WWE SmackDown: Shut Your Mouth (PlayStation 2)- 12.10.02
WWE SmackDown: Shut Your Mouth takes Yukes’ SmackDown series to new heights. This fourth installment in the series resolved many of the problems that have plagued the previous games by adding a ton of great features from Yukes‘ Toukon Retsuden series. Yukes has really done an amazing job at amalgamating the game engines from their two wrestling games series. I’m amazed at how well they implemented the body damage system from the TR games, while managing to uphold the fast pace that made the SD series famous. They’ve also added some new cogs to the works in the form of the best counter-wrestling system that has ever been seen in a wrestling game.
The revamped countering system incorporates the fantastic amateur-wrestling counters from the third game in the series, while at the same time, incorporating the timing-based countering from WWE WrestleMania X8 on the GameCube. With this countering system, you can add an extra layer of excitement to your matches by having a back-and-forth standstill of a contest that not even you, the player, can fully control This countering system makes recreating classics like the Bret Hart-Curt Hennig match from the 1991 SummerSlam, or, for those who haven’t seen that contest, it also enables you to accurately recreate the action of NWA-TNA’s X division. The addition to the gameplay of finishing move theft is a welcome one. For those new to the wrestling game scene, this feature was quite prominent in Aki’s games (WWF No Mercy, WWF WrestleMania 2000, WCW/NWO Revenge, and Virtual Pro Wrestling 2, just to name a few,) but this is the first time it has been done in a Yukes-developed game. And, much like the countering system, it adds an extra layer of depth to the gameplay of the SD series. Now, when something like this is done in wrestling, it is treated like a big deal as it the ultimate battle of one-upsmanship. When Ricky Steamboat did it to Ric Flair in their NWA World Heavyweight title wars, the crowd went nuts. Would Flair submit to his foe due to the pain caused by his very own finisher? Or would the wily Nature Boy counter the hold that he helped to make famous? This kind of drama can now be found in the SmackDown series, and I couldn’t be happier. This feature also compliments the countering system well since you can have back-and-forth exchanges of nothing but using the opponent’s finisher, then having him counter it, have him slap your finisher on you, then having you counter it. It also fit’s the fast-paced nature of the series perfectly.
It’s a shame that, despite all of the fantastic stuff in this game, the submission system is still inexcusably poor. Had the submission system from the TR games been implemented, a realistic system that allowed you to lock your foe in a submission move, and it would not be broken until either your opponent broke it by force, or they made it to the ropes, in which case you could still hold on to the move for up to four seconds, if the ref’s count reaches five, you’ll be disqualified. The submission system in SYM is, sadly, the same as in the other SD games, you apply a submission hold, and after about one second, the move is broken. This system really doesn’t do some of the game’s submission holds justice. Moves like the Ankle Lock and the Crippler Crossface are made to look brutal because of the amount of time the person executing it spends cranking the move in, they spend time to inflict as much damage as possible with the move. The SYM submission system cheapens the use of submission holds, which is a damned shame.
Sadly, there are few new modes for you to truly test out the game‘s new gameplay renovations. The only ones of note are the lucha libre trios match (called a captain fall six-man match in SYM) and the revamped season mode. The revamped season mode replaces the sub-par story mode from the third game in the series and adds some much-needed improvements, however, it, much like the game’s gameplay, has faults all its own . The good? It gives you a pretty exciting recreation of the last year of WWE programming and it brings the ranking system out of the SD 2 mothballs. The bad? Plenty. First off, while it is exciting to recreate the brand extension from April, and the NWO invasion from February, the mode gets quite boring aside from that. Secondly, the ranking system is pretty much worthless since it is only useful in the season mode. Unlike SD 2, which implemented it to perfection by letting you move up in the rankings at any time. Now onto the meat and potatoes of the season mode, the recreation of the past year’s WWE programming. The actual recreation elements of the mode are solid, but if it veers from that path, it’s horrid. Thankfully, the recreation of the storylines takes up about 90% of the mode, for plot purposes. The main problem I have with the season mode is the fact that it’s the only mode in which you can defend titles. In SYM, you’re forced to defend your title in the season mode, and that is it. Outside of this mode, champions aren’t even recognized. This horrendous part of the game strips away some of the player’s freedom, and that’s not right. The player spent $50 on a game and they can’t even defend a title the way they want.
