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TNA iMPACT! - Xbox 360
- Posted: Sep, 17, 2008
- Score: 2/5.0
- Read comments: 2
| Pros | Cons |
|---|---|
| Amazing visuals | Not enough content |
| Intense action | Doesn't live up to expectations |
| Braindead computer AI |
It feels like the first time... like the very first time.
This game screams, "Freshmen Try." The game makers focused on graphics first, the signature match second, and everyting else was a distant third.
TNA Impact's characters look and move incredibly well. No complaints about the visuals. However, gamers aren't interested in looking at the characters. That's what the TV show, ppvs, and dvds are for. Gamers want to play the characters. Playing this game is a pain.
While the controls are simplistic, pick-up-and-play, the actual gameplay combined with the dumb AI is a horrible experience. Reverals, top turnbuckle, and pinfall breaks are achieved more by luck than by skill. Characters never tire or lose strength, despite what the damage graphic claims.
The TNA signature match, Ulimate X, was done well for the game. I didn't play it much. I played enough to give an honest yea or nay. I say thee, "Yea."
So we have good grahics and good Ulimate X. At this point of development, I guess the experienced programers went home and left the rest of the work to the newbies because the rest of the game's features are incredibly limited and unrewarding.
Those new programers must have thought, "What else do wrestling games have? As long as they are technically present, we've technically have done our jobs. Right?"
1-- Create-A-Wrestler and Story Modes. The CAW has only a handful of body parts, a smaller amount of clothes, and an even smaller amount of moves. The moves are completely locked until you play through the story. The story wouldn't be so bad if you didn't have to win every match in order to progress. Most wrestling games let the player chose what is unlocked by accumilating and spending points. Not in Impact. All matches are no D-Q and no C-O. This further induces the annoyance of having to defeat each match. "To be the man, you have to beat the man" is a great catch phrase. It sucks as a game mechanic.
2-- Illegal Weapons. Folding chair is the only weapon type. No sticks, baking trays, hammers, ring bells, nor tables. (How can you have a game with Team 3D and not have tables?) The chairs are randomly placed outside the ring. "Randomly" as in, I sometimes didn't know it was there until the computer opponent picked it up. The chairs are practically useless too. It can take 12 chair shots or MORE to keep a man down for the pinfall. Mick Foley, on is best day, didn't have that kind of intestinal fortitute.
3-- Different Match Types. Many wrestling games can only handle four characters on the screen at once. Unlike many wrestling games, the Impact programers were crippled by this instead of challenged. Impact only has variations of basic 1 on 1 and tag matches. There is no battle royal, no gaunlet, no w/managers, no ladder, no special referree, and no 6 Sides of Steel (cage match). Players can not make CPU vs CPU exhibitions either. At least on person on screen must be a real person. Wrestling games have been around since the NES. How can some of these matches not be in a 2008 game?
4-- Bonus Material. The game has exclusive videos, an 6-man X-divison match and a Knockouts (women) gauntlet match. The videos indirectly say, "Wow. Look at what the game CAN'T do!" Six characters can't be in the game at the same time. There are no playable women. New opponents can't just walk into the arena. Because of this, the videos are a joy to watch and a slap in the face at the same time.
In conclusion, I wasn't expecting a major revolution with TNA Impact because it was the first for the federation. It is rare for a potiental franchise to get lots of things well from the get go. Still, I was incredibly disappointed. This game is a rental. I can not recommend buying, neither as a TNA fan nor as a gamer. There are PS1 generation games that are better.
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This game screams, "Freshmen Try." The game makers focused on graphics first, the signature match second, and everyting else was a distant third. < ...
