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Worst Wrestling Game Ever?

dsrchris

Am disappoint, son
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How about WrestleMania The Arcade Game?

And yes, I am only suggesting awful games.
 

Evil Gringo

Not really Evil, but I like Burritos
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Impact was passable when I played in on the PS2 but for some reason when I played it on the 360 I hated it. I have no idea why!

Royal Rumble on the Dreamcast was hit and miss, Backyard Wrestling 2 however was dire. It was so dire it had DireAIDS.
 

ViciousPrism

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I draw the line at Hogan's Main Event. It's not a game, it's a turd. :lol:

(Also, I don't have enough room for a Kinect to work at all. If I can scrounge enough footage together to cobble together a review, then I will but it won't be me playing it.)
 

DC

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Impact played pretty badly, but the overall laziness and complete lack of awareness of how progression should work is what sets it apart in the shit game stakes.

The graphics were great, but once you got past that, it was really dire. Not to mention the character from the story mode was turned into a real-life wrestler... and not once did TNA team Suicide with Homicide to create a tag-team.

Here is the original review thread, which ran for 20 pages - depending on how many posts-per-page you have as your default setting and features the gradual erosion of certain members souls, including me, as the many faults of the game come to light through playing the story mode.

Also, below is a post I, um, posted when it was claimed the game was not a failure -:

I'm not "Blinkered" I'm not a ****ing horse. Poor sales you say? It sold 440,000 copies, which is almost twice as many as Legends of Wrestlemania.
Comparing it LoW is a cop-out when it's supposed to be a challenger to Smackdown vs Raw's dominance.

With regards to numbers, this is taken from Lords of Pain:

"WWE's Legends of Wrestlemania reportedly sold 86,484 units in its first week out, which put it at No. 8 on the charts. In comparison, Smackdown vs. Raw 2009 did approximately double that number in its first week out while TNA iMPACT! did about 34,000 in sales."

Using those figures, LoW sold more than double the amount TNA Impact managed, while Smackdown vs. RAW (Impact's actual target) did twice as many again.To claim victory by topping Legends of WrestleMania is akin to claiming victory when Impact beats ECW in the ratings.
Bad reviews like what?
"Reviews of TNA Impact! were generally mediocre. The game was praised for its realistic graphics and simple control scheme, but criticized for its limited and repetitive movesets, poor entrances, lack of championship belts, and inconsistent AI."

That quote was taken from the game's Wiki page (I know, but it has source links to back it up). The following quotes are from the review on IGN, who, for Xbox360, gave it 6.7/10 while the average readers rating is 5.5/10 and the press average was 6.0/10 (the corresponding scores for PS3 were - as of today - 6.4, 7.2 and 6.1).

Sound
"As limited as the moves are, the commentary is worse and more repetitive. Moves sound good. The in-ring voices are pulled from one lame pile, but the story VO from Nash and everyone else is solid."

Gameplay
"The controls work well and moves look good, but you're going to see the same moves over and over and start to get bored. Tag matches are boring and ugly. The AI is dumb as well as cheap"

Lasting Appeal
"You can probably get eight hours out of the story. Although I like the controls, the limited move set makes the experience repetitive. There aren't many matches to keep you coming back."

There are good points to the game, mostly the graphics and the idea behind the game engine, but the flaws, bolded here, were too many and easily avoided (repetition, movesets - not having the Scorpion Deathlock and Angle's anklelock was ridiculous, repetition, CAW, repetition, AI, repetition, etc, etc).

Quotes from the PS3 review...

"As fun as the controls and Ultimate X are, after your first few matches, that impressive first impression will wear off and the weaknesses that lead to iMPACT!'s downfall will begin to crop up.

Yeah, the move system is easy to use, but there aren't that many moves to do. When Midway made the announcement that it was bringing TNA to the videogame world, it boasted that it was mo-capping more than 2,000 moves for the game. Now that the launch date is upon us, Midway has admitted that it couldn't get the majority of those maneuvers processed and into the title.

It shows."


------------------------------------------------​


"A lot of kids flipped out when it was announced that the game would only have 25 wrestlers, but I didn't see a problem with the roster if everyone felt different and original. Thanks to the limited move set, that doesn't happen. The same suplex, atomic drop, stomp to the crotch, and submission holds are shared by large portions of the TNA talent list. Worse, iMPACT! doesn't support character-specific taunts, so individuality has been scratched out there, too. I understand that real wrestlers share a pool of moves, but you can't tell me that everyone feels this similar with the exception of their finisher." (the part in bold is a relic from the old WWE games on Megadrive/SNES and has no place in a current-gen game)

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"The fact that everyone starts to feel like everyone else could be excused if iMPACT!'s Create A Wrestler knocked my socks off, but it didn't.

You can create one of your five CAWs -- yeah, just five create slots -- from the main menu"


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"When you jump into your CAW's moves for the first time, you'll see that all of his punches, kicks, and seven grapples are set to default moves and that there are a handful of locked moves for each position. When you win a match, you'll get a stat screen after the three-count that tallies your strikes, grapples, and so. Your performance will then be rewarded with Style Points that accrue and unlock those CAW moves at preset intervals.

