WWE 2K14: Gameplay and Exclusive Interview with Creative Director Cory Ledesma
Recently I had an opportunity to go to New York to play a demo of WWE 2K14. Most every mode was available to try or experience on some level. While the complete finished product isn’t available until Oct. 29 on Xbox 360 and Playstation 3, what I’ve played has me excited.
There were a few notable improvements. The character models were slightly sharper than in WWE '13. I must mention the television/monitor we played on was most excellent, but the characters had a little more pop on the screen than before.
The game play itself was noticeably smoother. Moves chained together and transitioned from one to the next better, and the collision detection seemed cleaner. I didn’t catch a glimpse of any wonky events with props and such, though I think I only interacted with the ring steps and possibly the announcer’s table.
Last but not least, some of the audio was awesome. You can clearly hear Superstars' taunts and the in-ring sound effects were much more pronounced.
When factoring in the expanded options in the creation suite, the 30 Years of WrestleMania mode, the enhancements to Universe and the new Undertaker-inspired mode entitled "The Streak," this is shaping up as a robust wrestling title.
After the game-play opportunity had concluded, I interviewed Cory Ledesma, the creative director for WWE games. Cory has been involved with the development of WWE titles for some time. He and Bryan Williams are the most visible members of the WWE creative team, and both are passionate about the product.
In the interview, we discuss most of the new features in the game. We also delve into some of the smaller details about the annual production of the series.
Cory speaks about the contemporary roster. He also shed some light on the ideology and parameters around which Superstars make the initial roster. I felt it was important for fans to learn what should and shouldn’t be expected.
Take a look at the interview—if you haven’t already—for the full story.
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