Category Archives: Video Games

“WWE 2K15” slams sports entertainment gaming into the next generation

 

 

 

I have a strange relationship with wrestling games. I have never been great at them. However, at the same time, I find myself addicted to them when a new installment drops. When a new WWE title comes out, you usually know what to expect. You may have a new roster, new create-a-wrestler options and some sort of single player story mode; but not a lot changes from year to year. This is why I was very excited to get my hands on the first sports entertainment game on a next-gen console.

WWE 2K15I received my copy of WWE 2K15 on PlayStation 4 and my first impression was great. For my first match, I chose Bray Wyatt and my opponent was John Cena. As soon as the entrances started, I knew that the graphics were a massive jump up in quality from the previous games on last-gen consoles. The whole look and feel of 2K15 is a huge accomplishment for capturing the intensity of a real match. The best thing about 2K15 is how it showcases what we have to look forward to graphically with the next-gen wrestling games.

As impressed with the graphics as I was, I couldn’t help but realize how much was missing this year. The CAW mode is not what it used to be. There are not many options for your look and there are no options at all for creating a diva, arena, finisher or title. They also removed one of my favorite features, which was being able to have my wrestler come out to my own custom music. Maybe I should not have expected as much since the visuals have improved drastically; but it is disappointing that we can’t have it all with the first venture into the next generation.

There are two main single player modes this time. The 2K Showcase features famous rivalries and requires you to perform historical objectives in order to progress. This is very similar to the Attitude Era mode on WWE ’13. However, the story and the cut scenes are not quite as engaging. The Career mode is an exclusive to PS4 and Xbox One. Career mode has been popular in sports games for years, but I was pretty happy that this feature made its way to WWE games. In this mode, you start out with your CAW character in the WWE Performance Center. Your goal is to work your way up by making various decisions and winning matches to eventually become the superstar you know you want to be. The Career mode feature is my favorite addition to the franchise.

Overall, I have enjoyed my experience with WWE 2K15. The graphics and the gameplay are top notch, and I never noticed any huge glitches besides a couple of weird moments where the computer would seem to get stuck running in place. The roster is dynamic and fun and, as usual in these games, it really shines when playing with friends. The creation options are limited within this installment, but if that is not a deal breaker for you, I highly suggest picking it up. I give WWE 2K15 a solid 7 out of 10.

wwe.2k.com

Jerry Buckner brings “Pac-Man Fever” to the inaugural Southern-Fried Gameroom Expo

 

 

 

A week or so ago, a pinball enthusiast friend of mine told me about this weekend’s inaugural Southern-Fried Gameroom Expo. Though I’m not an avid gamer these days, I did spend more of my youth than was likely healthy playing a variety of arcade games, pinball machines and home consoles. While my friend’s main interest in the SFGE is the International Flipper Pinball Association-sanctioned Southern-Fried Pinball Tournament, attracting pinball players from across the country, I soon realized there’s much more pop culture relevance to this event than one might expect. Sure, there’s a gaming area, high-profile gaming sponsors and other attractions for the Xboxers and Playstationers. But there are also film screenings, podcasters and other activities with enough pop cultural relevance that even casual video game fans are likely to find something of interest.

Southern-Fried Gameroom ExpoOne of the more intriguing aspects for me is an appearance by Jerry Buckner, one half of the Buckner & Garcia duo responsible for the ’80s hit single “Pac-Man Fever” who has gone on to have an award-winning career in music, broadcasting, voice acting and more. Come to find out, he also happens to reside in the Atlanta area, not far from where I spent many days listening to my “Pac-Man Fever” record as a child. Buckner will be appearing at the SFGE for the first public screening of The King of Arcades on June 20, as well as a panel and meet-and-greet on June 21. Before he slides the proverbial quarter into this weekend’s festivities, Buckner talks to Wrestling with Pop Culture about his power pellet of a hit, almost writing music for WWE and returning to the video game world with Wreck-It Ralph.

First of all, until a few days ago I was unaware that one of the guys who wrote “Pac-Man Fever” lived in the Atlanta area. How long have you  lived in Atlanta and why did you move here?

