Wrestling Recap: Elimination Chamber Match (New Year’s Revolution ’05)

The Date: 9 January 2005
The Venue: Coliseo de Puerto Rico; San Juan, Puerto Rico
The Commentary: Jim “J.R.” Ross, Jerry “The King” Lawler, and Jonathan “The Coach” Coachman
The Referee: “The Heartbreak Kid” Shawn Michaels
The Stakes: Six-man Elimination Chamber match for the vacant World Heavyweight Championship

The Build-Up:
By 2005, World Wrestling Entertainment (WWE) was the undisputed top dog in the sports entertainment industry; having bought their competition and become an indomitable multimedia juggernaut, the company decided to split their now bloated roster into two distinct brands, with both Raw and SmackDown! receiving their own exclusive wrestlers, belts, and creative teams. Under Paul Heyman, SmackDown! became known as the “wrestling show” and delivered quality matches and storylines thanks to the efforts of the fabled “SmackDown! Six”, rising stars like John Cena, and the brand-exclusive Cruiserweight division. In contrast, Eric Bischoff’s Raw was more about over-the-top storylines and was largely dominated by Triple H’s “Reign of Terror” that saw him maintain a stranglehold on the World Heavyweight Championship, backed up by his Evolution allies (“The Nature Boy” Ric Flair, Randy Orton, and Batista). Though this led to a fondly remembered feud against Triple H’s former D-Generation X running buddy Shawn Michaels and saw Chris Benoit finally capture the big one on the grandest stage of them all, it also included controversial storylines involving Kane and a disastrous main event run for Randy Orton that would lead to him adopting a “Legend Killer” gimmick but also saw his big WrestleMania coronation being usurped by Evolution’s enforcer, Batista, who gained unanimous fan support around this time. After a championship match between Triple H. Chris Benoit, and Edge ended in a double pin, the World Heavyweight Championship was declared vacant and Bischoff had the six top challengers vie for a place in an Elimination Chamber match to battle for the belt. This was only the third Elimination Chamber match so the concept was relatively new in the WWE; it debuted at the 2002 Survivor Series and forced four men to waiting in “bulletproof pods” as two others fought in the ring, with each participant joining the match at random at regular intervals, with wrestlers being eliminated by pin fall or submission until only one is left standing. The two main storylines heading into the match revolved around Triple H; Batista was showing signs of independence and had earned himself the final spot in the match, which angered The Game as he’d already been slighted by Orton and was concerned about Batista’s loyalties. Shawn Michaels being named the special guest referee also threw Triple H of as he wasn’t expected to be impartial given his bloody history with The Game. Chris Benoit’s presence was another thorn in Triple H’s side since The Game had suffered numerous losses to him and Triple H’s years of domination and oppression meant he had few allies heading into this bout.

The Match:
I remember this period of wrestling; I gather many look back on Triple H’s time with the belt more fondly now and it’s true that he eventually made some of the WWE’s biggest stars, but at the time it was absolutely frustrating to watch. What made it worse was that Chris Benoit had already knocked him off the perch (well, technically HBK and Goldberg had also beaten him for the belt but that’s neither here nor there…) and it seemed we were due some fresh faces in the Raw main event scene, but Triple H kept getting involved, basically meaning that the story leading up to WrestleMania 21 was basically the same as the previous year’s WrestleMania XX, only this time it would be the up-and-coming Batista rather than the veteran Benoit finally getting his due. The Elimination Chamber concept also hadn’t been run into the ground; the massive, dangerous steel structure had a real ominous feel to it at this point and the match is still perhaps the most inventive and interesting of the modern era despite becoming an annual event, often without any real storyline justification for it. Edge was the first man to enter a ring pod; this was the start of Edge’s push towards the top of the card and I was all for it. He had proved himself in tag team matches and runs with the Intercontinental Championship and was a much-needed fresh face in the main event scene, but he was edging into tweener territory here due to his problems with HBK. Triple H was out next and was practically livid at having to be locked into a pod by one of his worst enemies and then got into a slanging match with his former protégé, Randy Orton, when he came to the ring looking to regain the championship, though it was pretty clear that he’d lost a lot of the bite and appeal he’d had before turning against Evolution. In comparison, the crowd was much hotter for Batista, who had not only won the right to be the last man to exit his pod but had also vowed not to let the championship slip through his fingers if push came to shove. With the four sealed in their pods, it was up to Chris Jericho and Chris Benoit to kick the match off; these two were no strangers to each other by any means and could always be relied on to put on a clinic. I’ll give this to the creative team, they certainly had a lot of bad blood and crossover going on in this match; everyone had issues with each other and a reason to fight beyond just wanting to be the champion, which made for quite the powder keg as the match got underway.

