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WWE SmackDown vs. Raw 2007

 
Games: WWE SmackDown vs. Raw 2007

Game Description

THQ continues its exclusive relationship with the WWE in this installment of the best-selling SmackDown! vs. Raw franchise. Making its first appearance on Xbox 360, the game features high-definition wrestlers with animated facial expressions, real-time "sweat," and signature moves. Dynamic 3D crowds make their presence known throughout each match with cheers and jeers, and they will even supply wrestlers with weapons outside the ring. A new analog-based control scheme simplifies the action by letting players flick the right stick in different directions to perform various situation-specific grappling moves. Each arena features 20 interactive hot spots, from turnbuckles to ropes to guard rails, allowing players to slam heads, rub faces, and perform other "friendly" maneuvers.

Players can lead their favorite star through multiple branching storylines over a full season, or take on a Vince McMahon-type role in the general manager mode. The latter has you hiring writers, choosing from multiple plot threads, managing a salary cap, and setting up matches for weekly television broadcasts. Schedules, e-mail, rosters, reports, and budgets are all accessed from the GM desk inside a 3D locker room, where you'll try to turn a profit and deliver big ratings to increase the popularity of your grappling group. More than 60 male and female wrestlers are available to play as or against, including such past and present stars as John Cena, Rey Mysterio, Trish Stratus, Triple H, Kurt Angle, Hulk Hogan, Chris Benoit, Big Show, and Torrie Wilson. Xbox Live support is also included for online multiplayer matches and custom tournaments.
~ Scott Alan Marriott, All Game Guide

Review: Overall

After enjoying years of success on PlayStation 2, THQ's pro wrestling series makes its Xbox 360 debut with the best visuals in the franchise to date and a more intuitive analog control scheme. With a features list that bulges more than Big Show's biceps, SmackDown! vs. Raw 2007 offers plenty to see and do for both veteran grapplers and rookie wrestlers alike. The Xbox 360 version is the obvious choice for near lifelike character models, from tattoos and sweat to rippled six-packs and animated expressions, but it's the rhythmic gameplay that is the star attraction, perfectly capturing the deliberate pacing of real-life wrestling matches.

Drawing on past versions for content, SmackDown! vs. Raw 2007 doesn't offer much in the way of new game modes or radically different features. Instead, the developers focused on streamlining the control scheme to make the game more appealing to those who didn't feel like studying a manual before cracking some heads. The left analog stick handles movement inside the ring and acts as a modifier for single-button strikes. The right analog stick initiates one of four grapples, with stronger variants available after first locking the opponent in a grip.

The action is more about strategy and proper positioning than how fast you can wiggle the sticks. A stamina meter depletes as your wrestler performs difficult moves or runs around the ring, causing your athlete to become winded and leaving him or her open for counter attacks. The game rewards those who pace themselves, alternating attacks to build a momentum meter, allowing the wrestler to activate or store powerful finishing moves once the meter is filled. Environmental hotspots in and out of the ring add further intrigue, expanding the attack options to include creative ways that will not only inflict injury, but also humiliate your opponent in front of the raucous crowd.

While the game includes just about every match type you can think of, some of the meatier modes could have been beefed up further. The story mode from previous versions is back with more scripted events and soap opera-like dramatics for your character to experience, but the storylines tend to repeat after your first play through. The text-heavy GM mode lacks visual pizzazz, and the create-a-wrestler option has less customization features than its PS2 counterpart. Still, the number of unlockables, playable characters, and match options is impressive, especially when the gameplay so closely follows the feel of pro wrestling, right down to the crotch kicks, eye gouges, and double foot stomps that fans so desperately crave.
~ Scott Alan Marriott, All Game Guide

Review: Enjoyment

The pace and feel of wrestling is well captured by the developers, and the amount of play options is impressive. Yet longtime fans of the series will be upset with the lack of significantly new features and enhancements when compared to earlier titles.
~ Scott Alan Marriott, All Game Guide

Review: Graphics

The high-resolution visuals and detailed character models are impressive, though there are some clipping issues while performing moves. While the animation is above average, each wrestler's facial expressions don't always match what's happening in the ring. The 3D crowds and arenas look great, however.
~ Scott Alan Marriott, All Game Guide

Review: Sound

The commentary is filled with irritating glitches and highly repetitive phrases, while the soundtrack should be muted. For some reason, players can't incorporate music on the Xbox 360 hard drive for the entrance themes.
~ Scott Alan Marriott, All Game Guide