I’m originally from Akron, Ohio. I had a guitar player/singer friend from Akron who moved to Atlanta and shortly after convinced me to come down and work here. This was back in the ’70s and he said there were some things going on in the music business here. I was very interested in that as a songwriter, so I came down and played in some local bands. Eventually, my schoolmate and friend from Akron, Gary Garcia, followed suit and came down with me and we began doing jingles, commercials and writing songs. That’s how “Pac-Man Fever” came about in 1982. We actually had a few minor successes prior to that, but nothing of the magnitude of “Pac-Man”. So that’s how I ended up in Atlanta and I never left. I’m still here.

I actually still have my 7-inch copy of “Pac-Man Fever” and never knew, as a kid, that you guys lived right down the street when you created it. 

I lived in an apartment in Doraville when we wrote the song. We had been working at a studio in Marietta doing jingles and various things at the time and we went to dinner at this little place on the Marietta Square and that’s where we saw our first Pac-Man machine. We started playing it like everybody else and got hooked on it. At some point we thought, “Hey! Maybe it would be cool to write a song about this.” So we did and took it over to Arnie Geller and Buddy Buie. Buddy was the songwriter/manager/producer for the Atlanta Rhythm Section at that time. They liked the idea and we worked on the song in the front room of this little apartment in Doraville, then went in and recorded it. That’s how it all started.

So it wasn’t something you were hired to do to promote the video game?

No. We just took a shot at it. What we tried to do with that song was, we didn’t want to just do some kind of throw-out song and throw some sound effects in. We wanted to write a pop song that could stand up on its own legs pretty well musically, then add things in. It was just an idea we came up with and we did it.

Being from Akron, you’re certainly familiar with Devo. During that time there seemed to be a lot of bands like Devo and “Weird Al” Yankovic that were doing parody songs and things of that nature. Did any of that stuff influence you guys?

Pac-Man FeverI didn’t know Devo personally, but we had a connection to them. I had a band called Wild Butter in 1970 and the bass player’s brother opened up a studio and a bunch of groups came through the studio. Devo was one of the groups, unknown at the time, that came over and recorded. There were several groups from Akron that came over. In fact, Chrissie Hynde used to come out to where we used to play and she told us, “I’m going to be a star one day.” And eventually she was. Anyway, there was that time period when all those groups were recording in this little studio and it was pretty interesting to hear some of that early stuff. I can’t say there was influence, though. Gary and I grew up with the Beatles, pretty much like everyone else in our age group. And we loved blues and a lot of different kinds of music. We played together as a duo, we were in different bands together, you name it, we did it. We weren’t necessarily trying to write a novelty song as much as it was just an idea that came and we decided to do it.

We were working with an artist named Steve Carlisle, who also was from Atlanta, and he sang the theme to WKRP in Cincinnati. We were working on two different projects and recorded the extended version of the theme song with Steve. In fact, “WKRP” and “Pac-Man Fever” were, at one time, side by side on Billboard. But we weren’t necessarily influenced by Devo or any of those other groups. We just liked pop songs and tried to write a pop song utilizing Pac-Man.

I understand that the success of that song resulted in an entire album of songs inspired by video games. Tell me a little more about that.

We recorded “Pac-Man” and Buie-Geller shopped it to every label and nobody wanted it. They didn’t really know what Pac-Man was, which was part of the problem. So they put it out themselves, it got played on a local station and the song just exploded. People went crazy for it and within a few weeks CBS Records purchased the master and released it nationally right before Christmas. Right after the first of the year, when it became apparent it was going to be a national hit, they said, “Look, we really want an album to go with this.” We started working on an album and we wanted to do some regular songs. We recorded two songs and they sent the vice president down to listen to what we were doing and, “Oh, no. We want it to be all game songs.” We knew if we did that we would get labeled as just doing that, but we wanted to go along with the program. So we converted two of the songs to game songs, then created the rest of them and that was the album. It’s kind of an amazing thing because people know those album cuts, I’m not going to say as well as “Pac-Man,” but they know those cuts pretty well and like them and request them. So the whole album became kind of a pop culture phenomenon.

