GameSpot: Though last year´s SmackDown! title was easily the most polished product in the series, some have said it was a bit too similar in design to the previous year´s game. Will we see a more substantial leap forward for SmackDown! this year?
Cory Ledesma: Consumers will definitely see and feel a substantial leap forward, in every area of the game, over last year´s product. Every mode in the game has been improved upon, and a couple of new modes have been added as well, such as create-a-pay-per-view, create-a-championship, and challenge mode.
As far as gameplay goes, we pride ourselves on continuing to add new strategic elements, features, and mechanics to deliver the best and most realistic wrestling-gaming experience money can buy. We strongly feel that fans will be pleasantly surprised with the improvements we have made.
Tous les éléments du jeux ont été amélioré au niveau graphismes animations, bien sur, confirmation de l´apparition du mode create-a-ppv, create-a-belt et l´apparition d´un mode challenge, thq a aussi ajouté des éléments " stratégiques" pour amélioré le réalisme...
GS: Here Comes The Pain introduced an excellent new grappling system to the series, as well as a new submission system. Have any changes been made to either of these areas? What about additional upgrades to the basic gameplay system?
CL: As a matter of fact, the grappling and submission systems have both been improved upon over last year´s game. With the grappling system, we have added some " risk vs. reward" elements to the system. The four grappling types will still be in the game ( powerful, submission, signature, and quick), but they are broken down into two groups now: high-damage/high-risk grapples ( powerful and submission) and low-damage/low-risk grapples ( quick and signature). So now, powerful and submission moves will cause a lot of damage, but they will be harder to execute, because the grapple reach for these grapple types will be slowed down.
Your opponent will now have a greater chance in countering these moves, because he can see the grapple reach coming sooner, and he will have a longer " window of opportunity" to counter it. The opposite goes for the quick and signature grapples. The moves in these categories will cause less damage, but the grapple reaches will be much quicker. This will enable the user to execute grapples in a faster manner, and it will make them harder to counter. This balances out the grapple types and adds a strategic element to the grappling system that has not been seen in previous SmackDown! products.
C´est très simple, les prises de soumission et de type powerful seront hyper destructrices mais seront plus dures à effectuer tout simplement parce qu´ils ont " ralenti" le temps des epreuves de forces etc... Et invertsement pour les grapples quick et signature seront plus faciles a effectuer mais auront des consequences minimes, donc nouveauté assez sympa
Another improvement to the grappling system is the addition of a new grappling position: the sitting position. Players will now be able to place an opponent who is lying on the mat into a sitting position so that they can then execute moves while their opponents are in this posture. Certain moves will also cause opponents to be automatically placed into this new position. This game addition gives the grappling system a new look and gives the user a variety of new moves.
Les prises a terre seront également triées, soit on le laisse a terre, soit on le met en position assise et on fait sa prise de soumission
In the submission system, we now have two different submission-meter mechanics. One is the same tug-of-war mechanic from last year, which is used only for moves in which the opponent is able to climb to the ropes in hopes of earning a rope break. The other submission meter is a new timing-based mechanic that´s used for submission moves that do not involve the user crawling to the ropes, such as the bear hug. In this new mechanic, the user must lock a moving target--who is traveling side to side in the meter--into the " submission break" section of the meter to escape the submission. The user will also have a riskier option of trying to lock the target into a smaller " reverse submission" section of the meter that will allow the opponent to not only break the submission but also apply the submission right back to his opponent. The superstar´s submission attribute rating will have an affect on both of the submission meters.
Le sd 6 va garder le meme systeme de soumissions dans le 5 avec une petite nouveauté, on pourra renverser la prise de soumission : Vous jouez contre jericho, jericho fait son wall of jericho, on peut renverser la prise et porter le wall de jericho sur jericho pigé oui non?...
Traduction en cours...