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 WWE Smackdown vs Raw 2008

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MensagemAssunto: Re: WWE Smackdown vs Raw 2008   WWE Smackdown vs Raw 2008 - Página 2 Icon_minitimeQua 7 maio 2008 - 20:46

Na verdade, dia 13 de Novembro é quando o jogo vai sair nos EUA. Os jogos da série WWE são sempre lançados primeiro na Europa e só depois nos EUA, ainda que cada país tenha a sua data específica de lançamento. De qualquer forma, a data prevista para o jogo sair na Europa é dia 9 de Novembro.

Continuando com a contagem:



UMAGA

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FINISHERS:

Samoan Spike
Umaga Hip Attack 2
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BOBBY LASHLEY

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FINISHERS:

Dominator 2
Lashley Spear
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THE SANDMAN

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FINISHERS:

Hurracanrana 9
Swanton Bomb 3
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TORRIE WILSON

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FINISHERS:

Facebuster 3
Springboard Back Elbow
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THE GREAT KHALI

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FINISHERS:

Brain Chop
Neck Hanging Chokeslam
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A IGN tem uma iniciativa que consiste em escolher algumas das perguntas feitas pelo público sobre o SvR 2008 e fazê-las à THQ, produtora do jogo. Desde já devo dizer que pessoalmente acho que este ano a IGN escolheu as piores perguntas possíveis, muito pouco interessantes no que diz respeito ao que as pessoas realmente querem saber sobre o jogo, para decidir se o compram ou não.

Transcrevo-vos então, de seguida, a sessão completa de perguntas e respostas sobre o WWE Smackdown vs Raw 2008 feita pela IGN à THQ, este ano:


About This Roster …

The roster this year has down-sized considerably, what were the main factors affecting this? Will the roster expand through downloadable superstars?

-- Backcracker_uk

This is a good question and one I'm sure our fans are very curious about. There are many factors that affect the roster size. Our development cycle is approximately 16 months long, so it takes a very long to develop the great game our fans love to play. During this development cycle we need to decide the roster very early so that we can begin to model, animate and record the Superstars for the game. Since the roster is decided rather early, situations happen in the WWE that change the landscape of our roster. Superstars come and go, characters change, etc. Although we planned for a bigger roster this year, there were some unfortunate events that change our overall roster total. Keeping up with the departure and arrival of new Superstars is one of our biggest challenges. Adding Superstars to the roster during our development cycle has proved very challenging, but a challenge we are definitely looking to solve in the very near future. We promise!

Another factor to consider is the time it takes to create the Superstar models. Each model takes 5-6 weeks to create from scratch. A lot of comparisons have been made between past games and the size of their rosters to current games. Creating models on the PS and PS2 platforms take far less time to create then the 'next-gen' platforms, which gave us a little more flexibility in adding more characters and updating the roster. Also developing and creating characters for all the different platforms is a whole new challenge in itself!

We will continue to improve and grow with the times and continue striving to give you the roster that you hope for. As I'm sure you know, it's impossible to please everyone. All and all, having over 50 playable characters in a fighting game is quite impressive and we will continue to push that limit. We also try to find a healthy balance between quality and quantity so that we don't short-change our fans with poor looking models or animations. Also, don't forget that we've improved our Create-A-Superstar mode so that fans can create the Superstars and Legends that they most want to see.


FYI on GM Mode

How will General Manager mode be implemented in wwe 24/7. Plus will you be able to do everything in last years gm mode such as sign superstars and setup rivalries and matches. Also what new features can we expect from this years general manager mode?

-- Farhan_RKO

I can't answer your question right now, but we'll be announcing information on WWE 24/7 mode very shortly. When we do, hopefully all (or at the very least most) of your questions will be answered.


Will Someone PLEASE Start the Fire

We've seen many match-types in the SmackDown series, we now have over one hundred. A match that I personally have been waiting for since WWF Attitude in 1998 is the Inferno Match. How long do you think it will take to introduce this match type, and why haven't we seen it in the series so far?