Review: Replay Value

The length of the story and GM modes will keep solo players busy, and the game supports up to four wrestlers online via {!Xbox Live}. Online matches can be a bit choppy at times, however, which is likely due to the increased character detail.
~ Scott Alan Marriott, All Game Guide

Review: Documentation

Players can learn the moves and basic strategy from within the game, but the manual helps explain some of the controls in greater detail.
~ Scott Alan Marriott, All Game Guide

Production Credits

Company 1: Yuke's; Producer: Hiromi Furuta; Senior Producer: Norfumi Hara; Technical Executive Officer: Tokuichi Kitaguchi; Executive Technical Director: Shintaro Matsubara, Nobuyoshi Ono; Executive Director: Taku Chihaya; Executive Art Director: Yoshio Togiya, Makio Yamanaka; Multi Platform Director: Kiyotaka Azuma; Project Director: Osamu Hashimoto; Main Game System Programmer: Tokuichi Kitaguchi, Katsumi Nakagaki, Reiji Sato, Tsukasa Kato; GM Mode Programmer: Mitsuhiro Nishide; Season Mode Programmer: Hajime Ohara; Create A Superstar Programmer: Kouji Hayashi; AI Programmer: Katsumi Nakagaki; Interface Programmer: Hiroshi Kanda; Locker Room Programmer: Atsushi Narita; Sound Director & Programmer: Takashi Takezawa; Programmer: Takuya Suzuki, Masahito Hasegawa, Hayato Ebina, Taishi Goto; Online Interface Programmer: Seishiro Mizukami, Kenji Yoshino, Jiro Moriya; Game Engine Programmer: Toshiyui Mori, Hiroki Ueno, Akitsugu Hirano; Tool Programmer: Nobuysohi Ono, Hideki Suzuki; Main Game System Designer: Kentaro Arai; GM & Season Game Designer: Kenzy Nakamura; Online & Locker Room Game Designer: Naoto Ueno; Interface & Sound Game Designer: Hidekazu Tanaka; Game Designer: Naoto Kuge, Totti Sato, Rie Kikuchi; Art Director of Character Modeling: Ryohei Oguma; Lead Modeling Artist: Yukie Okamoto, Keiko Zama; Character Modeling Artist: Youhei Nakagawa, Ari Sawada, Hiroshi Goto, Yoshihisa Shimizu, Yamaguchi Takushi, Sachiko Kuribara, Kawamoto Ayumu, Sakamoto Masashi, Amenomiya Kazuki, Yoshida Manabu, Konno Takanori, Kawasaki Akira, Hayasaka Ayumi, Imamura Takuya, Yabuki Jyun, Mitobe Satoshi, Ito Sachiyo, Yutaka Akao, Yasuhiro Morita, Muramoto Shuichi, Katsumi Marunaga, Tsushima Kenji, Kaji Kaori, Matsuda Takuya, Nobuyuki Nakayama, Dai Kitajima, Naoyuki Takashima, Yoshiko Murai, Tomoko Yamagami, Hiroki Takemura, Kenichi Sutou, Hajime Kawaguchi, Seiki Iijima, Ken Morita, Koichi Shigeru, Tsutomu Taniguchi, Ichiro Imamura, Toshiharu Tagami, Yuki Nemoto, Kohei Funatsu, Kazuhiko Inoue; CAS Team: Akiko Miura, Eri Nakaki, Nobuyuki Fukasawa, Saho Matsuda; Art Director of Environment Modeling: Koji Makin, Shin Sasaki; Environment Modeling Artist: Mayo Ochiai, Syuhei Hinohara, Yoshihisa Satou, Shinohara Katsuya, Katayama Shinichi, Takeya Yukiko; Lead Effect Artist: Ryo Taya; System Adnimator: Mitsuo Shimuzu, Chizuru Ogura, Takayoshi Akasaka, Haruka Katayama, Yoshiyuki Iwai, Hirokazu Tabata, Shinji Ito, Takayuki Ootsuka, Daijiro Kakinuma; Entrance & Cut Scene's Animator: Yasuhiro Tsukahara, Takashi Watanabe, Tatsuaki Tsukamoto, Keisuke Saito, Yoshihiro Tamura, Tsuyoshi Fukuhara, Naotaka Ohnishi, Yakao Yamagishi; Interface Art Director: Kazunari Nike; 2D & Interface Artist: Yuzuru Hiroki; Online Programmer: Fine Col Ltd., Hiroshi Fukuda, Junichi Taguchi, Kenji Okutsu, Toshihiro Kawaguchi, Koji