What started as a wrestling clinic soon broke down into a brutal brawl using the steel trappings of the chamber.

Benoit and Jericho locked up with a series of takedowns, reverses, and tentative holds; Jericho’s attempts to take control were emphatically shut down by Benoit’s patented knife-edge chops and, when Y2J returned the favour, Benoit responded by tripping him into a Sharpshooter attempt. After fighting off the Walls of Jericho, Benoit landed a massive German Suplex, but Jericho managed to slip out of a Crippler Crossface attempt and score a couple of near falls. Benoit cut Jericho off when he went to the top rope and brought the first-ever Undisputed Champion crashing to the mat with a Superplex that saw both men struggling to recover as Triple H entered the match. Triple H went right after Benoit, beating and stomping on him in the corner and wiping out with a couple of hard whips into the corners for a two count while also taking out Jericho with his signature jumping knee strike. Jericho soon laid in the chops to The Game, though, before being taken down by a clothesline; Triple H brutally tossed Benoit out onto the steel platform surrounding the ring and ran him face-first into the thick steel chains that made up the chamber’s walls, busting him open and creating a gaping target for Hunter’s assault. Regardless, Benoit was still able to kick out at two so Triple H went for the Pedigree but, oddly, Jericho interrupted the move rather than potentially remove an obstacle from the match and then reversed another Pedigree into a back body drop that sent Triple H to the steel on the outside. Another slam continued to work over Triple H’s back and a suplex brought him back into the ring for a near fall before Edge joined the party. Edge wasted no time in taking advantage of his wounded opponents, hitting Spear-like moves on Jericho and Triple H before planting The Game with the Edgecution for a close two count and even planting Benoit with an uncharacteristic belly-to-belly suplex! Jericho tried to steal a pin, but Triple H kicked out, then Edge took a tumble to the outside courtesy of a Jericho dropkick but Y2J’s momentum was summarily cut off when Edge raked his eyes and launched him into the chain wall with a catapult and then did the same to Triple H after The Game tried to hit him with a Pedigree out on the steel!

As the match escalated, even HBK fell victim to the competitors and unlikely alliances emerged…

A diving clothesline to Benoit scored Edge a two count, then he feverishly fought out of a Crippler Crossface attempt before being knocked down by an enziguri from Jericho that was also only a two count. The bloodied Jericho and Triple H then went at it, with The Game landing his patented spinebuster for a near fall and Benoit getting the same result with a lovely Northern Lights Suplex to Edge. Triple H finally nailed the Pedigree on Jericho but was too out of it to capitalise; Orton then entered the match like a house on fire, smacking Edge’s head off the chain and leaped at Triple H with a crossbody off the top rope. Orton continued to beat Triple H down to a fair amount of applause (though they mainly chanted for his finisher…), tossing him to the outside and running him into the chain wall, slamming him with his beautiful snap powerslam, and even planting Jericho with an RKO out of nowhere! However, when he tried that shit on Benoit, he got tied up in a version of the Crippler Crossface; Triple H taunted Orton as he struggled in the hold, so Benoit hit ‘Select’ to change targets and locked a Sharpshooter on The Game, only to be hit by an RKO! Edge then tried to take Orton out with a Spear but the future Legend Killer dodged out of the way and caused HBK to take the attack instead! Consequently, there was no referee to count the pin when Edge did hit the Spear on Orton; incensed, Edge manhandled HBK and slapped him, which earned him a dose of Sweet Chin Music and left him wide open for a Lionsault from Jericho and a subsequent elimination. Benoit then saved Jericho from another Pedigree by blasting Triple H with three German Suplexes in a row; Benoit then clambered on top of a chamber pod to land a humongous diving headbutt to Triple H! He and Jericho then called back to their days as a tag team by locking in both the Walls of Jericho and the Crippler Crossface on The Game but, luckily for him, the timer ran down and Batista finally emerged from his pod after an awkward delay that I can only assume was unintentional.