I read something about a song you wrote for E.T. The Extra-Terrestrial that confused me a little. Explain that song to me, if you don’t mind.

That was our nightmare story. E.T. came out the summer of ’82 and “Pac-Man” was a national hit while the movie was out. We went to see the movie and we were drawn into it like everybody else. It was a great film. I had this song I was working on about a family pet I had lost and out of sadness wrote this little melody on the piano about this dog. We got the idea we should do a song about E.T., so we took this melody and switched the concept to E.T. It came out as a very pretty ballad. They took it to CBS, CBS loved it and said, “This has got to be the next single.” Our manager flew to California to meet with Steven Spielberg to get his approval. They had the meeting and our manager told us Spielberg played it over and over again and Spielberg said, “I wish John Williams had come up with this song for the film.” When Arnie came back to Atlanta, he said, “I think they’re thinking about pulling the film back and putting the song in the film. Spielberg loved it!” We were all excited because that was going to be a major thing. Suddenly there was a fly in the ointment and within a couple of days problems developed. Neil Diamond, who was a huge artist at the time with CBS, had the “Heartlight” song. When CBS found out he had the song at the same time, of course he had the juice to get his song released ahead of ours. So CBS declined to release ours and “Heartlight” came out and took all of the thunder of the movie. They released our E.T. song a few months later and, ironically, where it was played, it still got tremendous reaction. But they didn’t promote it. They just let it die. So it was a very sad thing and we were very upset about it. It really drove a wedge between us and CBS and we got out of our contract because of it.

Did it appear on your next album?

Well, we didn’t do any more recording for CBS. We thought we had a deal with RCA, but we didn’t. So we decided just to go into production of other artists and groups. “E.T.” came out as a single, but was never on an album. We redid the Pac-Man Fever album in 1999 when CDs became big, we did another version of “E.T.” and it is on the current Pac-Man Fever
album as a bonus track. But it’s not the original.

What are the main differences between the original Pac-Man Fever album and the 1999 version?

When we did the original album, back in those days we didn’t have the ability to download stuff and get stuff off machines. We had to actually record it live off the machine. Those sound effects were kept with the masters and the masters were kept at Studio One, which I think was eventually sold to Georgia Tech. By 1999, those masters were so old that they could have brittle. They couldn’t find the sound effects track anyway, so we weren’t able to get those original soundtracks and we had to go in and try to find them. Some of them weren’t so easy to find in 1999. Most of them sound pretty close, but they’re not exactly the same. People who really know the album are  kind of critical of us for not using the same thing. The problem is, CBS would not put the album out again because we had to get different licenses for that album from the different companies and they didn’t want to have to go back through all the legal problems to re-release it. But people wanted a CD version of it, so we decided to do it ourselves. So we had to try to recreate everything and it’s not going to sound quite the same, as hard as we try.

So, you also did a bunch of songs for the Waffle House jukeboxes. I always loved those songs.

I appreciate you saying that. They’re the type of pop songs Gary and I liked to write. Gary didn’t work with me much on that. He did do vocals on some of the tracks. That came about because Mary Rogers, who was married to Joe Rogers Jr., the owner of Waffle House, was an excellent singer and having a lot of success on her own. They got the idea to do some songs for the jukebox, so in ’84 she asked me to help out. We began doing songs for the jukebox and it turned out to be a good idea – people liked them and it was kind of a novelty when you came in there. We ended up doing a lot of those songs. Funny thing is, all my kids and their friends were more impressed by the Waffle House jukebox songs than anything else I’ve ever done. People seem to think that’s a pretty cool thing and I enjoyed doing them. We were still doing them up until about a year and a half ago. They’ve kind of put it on hold for now, so we’ll see what the future holds. Of course, they’ve changed that whole system and don’t have jukeboxes. It’s more of a digital computer thing that plays through the speakers.