Sasa, Masayuki Makita, Takashi Hashiki; Multi-Platform Programming, Value Wave: Ryu Takada, Sotaro Arakawa, Kazuya Shinmoto, Shiro Mikata, Akihisa Shiota, Takeshi Takeuchi, Masaharu Watanabe, Hiroshi Niki, Mituru Ueno, Yasuhara Yoshinobu, Naotake Aboshi, Hitoshi Sakai, Yoshinori Araki, Toshiji Hazumi; Development Assistant: Shingo Yoneda, Akira Sasagawa; Yukes QA Manager: Ryo Ohura, Masayuki Soneda; Lead Tester: Ryoichi Ohe, Mitsuhisa Watanabe, Kazuyuki Watanabe, Emiko Watanabe, Takuro Yamamori, Sho Ohue, Shintar Morikawa; Tester: Tokuyoshi Kanemoto, Kazuyuki Hosono, Hajime Taguchi, Toshiaki Kikuchi, Hidenaga Amari, Ryohei Kato, Nobuhiro Sato, Yuji Hirata, Ryota Yamaguchi, Takuya Yonezawa, Tsuyoshi Shibayama, Yuki Nishino, Munechika Suzuki, Jun Saito, Yuji Kusayanagi; Additional Testing: Digital Hearts Co. Ltd.; Translator: Leo King; System Support: Kentaro Seto, Tetsuya Kanazawa, Syuuji Matsudaira; Administrative Support: Tsuneharu Sasaki, Satomi Takao, Junko Miayamoto; Legal Manager: Keiko Sakaguchi; Wrestling Supervisor: Toshihiko Kitazawa; Company 2: THQ Inc.; Director of Product Development: Keith Kirby; Project Manager: Colin Mack, Frank Bowen; Creative Manager: Cory Ledesma; Associate Creative Manager: Bryan Williams; Director External Development: Jeff Smith; Licensing Manager: David Knudsen; Script Writer: Bryan Stratton; Creative and Technical Consultant: Dan Ryan, Lance Laspina, Ian B. Hayden, Brian Dewey, Martin Marin; Music Licensing Supervisor: Victor Rodriguez; Translator: Yuri Tanaka, Makiko Hosoya; Global Localization Team: Amy Small, Susanne Dieck, Bernd Kurtz, Rachel Lee, Arnaud Frey; Senior Vice President, Product Development: Steve Dauterman; Executive Vice President, Worldwide Studios: Jack Sorensen; Director, Quality Assurance: Monica Vallejo; QA Manager: Mario Waibel, Michael Motoda; Test Supervisor: David Sapienza; Test Lead: Jeremy Kilichowski, Joseph Pearson, Amin Razi, Enrique Castro, David Bianchi; Tester: Jennie Ann Mark, Nicholas Kerley, Aaron Ruben, Genaro Avila, Josh Kimmel, John Doberne, Kevin Heeter, Michael Soll, Josh Rowley, Matt Kinsey, Justin Andrews, Adam Poole, Javier Castillo, Michael Spray, Eugene Park, Jodie Geiselman, John Phillip Law, Charlermchai Plianpho, Karl Scholl, Collin Yamaka, Daniel Brownstone, Derek Gorman, Amanda Stutzman, Nathan Kraw, Andrew Eads, Caleb Hoffman, Mitch Cronin, JT Cole, Drew Holmes, Kenny Schwarz, Jake Roth, Adrian Evans, Jesse Collier, Jeff Johnson, Josh Stelzer, Andrew King, Casey Fish, Alex Newman, Jon Volkman, Jeff Bielawskii, Scott Leaton, James Selen, Osvaldo Mejia, AJ Smith, Charlie Chiappetta, Christopher Lane, Christopher Miles, David Lejeune, DC Wolfe, Marcus Morgan, Matthew Tullis, Orion Brown, Oscar Melgar, Patrick O'Riley, Ricardo Mansilla, Scott Young, Jaime Armenta, Henry Vidal, Dustin Tioseco; First Party Supervisor: Jason Tani, Matt Ames; First Party Specialist: Hugh Mitchell, Jason Hughes, Michael Booker, Brian Skidmore, Jennifer Henschel, Arielle Jayme, Darryl Matthews, Jnathan Bell, Eva Keyes, Dimitri Del Castillo, Ryan Fell; QA Technician: Richard Jones, David Wilson, Michael Zlotnicki; Remastering Project Manager: Charles Batarse; Mastering Lab Technician: Heidi Salguero, Glen Peters, Anthony Dunnet, T. Ryan Arnold; Database Administrator: Jonathan Gill; Database Applications Engineer: Brian Kincaid; Game Evaluation Team: Scott Frazier, Matt Elzie, Eric Weiss, Chris Emerson; Human Factors Design Specialist: Ray Kowaleski; QA Operations Coordinator: Steve Nelson; Executive Vice President of Publishing: Kelly Flock; Senior Vice President of Worldwide Marketing: Bob Aniello; Director of Creative Services: Howard Liebeskind; Director of Global Brand Management: Brad Carraway; Senior Global Brand Manager: Tracy Muniz; Brand Manager: David Pava; Associate Brand Manager: Andrew Brawley; Senior Public Relations Manager: Kristina Kirk; Media Relations Manager: Jaime Jensen; Creative Services Manager: Kirk Somdal; Company 3: JAKKS Pacific Inc.; Vice President JAKKS Interactive: Nelo Lucich; Director of Interactive JAAKS Interactive: Hayley Wichmann; Project Manager JAKKS Interactive: Jarrod Madrigal, Randy Planck; Company 4: WWE; Executive Vice President Consumer Products: Donna Goldsmith; Sr. Director, Global Licensing: Florence DiGiorgio; Sr. Director of Product Development: Michael Archer; Sr. Brand Equity Coordinator: Bernadette Hawkes; Brand Equity Assistant: Steven Pantalio, Chris Terranova; Brand Equity Editor and Copywriter: Kevin Caldwell; Talent Relations: Mark Carrano; Director, Global TV Business Affairs: Lisa Lee; TV Business Affairs Coordinator: Diana Velez; Director, Audio Engineer: Chris Argento; Executive Producer, WWE: Kevin Dunn; Composer, Producer, Director of Music, WWE: Jim Johnston; Managing Producer, WWE RAW: Adam Pennucci; Managing Producer, WWE SmackDown: Chris Lawler; Media Asset Manager, WWE: George Germanakos; Media Asset Assistant, WWE: Eric Massoud; Music Coordinator, WWE: Darryl Harvey; Director of Graphics, WWE: William Goertel, Bruce Sandler; Company 5: Hydrogen Whiskey Studio; Visual Director: Ronald Franco; Animation Director: Rommel Franco; Technical Director: Cynthia Franco; Casting & Assistant Director: Jon Okui; Technical Artist: Eric Barrios, Michael Kelleher, Andrew Greenlee; Modeler: Anthony Passaniti, William Buckley, Dia Hadley, Russell Isler; Animator: Anthony Pasaniti, William Buckley, Dia Hadley, Russell Isler, Lisa Lavender, Anthony Passaniti, William Buckley, Dia Hadley, Russell Isler, Lisa Lavender; Internal Audio: Rich Gutierrez; Coordinator: Ryan Katz; Company 6: Giant Studios; Producer: Greg Philyaw; Technical Director: Addison Bath; Motion Edit Lead: Ken Murano; Motion Capture Tech: Ryan Adams, Greg Allen; Company 7: Dynamo Pictures Inc.; Additional Motion Capture: Hiroshi Hirokawa, Motohiko Yoshimura, Yuji Taniguchi, Ikue Tsutsumi, Hiroki Inazuka, Kosuke Chiba, Yoko Tabata; Motion Capture Actor: Sean Ryan, Justin Berti, Laszlo Kotaszek; Company 8: SoundAMS; Sound Producer: Momo Michishita; Sound Director: Takumi Kon, Hiroki Matsunaga, Takayuki Saito, Yasuhiro Tamaki, Yuzo Watanabe, Motoki Yasufuku; Company 9: G-Style; Additional Animation and Modeling: Kengo Shibuya; Animator: Hitoshi Sagai, Yoshiya Yamada, Hideto Nonokawa, Masami Yamazaki, Kei Sasaki, Takeshi Saito, Shuji Uno, Makoto Ishikawa; Modeler: Toshiharu Kimura, Chihaya Kimura, Wakana Nakanishi, Akira Narumi, Masaki Kajita, Keiko Chida, Keita Yamaguchi, Akihiko Kudou; Company 10: Gentle Giant Studios Inc.; President and Owner: Karl Meyer; VP of Technology: Steve Chapman; VP of Operations: Brian Sunderlin; Project Coordinator: Erika Bach; Digital Engineer: Joshua