Batista’s path of destruction was cut off by Orton but he was still instrumental in Triple H winning the match.

Batista’s first act was to save his mentor; he fought off Jericho and Benoit with ease, launching them out of the ring and drilling Orton with a spinebuster. He then went face-to-face with Triple H in a tense showdown that had the crowd absolutely begging for them to go at it but the two were jumped by their opponents before they could come to blows. Batista took out a camera man by Military Pressing Jericho into the poor bastard then hoisted Orton up in a wonky looking chokehold before Benoit attacked his knee and brought him to the mat. Orton and Benoit then temporarily joined forces to put the pressure on Batista before Triple H got back into the thick of it by picking each man off; he launched Orton into the chain but then got slammed into the platform by a facebuster courtesy of Jericho that properly got the blood gushing. After a bit of brawling, Benoit was emphatically shut down with a spinebuster from Batista, who then hit a spinebuster on Jericho onto Benoit that allowed him to eliminate the Rabid Wolverine. Jericho was next to go after being decimated by the Batista Bomb, meaning the match came down to a contest between Evolution! Orton struck first, tossing Triple H to the steel platform and smashing Batista off the steel before being launched into the chains from a Triple H catapult that busted him open. Triple H and Batista worked over the bleeding, helpless Orton relentlessly; despite the merciless beating, Orton continued to kick out of their pin attempts, frustrating both men. Although a lengthy onslaught clearly designed to pain Orton as a resilient underdog, this actually worked for the crowd, who were fully behind Orton as he mounted a comeback with some strikes and, indeed, when he hit a low blow and a huge RKO to eliminate Batista, the crowd came unglued! Triple H and Orton then fought on the outside, where Orton repeatedly threw him into the chain wall before hitting another massive RKO. Unfortunately, HBK was busy trying to get Batista and Ric Flair out of the ring so there was no pin fall. In the chaos, Batista blasted Orton with a clothesline; this was enough to leave Orton prone for a Pedigree that awarded Triple H yet another championship victory.

The Aftermath:
J.R said that Batista “dominated” the match but that wasn’t quite true, though it should have been; since the match went so long without any eliminations, I would’ve had Batista be the one to eliminate everyone before being upset by Orton to better paint him as this unstoppable force. Although Evolution celebrated the win, with Batista hoisting Triple H onto his shoulders, it was clear from the footage that The Game could’ve prevented Batista’s elimination and chose not to, a wrinkle that only added fuel to their issues going forward. Orton would win the right to challenge Triple H at the Royal Rumble but, where he came up short, Batista (eventually) emerged as the winner of the Royal Rumble itself. Although Triple H and Ric Flair tried to convince him to challenge JBL, Batista dramatically revealed that he’d had enough of being Hunter’s lackey and their manipulation; Batista went on to capture his first World Heavyweight Championship at WrestleMania 21 and begin his own ascension to mainstream success that remained intrinsically linked to his former mentor. Despite the good reactions he got here, Orton’s time as a fan favourite was largely a dud; to get himself back on track, he decided to challenge the Undertaker at WrestleMania 21. Although unsuccessful and injured in the bout, he did score victories over the Deadman thanks to help from his father, “Cowboy” Bob Orton, during the feud, which took up most of his 2005. Blaming HBK for his loss, Edge got into a short feud with Shawn Michaels that was over with by WrestleMania 21; there, HBK battled Kurt Angle in a dream match and Edge won the first-ever Money in the Bank ladder match, which also included Chris Jericho and Chris Benoit; Edge cashed in the briefcase at the following year’s New Year’s Revolution to win his first World Heavyweight Championship. Although the WWE would continue to produce Elimination Chamber matches, there would only be two more New Year’s Revolution events; the pay-per-view was cancelled in 2007, though the branding was briefly revived for a series of house shows in 2020.

