Elimination Elbow Room For 2K18, I got to experience a new overhaul within the context of the Elimination Chamber match, in which the AI kicked in to create space within the ring, alleviating the usual chaos, so that pinfalls could be attempted and signature moves could land. As we battled for dominance using the likes of Seth Rollins (cover boy!), AJ Styles, Samoa Joe, John Cena, Baron Corbin, and Randy Orton (whose tattoos, like in real life, got a touch up), battles raged both inside and outside the ring, giving us some much needed elbow room so that we weren’t stepping all over one another.
Small tweak but makes it more real.
Anything Can Happen in WWE Another new feature added, meant to enhance both gameplay and story, is the notion of the quick pin – the idea that one player can land a schoolboy roll-up or a crucifix-style leverage pin, ending a bout quickly, just like the matches on TV sometimes. To aid this, there are now 12 different new match interference scenarios – from run-ins to walk-ins to just entrance music blaring – that will create a targeted distraction and open up a quick pin window. After the bell, the loser, still with full energy, will then have the option of beating down whoever it was that just scored the “fluke win.”
As long as this is not available online it should be fine. It could be abused otherwise.
It’ll depend on execution. If abused it might get annoying.
Selling Point The art of selling a move, from basic takedowns to devastating drops, was also part of 2K18’s touch ups, with over 80 new animations added – new “sells” – to really bring out the specific personalities and movements of the superstars. Coupled with this is a new match directive that dictates, based on time and various energy levels, the intensity of the sell. As the bout goes on and fatigue sets in, the sells become shorter and less intense. Think of how superstars sell, say, a hip toss in the first few minutes of a match compared how they might 20 minutes in. The smaller, shorter sells also allow for moves to be nailed more easily in a faster succession.
This could add another level of realism like roll outs did on 2k17.
TWOOOO!!! Players will also find that kicking out has gotten a little trickier. One thing that avid franchise fans noted, coming out of 2K17, was that it was too easy to predict when to click the X or A button to prevent a pinfall. Now the kick-out window placement is not only harder to predict, but the speed of the rotation quickens depending on the strength of the executed move. It’s these kinds of little changes and updates, whether done at the behest of casual fans or hardcore ones, that all work together to create a more rounded wrestling experience.
This will raise the difficulty level. As long as the AI finds it harder as well it should be great. Otherwise it will suck.
Will have a bigger impact online. I saw YouTubers kicking out over and over again on 2k17.
Carry All My Waywards Sons I didn’t get to experience any of the backstage brawling segments or scenarios, but this next addition to the game will most assuredly enhance out-of-ring rumbles and behind-the-scenes skirmishes. Depending on the size and strength of your superstar, and your opponent (naturally), you can lift your foe and hold them up (in four different positions – Powerbomb, Fireman’s, etc) and carry them to an interactive landing spot (ring steps, corner buckles, outside ringpost, etc) and – WHAMMO! So, for example, Kevin Owens’ powerbomb on the ring apron and Seth Rollins’ “Buckle Bomb” are now part of the new list of inventive offensive maneuvers for other superstars. This new Grapple/Carry system also lends more realism to Big Man/Little Man matches.
Sounds like a new system but I hoped it to apply to all moves. Looks like cruisers will still be able to body slam Andre the Giant but not carry him. A bit of disappointment here.
Author leaked Bobby Rood being in the roster as well.