A couple of years ago things kind of came full circle for you when you did a song for the video game-inspired movie Wreck-It Ralph. How did that come about? Was that a song you were already working on or something you did specifically for the film?

Wreck-It RalphIt was an amazing thing that occurred. I got a call from Tom MacDougall at Disney, who’s in charge of music, and Tom said they had this movie coming out and there was a song they were working on and it would be great if we did the song. Gary passed away suddenly in November of 2011, just prior to when Disney contacted us, so I wasn’t sure how it would work out. One of the guys in the band, Danny Jones, who plays drums and also is an excellent singer, talked about it with Gary’s widow and decided Danny could maybe sing the song. Disney was happy with that as long as it said Buckner & Garcia and it had the Buckner & Garcia sound. We all agreed to do it and there’s a producer in L.A. Disney used named Jamie Houston, who worked with a lot of big acts and several of the American Idol winners. He started on the song and sent it to me, we worked on it and completed it, then he flew in and produced the song. Disney loved what we did and included it in the soundtrack – it was actually the title track to the movie – as the number two song on the actual album. It was so sad Gary could not be part of that. He would have just been thrilled with it. But it’s opened a lot of new doors for us, which is greatly appreciated. To sit in the theater and see your name in the credits of a Disney film is just fantastic.

Just out of curiosity, have you ever done any work for WWE or anything wrestling related?

No, but I almost did. Funny you would even ask that. Back in the ’80s, after “Pac-Man Fever,” Arnie, our manager, was in New York and became Cyndi Lauper‘s manager. Of course, Cyndi was one of the main people that got that whole wrestling thing happening on TV in the ’80s with Vince McMahon. Arnie used to laugh about some of the guys that would come by the office to see her. “Rowdy” Roddy Piper used to come by all the time and Arnie liked Rowdy, said he was a pretty good guy. At one point, Arnie said they needed a theme song. So we put something together and sent it up there, but they really were looking for more raw rock ‘n’ roll kind of stuff and we were more pop/top 40 kind of stuff. So that didn’t work out for us at that time, but we almost did it.

They have an in-house composer named Jim Johnston who does probably 99 percent of WWE’s music now.

If there’s one guy doing it, I think he’s doing a great job. I love watching Monday night Raw. It’s fun to watch and the music matches up great with each of the characters, so I’d say he’s doing a great job.

The inaugural Southern-Fried Gameroom Expo is this weekend and you’re going to be a big part of it. What exactly will your role be at this event?

The King of ArcadesWhen I was approached last fall, they wanted me to come by and hang out, maybe do some question-and-answer deals, sign some autographs, talk to people and just kind of be there on Saturday. In addition to that, there’s a documentary called The King of Arcades. Sean Tiedeman, an independent filmmaker, co-produced it with Adam Goldberg, who does The Goldbergs show on ABC. They put this film together and asked me to be in it to talk about our album, which I did. They’re screening that film on Friday. It’s a great film about ’80s video games and a guy named Richie Knucklez, who is very well known in the game industry – he’s had arcades, he’s had a band. Richie re-cut “Pac-Man Fever,” but it’s a straight-ahead rock ‘n’ roll kind of thing, and that’s in the film at the end. Billy Mitchell’s in it, he’s the top video game player of all time, with a bunch of other people. So I’m looking forward to that and looking forward to meeting people and hanging out. Incidentally, these conventions are starting to happen more now and we’ve had invitations from Houston and Dallas later on in the year and they want the band to come play. We really weren’t prepared to do that at this show in Atlanta, but we may actually go play in Houston and Dallas and see what happens. It’s fun to be part of all this. We kind of became a part of pop culture with the video game attachment and it’s fun. I love doing it.

You’ve also done a lot of voice acting. Do you have any new or upcoming projects in voice acting, music or elsewhere?