-- Subzero1233

That is indeed a very good match type and one that we would like to implement in the future. We take a look at a lot of different match types that we feel would be exciting to add. I hear a lot of requests for the I Quit Match, Ambulance Match and Bull-Rope Match. What's so exciting about the WWE is that there are so many matches and they continue to add new ones each year. Our creative team has a lot of thinking to do about what we think would be the most fun match type to add in the future. As you can tell from our track record, we usually add one or two new match types a year. The key is to add a match type that is current in WWE programming as well as fun to play. I think we have some good ideas in store for future titles!


XTREME!

has the swanton bomb been re-animated

-- Xtreme_rko

Yes, the Swanton Bomb has been re-animated. The impact of the finisher looks great too! We've updated a lot of moves and we will continue to do so each year. There is no doubt that you guys will be able to notice a big difference this year in all of our new navigational and move animations. We've made some big changes!


Demo Calling

Will there be a demo for the 360 this year too?

-- Moose205

Absolutely there's a demo! Keep an eye out for it in the next couple of weeks.


How Does It Work?

What is the process that you have to go through in order to decide which superstars make it into the game?

-- Jeff_Hardy_Rulez

THQ and the WWE work together to decide the roster each year. We take a look at who are the most popular Superstars at the time, try to divide up a pretty equal amount of Superstars per show, factor in Superstars who have never been in the series before and then also think about who would make great 'game' characters. We then propose a roster to WWE that we feel comfortable and confident about creating. The WWE then offers suggestions on the roster and we work together to nail down a final list. The WWE, of course, has final say on everything!
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JOHN CENA

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FINISHERS:

F-U 3
SS STF-U
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MARCUS COR VON

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FINISHERS:

Pounce
Russian Leg & Armbar
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ELIJAH BURKE

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FINISHERS:

Elijah Experience
Elijah Express
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GREGORY HELMS

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FINISHERS:

Shining Wizard 8
Knee Facebuster
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WWE SmackDown! vs. Raw 2008 24/7 Mode Report

(Review feita para a PS3, mas não deverá ser muito diferente do modo da PS2 e da 360)


Just a few months ago, THQ gathered the gaming press in the shadow of Wrestlemania and let the world know that the general manager and career modes from SmackDown! vs. Raw's past was dead.

Fans didn't take it well.

It wasn't so much the elimination by combination -- you can now play as a GM or a Superstar in one mode called 24/7 -- that raised their ire; it was the overall ambiguity of this new super-mode. Would it retain the story-driven single-player mode? Would it retain the cutthroat GM business of trying to keep your show on top while keeping your superstars healthy? How would the modes bleed into one another?

We've been able to spend an extended amount of time with 24/7 Mode -- an early build of the game that is subject to change -- and have come away with a number of impressions both good and bad.

Let's start where the changes are the most noticeable -- 24/7 Mode as a Superstar. When you select the option you'll be able to start a career as a Superstar or created character. If you choose your created brawler, you'll start with your minimum attributes and begin working your way up the ladder through skill training. Choose to be an established character, and you'll be able to start with the steam the wrestler already has or from scratch to build your own dynasty.

Now, readers, brace yourself; I have bad news … possibly terrible news. You can't take an ECW Superstar (CM Punk, Elijah Burke, etc.) through 24/7 mode. Worse? You can't take an ECW Superstar who swapped shows (i.e. Sandman, Bobby Lashley, etc.) through the new career mode either. Go ahead and let out a frustrated cry, ECW fans -- we did. There's a fair amount of voice acting and show-specific storylines for Raw and SmackDown, and it would appear that just couldn't be done for poor ol'ECW.

Once you get over the grief of not being able to play as any ECW dude -- with the exception of Johnny Nitro on Raw -- you can begin your dream of becoming a WWE Legend with one of 19 available wrestlers. The mode kicks off with your Superstar meeting Vince in the middle of an empty arena and him challenging you to become a legend and make it to the squared-circle for that awe-inspiring event known as Wrestlemania. From there, you adjourn to your new home away from home -- the WWE Locker Room.

