You're right - you can go for the finisher so it'll at least end on the finisher instead of the sig. The issue is that it's still a 2 or 3 minute match most of the time. That's the big problem. Beating Undertaker in under 3 minutes with HBK no matter what move I end it on is just unacceptable. If it's the exception rather than the rule, then okay. Unfortunately, the 3 minute match in my experience has been the rule.
Heck, if this issue existed in other SD games I would just abandon the series. Since SD: 09 doesn't have this problem, I just choose to continue playing it. Fortunately I have it for the PS3, so the whole CAW debacle is "somewhat" resolved and I can make decent CAW'S.
For me, if a match is ending in 3 minutes or even 5 - it should have a lot of faster paced back and forth. To begin with - no game really mimics wrestling exactly and I don't believe you'd want it to. Even highflying cruiserweights will have a minute or 2 of a resthold that would be absolutely ridiculous in a vide game until they make facial animations more varied and commentary. otherwise that part will drag out.
So right there, you can't expect a game to necessarily be as long as a real match AND retain absolute realism. If you have a 20 minute SD match it surely will have more moves and action than a real match.
My issue is when you have a 5 minute match and it's slower paced - like SD 2010 - and then it ust eneds abruptly on a Finisher - it's very anti-climactic in my opinion.
f in those 3 to 5 minutes it played like Wrestlemania the Arcade Game, SD: HCTP or even TNA Impact (in pace not move selection!) then those five minutes would be very fulfilling. But if it is paced more like a real wrestling match (which SD 2010 comes close to without the long restholds) then having it end in 3 or even 5 just seems off. It feels like the match is over before it's even gotten started.
Prior to SD: HCTP I always was annoyed that the SD games seemed to take the "Race to the Finisher" approach. It was as if they didn't really watch WWE programming and notice that the ROcks, Austins, HHH's, Angle's, Taker's, etc . . . all kicked out of an opponent's Finishing move to have epic matches. It was no longer 1987 where the Finihser ended it all the time.
In SD: 2010 they implemented the LOWM pin system which allowed a Human Player to ALWAYS have a chance of kicking out of that pin. WHich is a milestone for this series - BUT - the CPU just doesn't seem to take advantage of this feature. With that one little tweak I'd possibly be playing SD 2010 instead of 2009.
There are other issues as well. It's a little crazy how non-aggressive the CPU is on Legend difficulty. They really need to just sit down and spend a chunk of their development year on tweaking AI. Forget the Underaker's new tatoo or Dolph Ziggler's entrance pyro, or scenes for story designer and just focus on getting the best CPU AI out of this engine. THAT would make this game killer. They have all the tools at their disposal but just fail to use them properly.




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