I got into radio for a while by accident. I did it for fun, then people said, “Hey, we’ll pay you.” Then I got into voice acting, which is a little bit different than doing voice-overs because you’re actually doing characters. I enjoy doing it. As far as that goes, I’m doing a variety of different things. I was the narrator for a History Channel show called Big Shrimpin’, which ran for eight episodes. What I’m really excited about musically, because of the Disney track, we’re working on some new stuff. I really can’t say the names of the projects because they don’t want us to. But there’s going to be a couple of new songs about some huge games. It won’t be Buckner & Garcia; it’s going to be younger artists singing. We’re working on that project and that should be a lot of fun once we get that out.

www.jerrybuckner.com

Centrifeud brings party gaming full circle

Centrifeud, developed by Secret Library, is a fun new pick-up-and-play party game for the Apple iPad. The premise is simple; two-to-four players guide primary colored rotating discs around the virtual game board, bouncing off the walls and each other while trying to collect pink pellets. Once a player has obtained 13 pellets, the round is over with the option of starting a new game or calling it quits. Along the way, there are opportunities to collect power-ups such as drunk mode, blind mode and turtle mode that either help you, hinder your opponents or both.

The most important factor about this game (as well as it’s biggest selling point, in my estimation) is the ease of gameplay. Within a minute of playing, I was able to not only get the basic premise of the game, but also figure out strategies for winning. Its simplicity, combined with the beautiful visuals and kickass soundtrack, really make it stand out among other iPad apps.

Centrifeud is colorful, imaginative, universally accessible and basic enough for people of all ages. And with it only costing $1.99 to download, this game comes highly recommended.

For more information, go to www.secret-library.com.

Pat Young becomes a true “Guitar Hero” with Hero for the Heart

By Jonathan Williams

For the past few years, many video gamers have wasted countless hours living out their rock ‘n’ roll fantasies on Guitar Hero. But for Atlanta-based improv actor Pat Young, his heart is really in it when it comes to playing this game. In fact, Guitar Hero was one of the many things that made his relationship with his father that much more special.

Pat Young channels Axl Rose in Guitar Hero

Originally from Connecticut, Young moved to Atlanta after earning a theatre degree from Florida State University. The aspiring actor chose Atlanta over Orlando (“where I would have been owned by a big giant mouse”) as a stepping stone towards eventually pursuing a career in film and television in New York or Los Angeles. But after moving to the unfamiliar city, Young soon found himself once again turning to his father for reassurance.

“I was very close with my dad,” Young recalls. “He was very supportive of me and everything I did. I moved to Atlanta in 2006 and I didn’t have any friends or a job. I was doing OK until a week later when my car died. He ended up coming down to help me and a few months later came down to visit again. I was telling him about Guitar Hero, which had just come out. I told him it was the coolest video game I had ever seen. The next morning I found him playing ‘Smoke on the Water.’ I thought it was hilarious. It was just like the South Park episode.”

Over the next few years, Young got some of the acting and improv opportunities he was looking for. He’s been in Relapse Comedy Theatre productions such as History of the Devil and regularly appears in Stone Mountain Park productions like Dr. Busybody’s Boogiebot Blast, Wake the Bear and A Crossroads Christmas Carol. But while he was hitting high scores in his professional life, he was hit with a personal whammy when his father was stricken with a heart disease.

“He ended up passing away in November of 2009 from atherosclerosis,” says Young. “Before he died, we talked about making bucket lists and doing stuff we’d always wanted to do. I’d always wanted to break a world record [and] I wanted to try and do something that combined those three ideas: Guitar Hero, my dad and breaking a world record. And I wanted to maybe help other people who are going through or have experienced heart disease.”

Hero for the Heart logo by Joanna Davidovich (www.cupojo.net)

Beginning at noon on Feb. 23, Young will attempt to set a new Guinness World Record for playing Guitar Hero with an event called Hero for the Heart, a benefit for the American Heart Association. The current record is a little longer than 50 hours, but Young plans on playing for 72 hours on the stage of the Horizons School‘s theater, with a goal of raising $5,000 in the process. And the timing couldn’t be better – Young’s father’s birthday would have been Feb. 26, and February is American Heart Month.

“I will be playing Guitar Hero the entire time,” he says. “There will be other people jumping in from time to time and there will be people playing online as well. But I’m the only person that is going to be playing for 72 hours.”