This system sucks. Don't think I'm hiding something here, you start with everything set to nameless default moves that you can't preview, and everything else is locked. You have no choice as to what moves your guy has. Now, you get Style Points from every match in the game, so it's possible that if you played exhibition matches with your friends for a few days before starting a CAW Story, you'd have more options, but if you're looking to just jump into the structured story and start unlocking the entire TNA roster from the get go, disappointment lies ahead."


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"you begin this story with your generic created player, and iMPACT! immediately tosses a bunch of computer generated CAWs your way. The good news? They all have the same moves as you! Oh, the parity!"

------------------------------------------------​

"Tag matches in iMPACT! aren't fun.

To begin with, the game pulls the camera back to show the entire ring and then just sits there. The camera cuts and interesting angles from the singles matches are gone. On top of this, the AI is dumb. I've had my own tag partner break up a move I was doing outside the ring, I've seen the opponent's partner attempt to walk from one side of the ring to where I was pinning his partner, I've lost matches because Eric refused to come in and help me when pinned, and I've pinned people in front of their partner -- literally inches away from them -- and watched as the illegal opponent did nothing."


------------------------------------------------​

"By the time you've worked your way though the X Division and to the main eventers, you'll find that you haven't unlocked a ton of moves. It might not seem like a lot, but when you start going up against Sting and Jeff Jarrett, you'll find your moves aren't doing much damage. These guys refuse to sell any move, pop up way too fast, and seem to drain their stun meter faster than I ever could. In one of my final Story matches, I lost to Sting even though I was the only one landing successful grapples. When the stats popped up, it was clear that I had trounced him in moves, strikes, and everything else except reversals. The cheap jackass had 11 reversals and had beaten me off that alone. Seriously, my entire torso was red because every time I'd go for a chokeslam, he'd reverse it and pull me on top of his knees.

Not being able to perform moves is not fun."


------------------------------------------------​

"While playing the PS3 version of iMPACT!, I saw heads dipping into the mat, hands going through opponents, and during a Kurt Angle match, a crotch stomp near the ropes teleported to the outside, mid-animation." (SvR also has issues with characters moving along on their own)

------------------------------------------------​

"TNA iMPACT! had a lot of potential, but it didn't follow through on most of it. Beyond the limited/repetitive moves, lackluster CAW, and scaled back online, my main problem is that iMPACT! doesn't feel like real wrestling. The opponents never stay down long enough, they don't sell limb damage, there's an announce table and announcer voices (which are super-repetitive), but no announcer bodies, there are no championship belts to wear or defend even though they're mentioned in the story, chairs are just sitting around the outside of the ring, there is no rope break, and every match is no count out/no DQ.

Don't get me wrong, the control scheme is solid as well as a throwback to the wrestling games of old (so it's sure to appeal to a lot of people) and the Ultimate X Match is fun and provides for some good looking spots, but overall TNA iMPACT! ends up being a shallow game. It's not going to take you long to see everything this title has to offer and start dreaming about the sequel."


I'm all quoted out now. :lol:
 
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Omega

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WrestleWar on the megadrive, not because it was inherently bad but the only way to beat it was with a turbo buttoned game pad because the highest level characters were impossible to beat without breaking your thumbs.
 

Fletch

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While I enjoyed the Legends of Wrestling games,, they were pretty poor gameplay wise. The last one was especially bad and unpolished despite a massive roster.

That said, Legends of Wrestling 2 had the greatest soundtrack of any game ever with the possible exception of Burnout 3
 

Jayfunk

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WrestleWar on the megadrive, not because it was inherently bad but the only way to beat it was with a turbo buttoned game pad because the highest level characters were impossible to beat without breaking your thumbs.
I loved WrestleWar, totally retro
 

ViciousPrism

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That's the game that spawned this thread... before King did his modly duty and split the thread.

[video=youtube;wjRvkPazwAI]https://www.youtube.com/watch?v=wjRvkPazwAI[/video]
 

MrLeedles

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ummm... does no one even REMEMBER WCW Mayhem? or WWF European Rampage Tour, or WWE Crush Hour, WWF Betrayal, or WWF Steel Cage Challenge, or WWE Aftershock?
 
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WCW backstage assault. I sold older games & saved up money for months ( I was like 14-15). My Mother let me skip school the day it came out but I had to wait at her Doctors appointment before I could Go home. I spent over 2 hours in the Car Reading the Box & manual. I was So excited to play it by the Time I finally got home. I was So pissed after a few minutes of Gameplay. I traded it in for A little cash & my fourth copy of WcW/nWo Revenge.
 

Chris2K

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You know I'd actually throw in WWF No Mercy. The game itself is obviously fantastic, but the fact there were so many glitched copies of the game (including my copy) in the days before patches was pretty inexcusable.
 

ViciousPrism

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Impact was considered shit because of the fact that Midway spent 3 years developing what ended being a bare bones disappointment of a video game. Very limited move set, despite having claimed to have mo-capped 1500+ moves, a innovative yet janky reversal system, shit AI and just really disappointed on all fronts. AJ Styles and Samoa Joe were supposed to be consulting on the game, and vowed not to let it be released unfinished, yet that's exactly what happened. I actually asked Joe about Impact and he looked very embarrassed about the whole thing.
 
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