My Rating:

Rating: 4 out of 5.

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What did you think to the third-ever Elimination Chamber match? What did you think to the match concept? Were you a fan of Randy Orton’s face turn and would you have liked to see him win it? Did you like the narrative surrounding Batista and were you excited to see him break out on his own? What did you think to Triple H’s reign with the World Heavyweight Championship What’s your favourite Elimination Chamber match? Were you a fan of the New Year’s Revolution event and would you like to see it revived? Whatever your thoughts on the 2005 Elimination Chamber and its participants, share them below or leave a comment on my social media.

Game Corner: WWE 2K18 (Xbox One)

GameCorner
WWE2K18Logo

As may already be evident, I have a long-standing preference for the WCW and WWF videogames released by AKI/THQ back in my youth; however, another WWF videogame series I have been particularly fond of and spent many hours and days of my childhood playing has been the WWF SmackDown! series released by THQ and Yuke’s on Sony’s PlayStation in 2000. Eventually, this series evolved into the WWE SmackDown! Vs. Raw franchise, which was released on multiple consoles between 2004 and 2010. I believe I came into this series with WWE SmackDown! vs. Raw 2008 Featuring ECW (Yuke’s/Amaze Entertainment/THQ, 2007) and bowed out with WWE SmackDown! vs. Raw 2011 (Yuke’s/THQ, 2010) as, by this point, it was pretty clear to me that I was simply purchasing the same videogame every year with additional wrestlers, some new match types, and minor improvements to the graphics and gameplay. As a result, I decided to buy a new title every two years or so and, after enjoying WWE ’13 (ibid, 2012) and deciding that WWE 2K15 (Yuke’s/Visual Concepts/2K Sports, 2014) was far too stripped back on features to justify the price tag, I settled on getting WWE 2K14 (ibid, 2013) and biding my time.

WWE’s videogames eventually aped the yearly formula of the FIFA series.

As a result, I have not bought or played a new videogame in 2K Sports’ WWE 2K series for about four years now, and with good reason; as the series made the jump to the Xbox One and PlayStation 4, reviews and feedback ranged from resoundingly negative to mediocre displeasure as 2K Sports apparently removed many expected gameplay mechanics and features in what was nothing less than a blatant attempt to sell features seen in previous PlayStation 3-era titles as being “new”. Despite the additions of never-before-seen superstars such as Sting, AJ Styles, and Samoa Joe, I decided to wait it out until the release of WWE 2K18 (ibid, 2017) to give the series a chance to iron out these kinks and to create an ironic sense of symmetry given that the last title I played was WWE 2K14. As such, it took me a little while to become accustomed to WWE 2K18’s control scheme; previously, these titles allowed you the option of controlling your wrestler with the directional-pad (or “D-pad”) and taunting with the analogue stick, which is my preferred control scheme given how it mirrors that of the AKI/THQ titles.

WWE2K18Submission
WWE 2K18 loves these little wheels of death!