But even if you aren’t into Guitar Hero, there will be other ways to help the cause. Hero for the Heart will also include a silent auction featuring art by the likes of Stephanie Anderson of Neon Armour body painting, and there will be different contests throughout the event with prizes such as Guitar Hero bundle packs, DJ Hero items and, for the person who donates the most money to the cause, the Golden Fiddle Award, a Les Paul controller custom painted by Young, who is becoming a true Guitar Hero over the next three days.

 

Beating people up is more fun than ever with “UFC Undisputed 3”

The most important thing I can say about THQ’s UFC Undisputed 3 is this: If you follow Ultimate Fighting Championship closely, you will love this game. If you don’t follow UFC, this game will at the very least pique your interest in mixed martial arts combat. Never before has UFC seen such an authentic transition into the video game world than with UFC Undisputed 3.

Having played the previous two UFC Undisputed games, I noticed some new things right away. For starters, there’s a brand new soundtrack on this game, and to call it absolutely epic would be a severe understatement. I can’t express how much I love the music in this game, which is both cinematic and energetic, and the perfect way to get pumped for a fight.

As in previous UFC games, Undisputed 3 has the standard list of options; exhibition mode, tournament mode, title fight mode (which is basically an arcade-style setup where you beat enough guys and win the championship), career mode (more in depth than title fight mode, as it allows for character customization and stats management) and several other modes that have made the UFC game franchise what it is today.

Another notable difference right away is the presence of Pride Fighting Championships, which brings a little bit of MMA nostalgia to the  game. In fact, you can choose to fight in Pride arena’s (and under the more lenient Pride regulations) or in UFC arenas. It truly adds a special touch to the game by acknowledging the accomplishments of this now-defunct promotion.

Character customization and creation is also back, with a few minor improvements. For example, you can now create and add your own logos to shorts, trunks, t-shirts, etc. You can also assign specific entrance animations, winning animations, character introduction animations, entrance music and other features to create truly unique fighters. And your customimzed characters and logos can be uploaded to THQ’s servers to be downloaded by other UFC enthusiasts around the world.

Now let’s get down to the nitty gritty of the overall game presentation and gameplay. First of all, if you’ve played a UFC game before, you know how authentic the music, sound effects, character models and commentary are. In fact, the level of authenticity far surpasses any other sports game, and here’s why. Before I played a UFC game, I had never seen a UFC event, live or televised. But after the first game piqued my interest in the UFC product, I decided to head down to my local drinking establishment and check out UFC 124. To my surprise, it was just like the game. The music, the commentary, the presentation, the camera angles; it was all identical. Talk about authenticity!

THQ has always managed to make MMA gameplay feel smooth, easy to learn and amazing. And with Undisputed 3 THQ has completely stepped up its game. It is now much easier to do ground transitions and ground takedowns, and the submissions system has been completely revamped into a very enjoyable, thrilling experience. The gameplay is fluid and authentic and helps bring you even further into the world of UFC.

If you love sports games, love watching MMA or love great, competitive gameplay, this game is a must-buy for you. Never before have reality and video games been so close when it comes to the world of mixed martial arts.

UFC Undisputed 3 is available for PlayStation 3 and Xbox 360. Rated T. www.ufcundisputed.com.

Review by Dan Kemp

Hulk Hogan video game is far from “Main Event” status

 

 

 

A motion capture game featuring Hulk Hogan from the same publisher that gave us the video game adaptation of Alvin and the Chipmunks: The Squeakquel (Majesco Entertainment) doesn’t really drum up too much expectation. Expecting a game with those ingredients to be an instant classic would be like expecting a recent Hulk Hogan match to be a classic. However, Hulk Hogan’s Main Event fails to meet even the lowest expectations.