Rather than last year's first-person/glide-around-the-locker room view, this year has you anchored in one spot staring at your shirt on a hanger, Diva posters on the wall and four interactive objects -- as well as a percentage meter in the corner of the screen that tracks your progress on becoming a legend. On a bench is the latest issue of WWE Magazine (where you can check out what the other Superstars are saying about your feud), your cell phone contains e-mails -- some packing voice work -- that keep you up-to-date on backstage opportunities as well as who hates you, the calendar is where you manage your daily schedule, and your laptop keeps track of the WWE Shop, the Power 25 and your health.

Yes -- your health. New to the single-player career this year are the health woes that made up the GM mode of SmackDown's past.

For our first jaunt through the life of a WWE Superstar in SVR '08, we chose Matt Hardy and set out to make our mark on SmackDown. Theodore Long prepped us with some lengthy voicemails about becoming the number one contender, Rey Mysterio kept sending us emails saying that we hadn't earned anyone's respect, and Booker T got pretty pissed when Stephanie McMahon-Helmsley started looking at us for a starring role in an upcoming WWE film.

To make this kind of impact, we needed to push Matt pretty hard.

See, there are four days of activities outside of your respective program -- if there isn't a PPV, you get the weekends off -- and from the calendar you can choose what you want to do on these non-wrestling days, but each choice will come with its own set of positive and negative elements.

Matt's on SmackDown, so his week is free and clear up until Friday. On Monday I might invade Raw and get a popularity boost with the fans but risk getting more fatigued. Tuesday, I can select a day of R&R to counteract the fatigue but lose the ground I gained with the fans. Wednesday, I can star in a movie to get over with the fans and grab some cash, but I'm going to be fatigued coming into Friday's show.

This give-and-take is spread out over training exercises -- nifty mini-matches where you're given a goal such as completing a set number of taunts or Ultimate Control Grapples to better your stats -- skill improvement training that costs money but will teach you mic moves and heat-gathering abilities that will lead to bonuses in your daily events, and the events -- autograph signings, trophy dates, etc. -- themselves.

Now, other than the training exercises, this is all strictly handled on the stat sheet. If you choose to put your wrestler through the $5,000 pain management session, which improves your recovery rate, you're only going to see the number you've added to your skill and the money you've lost. The same thing can be said for any press conference or photo shoot you hold.

So, you can see all the options we had for young Mr. Hardy. We wanted to crack the Top 25, so we started doing movies to get over. We wanted to make a name for ourselves, so we started invading other shows. We wanted the ladies, so we started going out on dates. Our fatigue went up -- you can monitor the stat on your computerized health report -- and as that happened, so did our injury probability.

A few weeks into his run to become the number one contender, Matt suffered a herniated disc in his back. The WWE medical staff suggested he take seven weeks off to rehab the injury.

Here's where it gets weird -- and keep in mind that this isn't the final build of the game -- there was no time-off option. The WWE was telling Matt to stop wrestling, but we couldn't make Matt stop wrestling. With the herniated disc tearing apart his life, Matt began entering matches with his torso already showing damage on the HUD.

Although not being able to take time off stunk, the fact that the game made us carry injuries into our matches was a cool feature, one made better by the AI's ability to pick up on our hurtin' back. When Matt faced off against his former tag team partner Mark Henry (don't ask), the World's Strongest Man repeatedly strong Irish whipped Hardy into the corners. Matt would slam into the turnbuckles and his back would get worse and worse. In a few exchanges, Mark had Matt down for the count.

A lot of fans on the IGN SmackDown message board have asked how the backstage environment works. No, you won't be able to roam the halls at your leisure, but there are a handful of cutscenes that have your superstar walking into the ladies locker room, cutting promos -- occasionally, you get to choose your response -- and dealing with your fellow Superstars.

Hopefully, THQ and Yuke's will shake things up in the final build. In our few months as Hardy, we walked in on the ladies changing more than once and saw the same walk down an opponent-filled hallway two or three times. Worse, the walk didn't make any sense. One moment we were getting a rambling, pissed-off message from Rey Mysterio, and the next we were shaking his hand in the hallway.