However, WWE 2K18 does not allow you to change the control scheme, meaning that I was forced to control my wrestler with the left analogue stick and taunt using the D-pad which, for an old school player like myself who dislikes change, took some getting used to. One of the other main reasons I prefer D-pad control is that I find it easier to direct and aim my opponent during running attacks or Irish whips; I find the analogue stick makes such aiming harder as the stick is more sensitive. WWE 2K18 also features some new mini games which replace the ones I had grown accustomed to in WWE 2K14; when being pinned, for example, you now have to press X on a little wheel rather than stopping a little bar that bounces back and forth. This is actually a lot trickier than it sounds as it seems the videogame is set up to make kicking out of pins harder than before to, I guess, allow for more “realistic” matches. Additionally, there is no longer the “Breaking Point” submission system; instead, there’s either a tricky mini game involving the analogue stick or you must mash one of the four action buttons when they appear onscreen. I went with the button mashing option but have found that winning a match by submission is not as easy as it used to be, potentially because you can no longer select a match to be either quicker, normal, or epic; this, and the improved attribute system, means that you are forced to work for your submission victory.

WWE2K18Triple
Suffer enough damage and you’ll roll from the ring to take a break.

Other gameplay changes can be seen in multi-man match; now, when you or another player receives enough damage, they automatically roll out of the ring and you must mash buttons to fill up a bar and re-enter the match. It sounds good on paper and, again, appears to be tooled towards making matches more “realistic” but I found it more annoying than anything else as you could end up stuck on the outside and lose the match. This mechanic carries over into ladder/TLC matches as well, making them considerably more frustrating than usual as you incur far more damage much faster in these matches so you’ll spend a lot of time mashing buttons to get back into the matches. Also, in ladder/TLC matches, you no longer pull down the belt of briefcase using the right analogue stick; instead, you have to play a little mini game where you must fill up segments of a circle by rotating a ball into a small hole using the right analogue stick. It’s fun but quite distracting; I found myself concentrating more on the mini game than the match and, if you get interrupted with only a couple (or, even worse, one) segments left to fill, you are almost guaranteed to lose the match as the next wrestler to play the mini game will probably complete the circle while you’re busy mashing buttons to get back into the match.

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Multi-man TLC matches are still the worst.

The Royal Rumble match is also noticeably different and, technically, more difficult; rather than hitting buttons in a quick-time event as in WWE 2K14, you now have to mash a button when trying to eliminate an opponent. Honestly, I’ve played a couple of these matches and never once eliminated anyone using the button-mashing mini game no matter what their health and stamina. I found the best way to eliminate wrestlers was the tried-and-true Royal Rumble finisher, clotheslining them out of the ring or countering a run attack, or by exploiting a glitch where, if you whip the opponent onto the apron and quickly punch them repeatedly, they simply fall from the ring.

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I struggled to legitimately eliminate anyone in the Royal Rumble…

As I always found ladder, TLC, and Royal Rumble matches tedious any way, these gameplay changes don’t bother me that much; you are not forced to play these matches and, on the whole, I would just avoid them. Some good changes have been made to tables matches, though; every time you hit your opponent with or into a table, it fills up a break meter and, once it’s full, you can smash the opponent through it using some new and expanded options. 2K Sports have also introduced a carry system, similar to the one from WWE SmackDown! vs. Raw 2007 (Yuke’s/THQ, 2006), which allows you to smash your opponent off the ropes, turnbuckles, apron, and other objects. They’ve also brought back in-crowd fighting, to a degree, allowing you to smash your opponent through (or hit them over) the barricade at ringside or toss them from the stage area to fight in little areas near the crowd.

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Universe mode is back, bigger and better than ever.

Although create-a-story and create-a-finisher are no longer options, WWE 2K18 is still full to the brim with creation options. I honestly spent maybe five days or so setting everything up the way I wanted it and creating wrestlers, entrances, victories, shows, and teams in the expanded Universe mode. As before, Universe mode allows you to create a show, place wrestlers and championships on the show, and then create monthly pay-per-view events for that show. I like to recreate the product as closely as possible so I created a Raw, SmackDown! Live, and NXT brand (with 205 Live and Main Event as minor shows) and, for all the Legends and duplicate wrestlers, a WCW Monday Nitro brand (with some crossover between them all). You can create more than one Universe at a time but I prefer to have it all in one place rather than jumping backwards and forwards all the time; I then moved every pay-per-view event to their correct calendar month and also created some additional pay-per-vews for my NXT and Nitro brands; this is extremely in-depth, allowing you to choose from a whole bunch of preset or created arenas (with scene transitions, an array of screen filters, a bunch of different referees, and more).