Main Event has the standard features that we have come to expect from wrestling video games; a season/career mode that takes a single character from the bottom rung to the top of the ladder, a create-a-player mode and a one-on-one exhibition mode that pits player against the computer or another player. In the career mode the default character Caliente begins in a back yard wrestling event hosted by Hulk Hogan, with the winner receiving a shot at the big time. This seemingly daunting task requires you to win one match against Atlanta’s own Jim Bob, then you’re off to the “big time” with Hogan as your corner man.

Hogan being your corner man is the bulk of his involvement in the entire gaming experience. This is not only a storyline device, it is also a key component of the game play. Each match is divided into a series of segments known as stunts. In each stunt the goal is to beat the opponent by performing the motions that the Hulkster demonstrates in a small insert box that appears at the bottom right of the screen to pull off predetermined moves. (Yes, there is a leg drop. But the big boot is sadly missing.)  These stunts devolve into a boring game of Simon Says with an aging wrestling icon. About 70 percent of the motions work  about 70 percent of the time, but everything else is a crap shoot. There is one positive, and that is that in some stunts you do not need to be a carbon copy of digital Hulk and you are allowed to throw hands the way that you see fit. These stunts, however, are too few and too far between.

Graphically, Hulk Hogan’s Main Event  is on the lower end  the spectrum of what is acceptable for a game on the Kinect platform. The atmospheres are bright and reasonably well rendered, but the character definition is dreadful. Most characters are just pigment swaps of one another with the occasional wacky accessories thrown in for good measure. If a character is black, he is literally black (see Tombstone) and most every character has a look more akin to the bruisers of the 1950s. If not for this game’s complete lack of attention to wrestling, Lou Thesz would have been a perfect addition.

Every aspect of this game is lacking. Even the game’s menus are difficult to navigate. But it is not the randomly responding controls, the lackluster graphics or the repetitive mimicking that is passed off as game play that makes any wrestling fan tap out on Hulk Hogan’s Main Event. What is truly this game’s downfall is a complete disregard for the basic structure of professional wrestling. The matches have to stop and load between stunts, moves occur at inappropriate times and a headbutt does the same amount of damage as a massive Samoan drop (which the commentator calls a suplex). The pinning combination literally takes ten seconds. I will repeat, it takes ten seconds to count to three. The best way to describe this game is “lame.” It is a lame attempt by a video game company to capitalize on what is left of the name of Hulk Hogan by employing strategies like sprinkling in bro speak and Internet lingo to appear to be cutting edge. This game has X-Pac-like heat. At its finest, wrestling is about storytelling and emotion. Hulk Hogan’s Main Event offers none of the first and even less of the other.

Hulk Hogan’s Main Event is available for Xbox 360. Rated T. www.hulkhogansmainevent.com

Review by Matt Hankins

Wrestling with Pop Culture is giving away a copy of Hulk Hogan’s Main Event. Just comment below with the name of any character Hogan has played in a movie or TV show. We’ll randomly pick from the correct answers and announce the winner on the WPC Facebook page on Jan. 27.

“WWE ’12 ” takes wrestling gaming to slamming new levels

THQ and Yuke’s have set a new standard for a fun professional wrestling game with WWE ’12, which gives the SmackDown vs. Raw series a much needed update. FINALLY…a wrestling game that’s fun and addictive to play without too much repetition.

WWE ’12 is the 13th game in the series and looking back, they’ve come a long way. Who would

The Undertaker and Edge are two of many superstars avaialable in "WWE '12"

have known way back when, with the release of the inaugural WWF SmackDown! that we would one day be able to fully customize our wrestling game experience? With the aid of the ever-popular Create-a-Superstar, Create-an-Entrance, custom soundtracks, Create-a-Finisher, Create-a-Brand and the brand new Create-an-Arena options, users can now completely immerse themselves in the WWE Universe and put their own unique spin on things.

The first obvious difference between WWE ’12 and its predecessors is the extreme fluidity in the core gameplay. Going from one move to another is easy, fast and looks fantastic. They’ve done away with the choppy and awkward animations from years past and replaced them with the most fluid, authentic-looking gameplay in a wrestling game to date. And to go along with this, the folks at THQ have also gone to great lengths to make sure that every in-game shot is nearly identical to one you might see through a WWE camera lens. Combine that with new gameplay features, such as wake-up taunts, move interruption, and comeback moments, and you become entirely immersed. These little things really add to the overall ambience that WWE ’12 is able to provide.