Whether you love or hate the changes to the individual side of 24/7, you should find GM Mode familiar and suped-up. The mode'll start and you'll have to choose if you want to be Theodore Long on SmackDown, the Coach on Raw or Tommy Dreamer on ECW -- yeah, even though you can't wrestle as any of the ECW guys in 24/7, you can book them and use them in the GM part. From there, you'll have a private meeting with Mr. McMahon on his jet, and he'll basically tell you to take your brand to the top or look for another job. Of course, Vince says all of this in that gravely growl of his so it sounds more intimidating.

You draft a roster (or pick the preset one) while managing your budget, set folks as clean or dirty, choose champions, get to hiring writers and set up feuds, which can be tracked in WWE Magazine along with trades and the health of your crew. Basically, it's a slick version of last year's model -- except that you can now put your boys through the paces on their off days.

Just like in the Superstar portion of 24/7, GM allows you to put your performers through training exercises, skill improvement and events. It's a good way to make your roster more durable, popular and better wrestlers while making you an extra buck or too.
Obviously, there's a lot to 24/7 mode. On the single-player side, you'll be able to track your skill progression, morale and progress to Legend status while being a GM will have you balancing the books and trying to push your faces and heels in the most appropriate way. Succeed, and you can take your earnings to the WWE Shop and unlock Legends, belts, move sets and more. Fail, and Vince will make sure you never work in this business again, chump.


FONTE: http://ps3.ign.com/articles/824/824696p1.html
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RANDY ORTON

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FINISHERS:

RKO
Rated RKO
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ASHLEY

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FINISHERS:

Starstruck
Diving Cross Body Pin 1
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SNITSKY

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FINISHERS:

Big Boot 5
Pumphandle Slam
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KING BOOKER

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FINISHERS:

Book End
Scissors Kick
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CHRIS MASTERS

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FINISHERS:

SS Master Lock
Full Nelson Slam 1
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EDGE

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FINISHERS:

Spear 5
Edgecution
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Nova sessão de perguntas e respostas feita pela IGN à THQ a partir de perguntas do público:


Online Battle Royale

Will the online mode be improved this year, and if so - how? I'm tired of people disconnecting after I have them beat.

-- Allzo

Hey "Allzo." The online portion of our game will be similar to last year. There are roughly 50 matches to play, online rankings, online title matches and the ability to trade Create-A-Superstars. We plan on having big improvements in the future to the online feature set, but this year was solely dedicated to get up and running on PS3 Online. However, we are continuing to ramp up our efforts in the future and have some exciting features in the works. As far as new features for this year, it's very similar to last year. However, we have improved the interface a great deal this year to clean up some of the clutter.

When it comes to disconnection, the system works the following way: 1) If an opponent quits out of the game before the end, he will be credited with a loss. 2) If a player disconnects his network cable, the player will be credited with a loss and their disconnect rate percentage will increase. It's difficult to fix all instances because unfortunately there are occasional disconnections due to network issues. We try to combat cheating this way. However, if there is another kind of network disconnection before the match ends, there is nothing we can do about it but award a draw. The only thing I can suggest is to expect a person with a high disconnect rate to possibly use this tactic, to be a coward and not face you man-to-man. Try to avoid accepting matches from these opponents. If you know of other cheat tactics that people are using, please contact our customer service department so we can learn about these tactics and fix them for next year.


Welcome To Wrestlemania

Is This Year's WrestleMania 23 Arena Big In The Game Or Is It A Standard Sized Down Arena?

-- josh1989uk

Hello "josh1989uk." The WrestleMania 23 arena is the standard size arena, as are the rest of our arenas. We need to make them all relatively the same size due to memory limitations and the fact that we need to keep the stage and ramp areas the same dimensions so that we don't have to create custom entrance animations just for that particular arena. If the arenas are all different sizes then we have to do 15 times the amount of animation work. That would mean we would have to cut our animation work from other areas such as Create-An-Entrance, new moves, etc. Therefore, we make this sacrifice in order to create one set of great looking entrance animations for all arenas. Hopefully this gives you a little more insight on why we do this.


Haven't We Heard This Before?

Will you be updating the ring-side announcer commentary that has been in the game for the past two years, or only adding new announcer commentary for ECW...?