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There are loads of colour and customisation options.

You can still create your own championship belts as well, if that’s your thing; given how many old school belts are in the videogame, I don’t tend to do much with this, though. Instead, my focus was on the massively deep create-a-wrestler mode; created wrestlers look more realistic than ever before and you can choose from a whole bunch of options, from wrinkles to scars, facial and body hair, eye colour, veins, muscle definition, and even how much body oil your created wrestler has! There are also a whole load of attire options, including blank attires that you can customise as you desire and also pre-set attires worn by the featured roster; you can change not only the colour of these attires but also the material type, which allows shirts and jeans and the like to be leather, take on a metallic hue, or even glow in the dark! Finally, there are far more options for names for your created wrestler this year and the in-game commentary team will refer to your created wrestler by these throughout their matches.

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Apparently you can put a price on greatness.

Although there are many WWE and superstar-related images available to you in this mode, there are noticeably less options for body tattoos this years, unfortunately. This is where the Community Creations option will come into play; you are able to upload images to the 2K Sports website and transfer them into the videogame, meaning you can search in the WWE 2K18 for a whole bunch of professionally-designed images, logos, and tattoos to apply to your created wrestler. You can also download created wrestlers created by others to account for those wrestlers omitted from this years roster, though you are limited to twenty downloads a day and cannot download created wrestlers that feature aspects from wrestlers you’ve yet to unlock or purchase. Speaking of which, WWE 2K18 features an in-ring store mode, as is the norm for this series now. As you play matches, you are awarded virtual currency based on how many stars your match scored; the more stars you get through move variety, countering, and such, the more currency you earn. You can then spend this in the store to unlock Legends, and additional arenas and championships and, make no mistake, this is the only way to unlock this extra content. Previously, in WWE 2K14 at least, you could unlock new wrestlers by playing the 30 Years of WrestleMania mode but, here, you can only do this by purchasing them.

You can do this by playing any match in any mode and, also, through the MyPlayer mode, which is the career mode of the videogame. You have to create a wrestler, using far more limited tools and options, and work your way through training and wrestling on NXT before being called up to the main roster. You can make some limited decisions to decide whether you are a Company Man (a heel) or a Fan Favourite (a face). In my playthrough, I was initially called up to Raw and forced to lose a bunch of matches, so I jumped to SmackDown! Live, where I won the United States Championship, Money in the Bank ladder match, and Royal Rumble match and am currently feuding with Triple H and the Authority on the path towards the WWE Championship. Along the way, you can partake in side quests to earn rewards (new moves, attire, and currency), make a signature t-shirt to earn some extra cash, and perform in-ring promos and run-ins.

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You’ll need to pay to get the most out of MyPlayer mode.

Overall, this mode is quite enjoyable but, honestly, it’s a poor substitute for a Road to WrestleMania-type of mode. There are a lot of load times and some noticeable frame drops; you are also forced to walk/run from the garage to the producer and back every single week, which begs the question why they bothered putting in the free-roaming backstage area at all rather than just have a set-up similar to the PlayStation 3-era titles where you had a locker room with a phone and just did everything through text. There are some inconsistencies; I was regularly teaming with Sami Zayn then, randomly and with no explanation, my partner suddenly became Fandango. I was also once asked by Tius O’Neil to attack Primo Colón one week but, when I couldn’t find him, ended up attacking Kassius Ohno. There are also a lot of times when you do more promos than matches, when the match objectives aren’t completely clear (the Money in the Bank match springs to mind), and when your matches end due to interference more often than not but, these issues aside, it’s a pretty decent mode, though I found it more enjoyable and profitable to play Universe mode more than anything.