The reason many of the people buy these games every year is to put their own creative touch to the series. Whether it’s creating a character, a logo or even an entire wrestling brand, WWE ’12’s creative features really help keep the game fresh for a long time to come.

You can give your opponents the patented DDT off the second rope as Randy Orton in "WWE '12"

Create-a-Wrestler, a staple in the series, is virtually unchanged from previous years, apart from a new hair choice here and new boots there. You can still create custom logos in the paint tool and place them on your custom superstar as a tattoo, tights logo, face paint, mask design or anything in between.

One new feature this year is an all-new Create-a-Titantron. This is a completely unique feature that uses various templates with B-roll footage, combined with in-game footage of your custom superstar to give you a pretty decent looking entrance video. Whether you want to make one for a Canadian Patriot, a demonic hellbeast or even Mr. Perfect himself, you can do it.

Another long-awaited feature added this year is Create-an-Arena mode, which is literally what it sounds like. You take control over nearly every aspect of a wrestling venue, from the aprons, the mat, the turnbuckles, the barricades and even the electronic billboard that scrolls around the arena inconspicuously. You can add your own logos or use one of the preset ones they were nice enough to include for you. Among these included logos are every single WrestleMania logo ever, multiple Royal Rumble logos, old World Championship Wrestling pay-per-view logos and many more. Having created a decent looking Ring of Honor arena myself, I can say that although this new feature is not perfect, it’s off to an impressive start, and the potential is unlimited.

Triple H gives Kevin Nash a sledgehammer to the gut in "WWE '12"

Last year we were introduced to WWE Universe mode. This was essentially a hybrid between story mode and exhibition mode. While you didn’t play out linear storylines like Road to WrestleMania, each match had significance. You could start feuds or feuds could be started for you. You could form new tag teams or be betrayed by your tag team partner. The WWE Universe literally crafted itself around your every move.

So what have they done this year? Made it 100 times better, with the ability to completely make the WWE Universe your own. Don’t want to wrestle on Raw, SmackDown or Superstars? No problem! You can make your own brand, complete with it’s own roster, show name, brand logo and arena, and swap them out with the Monday, Thursday, and Friday shows. For many fans, this is a dream come true.

Speaking of Road to WrestleMania, to say that it’s been overhauled is an understatement. Unlike previous years, where you could choose one of several WWE superstars and take them on a several month journey towards the spotlight of WrestleMania, WWE ’12 takes a different approach. This year’s Road to WrestleMania is a much more linear experience, with a much better storyline. You take control of multiple characters, including Sheamus, Triple H and even your own custom superstar (voiced, ironically enough, by current Total Nonstop Action X Division Champion Austin Aries). Each character’s story arc segues into the next playable character quite smoothly, and the overall story is quite impressive. And, not to spoil anything, but be ready for a lot of WCW.

Kevin Nash gives C.M. Punk a big boot in "WWE '12"

Another thing that should be noted is this year’s massive roster. Not only are there more than 50 playable current WWE Superstars, but there’s also a plethora of unlockable characters, including the Rock, Booker T, Kevin Nash, Arn Anderson, and more on the way in the form of downloadable content. Perhaps the highlight of this expanded roster is the introduction of a character who hasn’t graced a WWE video game ring in quite some time (apart from WWE All Stars): the “Macho Man” Randy Savage!  Expect to see Savage available for download in the near future.

WWE ’12 has set a new standard for fun wrestling games. With the fluid gameplay, the vast array of customization options, the incredibly impressive roster and the overall authentic feel that WWE ’12 brings, it’s no wonder it’s already won several awards. It’s a near-perfect embodiment of a wrestling game. WWF No Mercy, eat your heart out.

WWE ’12 is available for PlayStation 3, Wii and Xbox 360. Rated T. www.wwe.thq.com.

Review by Dan Kemp