-- Jeddite

Hello "Jeddite." We will have three commentator teams this year: 1) Michael Cole and JBL; 2) Joey Styles and Tazz; and 3) Good Ol' JR and King. It's very difficult to have three different commentary teams. I don't know of any other game out there that has three, to be honest. It was a big challenge for us to get them all in the game. In order to get three in, we had to record tons of new lines this year. However, it's a yearly process to update the lines, so hopefully the commentary doesn't sound too repetitive to our more seasoned SmackDown vs. Raw fans.


The Wrestler's New Clothes

Are there Alt.Attires and will we ever get create-a-wrestling promotion

-- guns_n_roses_fan2210

Yes, "guns_n_roses_fan2210," we will have a few alternate attires this year. I don't want to give them away just now because they are unlockables, but we do have a nice assortment of alternate attires in the game.


Hey, What About This Team?

Do you have something against Paul London and Brian Kendrick because they have been left out once again and they were tag team champions for close to a year.

-- randyorko

Good question "randyorko." I have seen some complaints about their omission; however it was out of our control. They were on our initial list, but we were requested to remove them for other talent. When we expand our roster next year, hopefully they will make it in the game. We apologize if your favorite Superstar is not on the roster.


Split GMs and Seasons?

Will the Wii version of the game get a separate GM Mode and Season Mode since it supposedly won't have WWE 24/7?

-- TomBgamer

Hello "TomBgamer." Yes, the Wii version will feature an entirely different Season Mode than WWE 24/7. The GM Mode will not be feature in the Wii. The Wii's Season Mode is called Main Event Mode and it gives you the opportunity to challenge who you want, when you want and how you want. Players will be able to choose any Superstar or Create-A-Superstar to play with and be on the brand of their choice. Check out the IGN Wii channel for exclusive details on Main Event Mode.


What's Up With The Belts?

Why put in the tag belts if there is only ONE TAG TEAM on the roster? (Im not counting the Hardys because there not taging any more) Also Why even bother with the CW title if there are only 4 CWs on the game roster? I GUess what im saying is why even bother with the different devisions if there are NO competeters? FIX THE ROSTER OR AT LEAST MAKE THE SAMPLE CAWS REAL COMPETETERS (ps this time its not thqs fault its the dam WWEs)

-- ImDoneItsOver

Thanks for your questions, "ImDoneItsOver." I'm sure you could imagine how upset everyone would be if we didn't have the Tag Team or cruiserweight belts in the game? If we removed those, I'm sure I would get a question similar to this asking why we removed the championships. Like I've mention before, who is on the roster is out of our hands. Also, we leave the option, for you the fan, to create your own tag teams/cruiserweights in the game so that you can use the belts in the game. We obviously didn't feel that removing the championships was the best move. We understand that the fans want every character in the game and we will try our best to accommodate, but every year there is going to be someone missing. That's just the nature of the WWE. There is no off-season. There is no trading deadline. There is no signing period. Things can change in the blink of an eye on the day we ship the game. We will continue to strive to find ways to keep the roster as up-to-date as possible in the future.


I Know Kung Fu

I see & like the new fighting styles, which one did you work on extra hard?

-- d.wkingofkingd

We're so glad to hear that you're excited about the new fighting styles. This is our favorite feature by far here at THQ. We think it's going to change the way you play the game and give gameplay a nice change of pace. What's most exciting about the feature is that you need to learn the strategies of each fighting style to be really proficient at the game. Plus, you'll need to pick your fighting style based on the match type and opponent you're facing. Instead of just learning how to play WWE SmackDown vs. Raw 2008, you're learning how to play all the different Fighting Styles in connection with the game.

We didn't really work on one fighting style more than others. We tried our best to make sure they were all balanced so that one fighting style is not too strong and one fighting style is not too weak. My favorite fighting styles are the High Flyer and Hardcore styles. They really change the way you play a match and they both have some really cool special abilities like quick springboard attacks, weapon grapples and the hardcore rejuvenation special ability. I feel confident that the fans are really going to like gameplay this year. PS - I know fans have been wondering if you can change the default Fighting Styles for the Superstars, and the answer is yes - in fact you can!!