It’s interesting that the load times for the MyPlayer mode are so atrocious as, normally, they’re not that bad; matches in Universe mode load much faster than in WWE 2K14. I learned from some of my mistakes in WWE 2K14 and don’t have nearly as many custom arenas or created wrestlers, which may help with this, and also towards limiting crashes. WWE 2K14 would crash all the time, usually after a match but sometimes before one, and it was very frustrating. I have had a few crashes in WWE 2K18 but, as the matches and the videogame loads up a lot faster, it’s not as annoying. One bug that is annoying is, when downloading a created wrestler, attached logos and images will sometimes not download, meaning you’re left having to either find them separately or with an incomplete created wrestler/attire.

I haven’t played WWE 2K18 online yet, mainly because I don’t have Xbox Gold or whatever you need to do that but also because online players are trolling, move-spamming sons of bitches; also, the learning curve for timing reversals and having competitive but enjoyable matches that I actually won was quite steep. Sometimes, you’ll have a match and be in complete control and all the opponent has to do is a couple of moves and you can’t recover, then you get hit with one finisher and its over. A good feature, though, is that miss-matched opponents (like Braun Strowman against Kalisto) often trigger a squash match, where you gain full momentum and a finisher after your first hit and win the match in seconds for a decent payday.

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All the Sting you could ever want!

The roster in WWE 2K18 is as deep as you could want; there are some noticeable omissions from NXT but, otherwise, everyone you could want and more is in the videogame alongside some decent and surprising Legends. Hulk Hogan and Yokozuna are gone but Vader and the Big Boss Man are back; there are some crazy instances of numerous duplicates, such as five (five!) versions of Sting and separating Finn Balor and his Demon King attire (though the Demon King does still act as an alternative attire to regular Balor) but, mostly, there’s some good inclusions this year. The soundtrack, apparently “curated” by the Rock, is mostly miss rather than hit, with the only decent track being a radio edit version of Disturbed’s Down With the Sickness, though a similarly-edited version of Limp Bizkit’s Rollin’ is used as the entrance theme for Undertaker ’00 despite this particular version of Undertaker’s biker gimmick actually being more associated with You’re Gonna Pay. The in-game commentary is all-new, at least for me anyway, including the three-man team of Michael Cole, Corey Graves, and Byron Saxton; mostly, it is far better than what I experienced in WWE 2K14 but there still times when they refer to women as “guys”, talk inanely about things not even relevant to the match in progress, or ask each other questions that are never answered.

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Graphically, WWE 2K18 is very impressive.

Overall, WWE 2K18 is a challenging and enjoyable affair; Universe mode is bigger and more expansive than ever, with shorter load times and significantly less crashes and glitches (so far), and the star rating system does make it feel as though each match is important and worth something. MyPlayer suffers a bit (though admittedly this may also be because I don’t want to waste my virtual currency upgrading the MyPlayer character unless I absolutely have to as I want to unlock the Legends) but is, otherwise, fun enough for what it is. I would have also liked to have seen, at least, Showcase matches similar to previous titles or themed around a wrestler (this year’s pre-order bonus, Kurt Angle, for example, or Shawn Michaels, or even the cover star, Seth Rollins) to assist with the unlocking of extra content. Creation options are deep and versatile; you can waste hours and even days crafting the perfect created wrestler (I know I did!) or downloading extra attires and wrestlers to fill out the already impressive roster. I am glad that I waited for 2K Sports to add in many of the features they previously omitted and refine their current-generation gameplay engine as it seems to have paid off; matches are far more realistic and challenging than in WWE 2K14, where I could win with a minimum of effort, which is good once you’re used to the control scheme and what is expected of you, if admittedly somewhat detrimental to those who just want to pick it up and play a quick match without any obligation to simulating a real-life WWE match. Based on my experience with this title, I will probably wait until WWE 2K20 for my next entry into the series as I would never recommend anyone buys these titles on a yearly basis but, if like me, you’ve been away from the series for a while, I would definitely recommend picking this one up.

My Rating:

Rating: 4 out of 5.

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