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Nintendojo was provided a copy of this game for review by a third party, though that does not affect our recommendation. For every review, Nintendojo uses a standard scoring criteria. One of the big shortfalls of multiplatform sports titles on Wii is how watered down they often can be. The “Family Play” modes of EA titles a couple of years epitomize the stripped down feel so many Wii versions have in contrast to their counterparts on other systems. In other cases, mature content is watered down for the “younger” Wii audience. It’s a nice feeling, then, to see that none of these sad trends holds true of WWE Smackdown vs. Raw 2010, which is a seriously deep and authentic sports entertainment experience. The game’s main menu foreshadows a level of depth that might be overwhelming to series newcomers. To explain the game’s many modes and variations would take much more time than this review could reasonably devote, but suffice to say that it is enormous. There is, for example, a Road to Wrestlemania mode that features several unique storylines wrapped around a handful of different superstars. There’s a career mode with RPG-style attribute leveling and endless gameplay possibilities. There’s a brand-new create-a-storyline mode that lets players produce and choreograph years of wrestling drama, from main events to behind-the-scenes ambushes. Even apparently simple modes like quick match play allows for all kinds of variations like Hell in a Cell, Royal Rumble, or TLC (table, ladder, and chair) matches for the truly sadistic. This is a game that is so full of variety and depth that it could easily entertain for dozens of hours despite the absence of an online multiplayer mode. As if that’s not enough, the game’s roster adds a whole new level of complexity, with some sixty different superstars and divas across the SmackDown, Raw, and ECW brands. Most of the major names are in play, including John Cena, Edge, The Undertaker, supplemented by a vast lineup of second-tier names. (The late Umaga, who passed away shortly before this review was written, is also in the game.) Each wrestler has Madden-like statistical abilities in various categories, to say nothing of special abilities and finishing moves. Players can also create their own wrestler, down to the smallest detail, and outfit them with statistics and special moves. In fact, players can customize and adjust almost anything in the game. Tag teams or alliances can be assembled or disbanded. Rivalries and friendships can be created, toned up, or down. Crowd reaction to a given superstar or diva can be changed between cheers and boos, a nice touch given the sometimes-sudden change in pro wrestling from face to heel. Another nod to the ever-changing world of the WWE is the ability to change the current title holders across the board. In fact, other than the specific statistical abilities of the non-created wrestlers, just about everything in the game is subject to alteration at the player’s whim. One thing that is missing from the game, for better or worse, is waggle. The game can be played with Wii Remote and Nunchuck, with a Classic Controller, or with a GameCube controller, and all of them work reasonably well. Gone are some of the context-sensitive motion controls of yesteryear; in their place is a pretty straightforward combat experience. It’s all a bit unusual at first, and to be honest it’s not always clear how to effect certain grapple attacks, but with some practice (and references to the manual) most newcomers will be able to establish some effectiveness in the ring. One nitpick is the absence of a tutorial or practice level, since the game’s momentum meter, various combos, and multi-button maneuvers can be overwhelming at first. The momentum meter deserves special attention, since it works differently than most games of this type. Rather than a health bar, wrestlers have a momentum meter that they charge by dealing out damage to opponents. Receiving damage drains the meter. Momentum is important because building it up unlocks the ability to use strong attacks and -- more importantly -- signature finishers, which are the key to doing in opponents. Opponents with high momentum are virtually impossible to pin, so draining opponent momentum is key to winning matches. One downside to momentum is that the ebb and flow of it can make for very long matches, but the concept seems more consistent with the nature of professional wrestling than a standard health bar and the actual matches feel more like their real-life counterparts for it. The game’s graphics and sound reflect respectable work on Wii. The visuals aren’t eye-popping, and at times look a little on the weird side, but the superstars still look decent and probably reflect as much as Wii can give. (It’s also nice to see crowds that are three-dimensional, rather than the weird cutouts in Madden games.) The visuals also boast some nice cinematic moments, such as some great superstar entrance renditions and nice cinematic flair during signature moves. The sound is authentic, featuring voice work from the familiar cast of WWE, including the wrestlers themselves and the guys at ringside. Capping it all off is a slate of rock music that will no doubt appeal to mainstream WWE fans. WWE SmackDown vs. Raw 2010 is a massive package. While the absence of online is unfortunate, the game is still as deep as the ocean, with so many modes and so many permutations on those modes that it could take weeks for a player just to experience every mode once. And with so many different superstars and divas available, to say nothing of unlockable extra characters, the game brings to the table just about everything a fan of sports entertainment could hope to have. WWE devotees looking for their wrestling fix won’t go wrong with this version, especially if online is not a consideration.
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