WWE Download

I have read before that we will have downloadable content for the Playstation 3 and X-Box 360, what kind of downloadable content can we expect?

-- monkeyskull33

Hey "monkeyskull33." I don't know where you heard we have downloadable content, but that rumor is not true. As I mentioned in a previous answer, the online portion of our game will be relatively similar to last year with some minor improvements.


Where's DX?

is DX Stable in the game?

- erick913

Yes, "erick913," in fact the DX Stable will be in the game. We think it's a fun unlockable to feature a great past stable like DX.
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KEN KENNEDY

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FINISHERS:

Green Bay Plunge
Swanton Bomb 1
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RIC FLAIR

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FINISHERS:

SS Figure 4 Leglock 1
Grapefruit Claw
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MICHELLE MCCOOL

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FINISHERS:

Spear 6
Backbreaker 14
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TOMMY DREAMER

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FINISHERS:

Dreamer Driver
DDT 18
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KENNY DYKSTRA

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FINISHERS:

Diving Leg Drop 2
Neckbreaker 14
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A IGN publicou agora um artigo sobre os Estilos de Luta do Smackdown vs Raw 2008, um dos grandes (provavelmente o maior) incremento ao jogo este ano. Para saberem tudo o que precisam saber sobre os Estilos de Luta... é só ler o artigo que vos copio para aqui, no seu estado integral. É relativo à PS3, mas certamente será igual para a PS2 e XBOX 360.


WWE SmackDown! vs. Raw 2008: Fighting Styles

Forget how you've played WWE SmackDown! vs. Raw in the past, as this year marks the debut of Superstar Fighting Styles. Each of the eight styles features unique special abilities that will completely revolutionize how the game is played. This not only makes each Superstar play differently from one another, but also adds a new element of strategy into each and every match. From performing the death defying moves of the High-Flyer to the punishing maneuvers of the Powerhouse, players will now feel as if they are controlling the Superstars' real-life counterparts. Learning the strengths and weaknesses of each fighting style will be the difference between winning and losing, as it will be up to the player to master them all.

Each Fighting Style consists of a Primary Ability as well as several Secondary Abilities. When a Superstar's momentum meter is full, the player can either execute a finishing move at that time or store a fighting style icon, which can then be used to perform the Primary Ability. Superstars are each assigned a Primary and Secondary Fighting Style. The Primary Fighting Style allows the Superstar to use all of that style's abilities, while the Secondary Fighting Style only provides access to that style's secondary abilities.


BRAWLER

Brawlers primarily let their fists do the talking, but they are also equally skilled at performing traditional, high-impact maneuvers like Suplexes, DDTs and Scoop Slams. The end result may not be pretty, but it is always effective.

Primary Ability

# Wreck Shop -
For a limited amount of time, your Superstar will reverse all of your opponent's strikes, and all strike attacks performed by your Superstar will be unstoppable.

Secondary Abilities

# Ground & Pound -
Mount the upper body of downed opponents and suffocate them with a barrage of rights, lefts and the occasional headbutt for good measure.

# Fists of Fury -
Automatically unleash a flurry of three successive blows, pummeling opponents and knocking them to the canvas.

Superstar Examples
# John Cena, Johnny Nitro, Mark Henry


DIRTY

Dirty Superstars are willing to lower themselves to any level in order to gain even the slightest edge on their opponents. They rely on "illegal" attacks, such as eye pokes and shots to the groin, as well as countless other unsavory tactics to secure victory.

Primary Ability

# Super Dirty Move -
Use a stored Fighting Style Icon to literally hit your opponent below the belt with a devastating low blow.

Secondary Abilities

# Referee Shield -
Grab the referee and use him as a human shield before sending him flying into your opponent, knocking them both to the mat.

# Argue With the Referee -
Following an unsuccessful pin attempt, get in the face of the referee to argue his slow count.

# Ignore Ropebreak -
Blatantly ignore the referee if he tries to break a submission hold after five seconds and continue wrenching away at your opponent.

# Strip Turnbuckle -
Covertly remove the turnbuckle padding, exposing the steel so that it inflicts greater damage on your opponent.