For all of the bad in the gameplay, there’s a lot of good. The Create A Superstar mode is back, and better than ever thanks, in part, to the hidden cards. This mode allows you to create any wrestler on the planet visually, and the hidden cards will unlock a host of move sets, you’re bound to find one of your favorite ex-WWE or NWA TNA wrestler’s move set hidden in the game. The appearance part of this mode has been revamped. The key innovation lies in the addition of the morphing system, which enables you to completely customize every part of your wrestler’s build through the use of the left analog stick. Now you can control pretty much every aspect of your wrestler, you can even age their faces through a new body morphing system, which also enables you to alter the size and shape of their heads. This aspect of the game is pretty much limitless since the only bounds being placed on you are by your imagination. As if that weren’t enough, tons of new moves have been added to this feature, and the create-a-taunt feature has been revamped. It now allows you to create, step-by-step, every movement made by your wrestler, except for the moves he does in the ring. These newly-added features allow you to make an even more precise CAW with less guesswork than before.
SYM’s enhanced gameplay controls like a dream. Any and everything in the game can be controlled with ease. Keeping with the counter-wrestling system, going from a hammerlock, to a go-behind, to a leg trip, to an armbar, is an effortless process. The same can be said for any other aspect of the game. The SD games have always featured spot-on control, and now they’ve got an engine that shows that aspect off.
The graphics in the game are spectacular. Gone are the character models from JBI that looked like they were done on the PSX. Now, each and every wrestler is bathed in depth and detail; so much so that you will swear you are looking at a televised event. This will really hit home with you once you see the sagging muscle builds of legends like Ric Flair and Hulk Hogan in the game, and when you see the sweat beading off of the wrestlers’ bodies, which adds a nice touch of realism to the game. On top of tons of little details like the ones mentioned above, SYM also adds tons of animation to the moves of the wrestlers, and it does a world of good for the believability of the moves. Without this increase in animation, the counter-wrestling system would be negated due to choppy transitions. Thanks to the pumped-up animation, this is not the case. The animation for almost every move in the game has seen some tweaking, and it’s good to see. Also, each and every character in the game has been given the royal treatment in terms of animation and moves. Gone are the days of only main event guys being given beefed-up animations. Now, every single character in the game has moves and animations that were created just for them. This enhanced level of detail to the wrestlers in the game adds a level of authenticity to the series that hasn’t been seen before. It also does a great service to the talent in the game since they are all being represented accurately.
The sound in the game is, yet another mixed bag. On one hand, the game features a ton of music, both in-game and during the entrances, that keeps your blood pumping, it also features some of the most realistic sound effects I’ve ever heard in a wrestling game, and on the other, it features the worst commentary I’ve ever heard in a wrestling game. I’ve always said that commentary should be left out of wrestling games unless it could be done right, and these words ring true for this game. The commentary supplied by Jerry “the King” Lawler and Jim Ross is disjointed and often-times has nothing to do with the action on-screen. These kinds of problems are simply inexcusable. When problems are this bad, the commentary should be left out. I could tolerate the commentary if these things only happened every so often, but they happen in every match. Thankfully, you can turn the commentary off, but it never should have been there to begin with. It just takes up space that could have been better spent on refining the gameplay. The lack of some authentic entrance themes (Matt and Jeff Hardy, Tajiri, and Stacy Keibler‘s themes) is a bit of a downer, but since they did get the rights to Jimi Hendrix’s “Voodoo Child” (this is the first game to ever feature a Hendrix tune in it), and the theme from 2001: A Space Odyssey, all is forgiven. The sound effects are a highlight of the sound. Each and every attack in the game, from the smallest chop, to the largest choke slam, has its own unique sound effect that does an amazing job at conveying the damage done by that particular move. The ring announcing in the game, supplied by “The Fink” Howard Finkel, is unparalleled, it sounds just like it does on TV, with just the right amount of emotional input added in, it doesn’t sound bland, or overblown.
I’m proud to say that SYM packs in a ton of replay value, despite the faults. The hidden cards will keep you glued to the story mode; while the features that are unlocked with them will keep you glued to the CAW mode. Having the ability to edit each and every move that your wrestler does in the ring, by altering his move set, does wonders for the replay value as well. I’m glad that Yukes carried this feature over from the third game in the series, as it allows you to add a more personal touch to the wrestlers in the game, since you can basically change everything about them except for their looks. However, the replay value is severely hampered by the aforementioned season mode-only title defenses. Being able to defend the title in any type of match you wanted usually helped to keep a game fresh, and since that feature is lacking, so is some of the replay value. Thankfully, the pros outweigh the cons for the replay value. Despite the limits placed on the game’s replay value, it should give you months of joy.
Overall, WWE SmackDown: Shut Your Mouth is a fine wrestling game If nothing else, it‘s the best SmackDown game to date.. For all the bad parts, there are a lot of good ones as well. However, with the release of Legends of Wrestling 2 right around the corner, I’ve got to say that you should just rent this game. Give it a shot at the very least, but if you’re the least bit skeptical about it, and you’ve got Legends of Wrestling 2 on the brain, just rent this game. If you absolutely must own every wrestling game on the market, like me, then go ahead and buy it, as long as it won't interfere with you buying another game.
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