action. Check it out here:
Feel free to watch the entire video, but here are the aspects that stuck out to me.
Catch Finisher Functionality
Every finishing move can't be used as a catch-finisher. No fear, since every created Superstar can have two finishers. Williams tells us how to set up the finisher your created Superstar will be able to perform as a mid-air counter.
This already has me thinking of moves that would look cool as catch-finishers. It's awesome when the information released during the buildup to a game has me scheming pre-release. You can see a bit of the catching finishers at the 28:09 mark of the video.
Paying Homage To Retro Moves
Williams mentions in the video that Daniel Bryan and other Superstars have moves at their disposal that they aren't currently doing on WWE programming. That means they still have the current moves, but they also have some of the moves they did in other promotions.
That's awesome detail, and it shows impressive depth. It proves the developers aren't just WWE fans; they are wrestling fans in general.
Williams discusses this at the 1:24 mark of the video.
No Moves Were Removed
It's always great to hear about the additions to the newest version in a video game franchise, but learning that nothing has been removed is also cool. Williams received a question in the Q&A inquiring about the number of moves that were removed.
I was delighted to hear him say none. This only builds on the already huge variety of moves available.
Insight Into How Changes With The Game Are Made
Many fans clamor for changes and additions, but they don't understand what it takes to pull these things off. I've talked with multiple people who are creating and conceptualizing video games, and I know the developer's plight to a certain extent.
Williams and other THQ developers have been pretty straight forward and up front about what's included in WWE 13 and what isn't. For the most part, high level explanations have been given to explain the absences. You can hear examples of this throughout the video.
This shows a confidence in the product, and as a gamer and consumer, I feel more like I know what I'm getting on October 30 (or before—I say that with my fingers crossed).
We're now less than two weeks away from release. It feels like I may have another game to add to my sports video game of the year ballot.
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