Superstar Examples
# Randy Orton, Ric Flair, Melina


HARDCORE

The Hardcore fighting style is the epitome of extreme … blood, sweat but never tears! Hardcore Superstars are reckless, bloodthirsty combatants who will use any object under the sun to exact pain on their opponents.

Primary Ability

# Hardcore Resurrection -
Make your Superstar repeatedly slam a steel chair against his skull, sending him into a frenzy at the sight of his own blood.

Secondary Abilities

# Hardcore Rejuvenation -
Your opponent my think busting your Superstar open gives them the upper hand, but in actuality that's the last thing you want to do to a Hardcore Superstar.

# Armed & Dangerous -
Why just swing a steel chair at an opponent when you can wedge it over his neck and stomp on it or do one of countless other weapon-specific grapple attacks?

Superstar Examples
# Tommy Dreamer, Sandman, Mick Foley


HIGH FLYER

High-Flyers are the daredevils of the WWE. They are incredibly quick, agile and evasive, having little regard for their personal safety, let alone that the safety of their opponents.

Primary Ability

# Possum Pin - Feign an injury and then spring at your unsuspecting opponent, catching him in a quick rollup for the three count.

Secondary Abilities

# Springboard Attack - Utilize the ring ropes as part of your offense by springboarding off of them, launching your Superstar into the air.

# Out Of The Ring Dive Attacks - If your opponent tries to catch a breather outside of the ring, send your Superstar diving over the top rope and onto the arena floor.

# Evasive Roll - Roll your Superstar to safety, as you can't pin what you can't catch.

# Turnbuckle Leapfrog - If your opponent is caught in the turnbuckle, dash toward him and scramble up to the top rope, putting your Superstar in the perfect position for an attack from above.

Superstar Examples
# Jeff Hardy, Rey Mysterio, Carlito


POWERHOUSE

Powerhouse Superstars are the heavy hitters of the squared circle. Freakishly strong, they strike with the force of a freight train, and the impact of their grapple moves has been known to set off car alarms three states over!

Primary Ability

# Rampage - Literally send your Superstars into a rampage, making them temporarily impervious to strike attacks, while all grapple and ultimate control moves are inescapable.

Secondary Abilities

# The Irresistible Force - If your opponent is dumb enough to go for a quick pin, forcefully kick out of their pin attempt and launch him into the air in the process.

# Strong Irish Whip - Transform a routine Irish Whip into a destructive maneuver, sending your opponent over the top rope and crashing onto the arena floor.

Superstar Examples
# Kane, Marcus Cor Von, Snitsky


SHOWMAN

Whether garnering support or hatred from the WWE fans, Showmen always incite the crowd into a wild frenzy. Above all else, Showmen love the attention they receive when they step inside of the squared circle, as they are always at the crowd's service - at the expense of their opponents, of course.

Primary Ability

# Steal Finishing Move - Pour salt into an opponent wounds by using their own finishers against them.

Secondary Abilities

# Mass Appeal - Add fuel to the fire by performing numerous taunts at your opponent and get momentum on your side as a result.

# Gimmick Infringement - Add fuel to the fire by performing your opponent's signature taunt.

# Mass Exposure - Before leaping off the turnbuckle and on to your unlucky opponent below, why not play to the crowd a little, as all eyes in the arena are on your Superstar?

Superstar Examples
# Elijah Burke, JTG, King Booker


SUBMISSION

Submission-trained Superstars prefer to target a specific limb for destruction to get the edge on their opponents. In addition to being highly skilled in the offensive use of every known submission hold, Superstars trained in the art of submission are just as proficient at escaping them as well.

Primary Ability

# Ultimate Submission - Use a stored Fighting Style Icon to transform a normal hold into an agonizing ultimate submission hold, causing even greater pain to your opponent.

Secondary Abilities

# The Lock Pick - If opponents make the mistake of going for an early tap out, show them who they're in the ring with by immediately powering out their submission holds.

# Recovery Hold - Each time you wrench away at your opponent in an excruciating submission hold, the faster your Superstar will heal from previously sustained damage.

Superstar Examples
# Bret Hart, CM Punk, Finlay


TECHNICAL

Technical Superstars are skilled in all manners of wrestling technique. Their defensive acumen is what sets them apart as they are always thinking several steps ahead of their opponents.

Primary Ability

# Technically Sound - Get your Superstar in the zone with a stored Fighting Style Icon, making them automatically counter all opponent attacks.

Secondary Abilities

# Technical Immunity - If your opponent underestimates you at the beginning of a match, automatically reverse all Strong Grapple and Ultimate Control Moves to show you've been doing your research.

# Out Of The Ring Dive Attacks - There's nowhere for your opponents to hide, so if they slip out of the ring, send your Superstar diving over the top rope and onto the floor below.

# PIT Maneuver - While dashing toward your opponent, quickly duck behind him to catch him off guard and wide open to an attack from behind.

# Fake Irish Whip - When performing an Irish Whip, toy with opponents by pulling them back in for a finishing move.

Superstar Examples
# Chavo Guerrero, William Regal, MVP


FONTE: http://ps3.ign.com/articles/828/828883p1.html
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Dois novos modos do Smackdown vs Raw 2008. Parecem-me bastante bem, principalmente o Tournament que já não havia desde o Shut Your Mouth e que agora parece estar bastante melhorado.


Tournament

WWE Smackdown vs Raw 2008 - Página 2 Wwe-smackdown-vs-raw-2008-20071022091050315-000

The SmackDown! vs. Raw series has always been first and foremost about the fans, so when players asked for the return of tournament-style gameplay, we gave it to them. In WWE SmackDown! vs. Raw 2008, we're taking last year's popular PSP-exclusive Road To WrestleMania Mode and expanding it to give users even more tournament types as well as options to create their very own brackets for participation.

The main components of the mode are the King of the Ring and the brand new Beat The Clock Sprint tournaments. Inspired by the historic reign of RAW Superstar King Booker, the King of the Ring tourney throws players right in the middle of a single-elimination battle for the crown. If the player can outlast the 15 other Superstars, he gets to choose a WWE Diva as his queen and is treated to a special coronation ceremony that is truly fit for a king. The Beat the Clock Sprint is a unique tournament that was featured in both SmackDown and RAW programming this year and is the perfect addition to WWE SmackDown! vs. Raw 2008's Tournament Mode. The bracket consists of one round of singles or tag team matches with up to 16 participants, where the object is simple: the Superstar who beats their opponents in the fastest time will be crowned the winner.

WWE Smackdown vs Raw 2008 - Página 2 Wwe-smackdown-vs-raw-2008-20071022091047128-000

In addition, players can build their very own tournament experience by selecting our Create Tournament feature. Players have the option of tailoring King of the Ring, SmackDown vs. Raw, Road to WrestleMania and Money in the Bank brackets to their liking, even putting WWE Championships on the line. And for the first time ever, users can create and name their own custom tournaments, with up to 16 Superstars, where the winner takes all.


Hall of Fame Mode

Being inducted into the hallowed halls of the WWE Hall of Fame is the ultimate goal for every Superstar that steps foot in a WWE ring. In WWE SmackDown! vs. Raw 2008, players can attempt to do just that by recreating some of the greatest moments in WWE History.

The Road to the WWE Hall of Fame begins on January 22, 1995; the day Shawn Michaels entered the Royal Rumble as the first participant and outlasted 29 other men to stand victorious in the end. Players can then complete in various challenges along the timeline: reliving Bret Hart and HBK's epic WrestleMania XII Iron Man Match; using the Undertaker to defeat Mick Foley's in their brutal 1998 Hell in the Cell Match and taking on the Hardys in the first-ever TLC Match at SummerSlam 2000.

WWE Smackdown vs Raw 2008 - Página 2 Wwe-smackdown-vs-raw-2008-20071022091051800-000

Each time a player completes a challenge, his Hall of Fame meter will fill as he rises from Jobber to Main Eventer to finally Hall of Famer. WWE SmackDown! vs. Raw 2008's Hall of Fame Mode is reserved for only the best of the best. Do you have what it takes to cement your place in WWE history?


FONTE: http://ps2.ign.com/articles/829/829095p1.html
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