DeHererra; Digital Technician: Brandon Parcinski, Marc Smith, Nobu Sasagawa; Additional Character Modeling: D.A.G., Shingo Kagaya, Yoshitaka Morota, Atsuko Ohkami, Manabu Suzuki, Takafumi Maja, Kouta Muto, Naoaki Kawamura, Ryuusei Noro, Tatsushi Suzuki; Company 11: Black Point Studios; President: Stan Miskiewicz; Director: Stan Miskiewicz; Art Director: Stan Miskiewicz; Owner: Stan Miskiewicz; Creative Director and Owner: Alejandro Gil; Lead Technical Director: Jun Nagaoka, Alex Okita, Alberto Ribas; Art Lead: Geoffrey Nahashon, Burke Revet, Benjamen Wu, Nate Ross; Artist: Mike Blake, Matt Carter, Chris Paul, Masashi Otake, Kyle Robertson, Ken Min, Etsuko Sudo, John Foreman, Daniel Ikeda, Ronald Quevedo, Jonathan Richardson, Thanittha Prompatima; IT: Ronnie Enriquez; Additional Superstar Modeling: Brainzoo Studios; Additional Character Modeling: Massive Black Inc.; Company 12: Massive Black Inc.; Senior Character Artist: B. F. Wingard III, Mike Palleschi; Technical Director: Chris Emond, Pete Egbers; Producer: Davey Lei; Senior Producer: Melissa Lee; President: Jason Manley; Assistant: Kyle Manley; Polygon Reduction Modeling: Tose Shanghai, Qiu Jian Ping, Shou Rong Qiang, Chen Jie, Zheng Ying, Ying Yong Gang, Wang Li, Shen Yao, Chai Li Jun, Chen Qin, Wang Ling Ling, Chen Mei Hong, Feng Ling Fei, Pang Xiu Ying, Dong Hai Yan, Li Jian, Zhao Lu, Gong Xing, Song Xiao Ying, Wang Wen Jian, Dai Shi Hong, Lin Ju Bo, Wu Yu Mei, Zhang Li Jun, Zeng Hua, Shao Lin, Zhang Xiao Nan, Chen Jie; Arena Models: Pearl Digital; Additional Testing: Digital Hearts Co. Ltd.; "Alive & Kicking" Written By: Nonpoint; "Bullet With A Name" Written By: Nonpoint; "Stitches" By: Allele, Wood, Hayes, Tobin, Autenzio, Maverick; "Stitches" Produced and Mixed By: Ben Schigel; "The Enemy" Written By: Salvatore P. Erna, Tony Rombola, Rob Merrill, Shannon Larkin; "I Ain't Your Savior" Written By: Gene Buerger; "I Ain't Your Savior" Performed By: Bullets And Octane; "Animal I Have Become" Performed By: Three Days Grace; "Animal I Have Become" By: Neil Sanderson, Adam Gontier, Brad Walst, Gavin Brown, Barry Stock; "Riot" Performed By: Three Days Grace; "Riot" By: Neil Sanderson, Adam Gontier, Brad Walst, Barry Stock; "Money In the Bank (Feat. Young Buck)" Performed By: Lil Scrappy; "Lonely Train" Written By: Richard Young, John Young, Chris Robertson, Jon Lawhon, Ben Wells; "Lonely Train" Performed By: Black Stone Cherry; "The Champ" Performed By: Ghostface Killah; "Survive" Written By: Joseph Principe, Timothy McIlrath, Brandon Barnes, Chrstpher Chasse; "Survive" Performed By: Rise Against; "Forgive Me" Written By: Donald Spence; "Forgive Me" Performed By: Versus The World; "Cool" Written and Performed By: Jim Johnston; "Booyaka 619" Written By: Thomas Lopez; "Booyaka 619" Performed By: P.O.D.; "The Darkest Side (The Undertaker Remix)" Written and Performed By: Jim Johnston; "Ain't No Stoppin' Me" Written and Performed By: Jim Johnston; "Longhorn" Written and Performed By: Jim Johnston; "Whatever" Written By: Duncan Coutts, Jim Johnston, Jeremy Taggart, Mike Turner, Raine Maida; "Whatever" Performed By: Our Lady Peace; "The Time Is Now" Written By: John Cena, Mark Predka, Bobby Russell; "The Time Is Now" Performed By: WWE John Cena, Tha Trademarc; "The Night the Lights Went Out In Georgia" Written By: Bobby Russel; "The Night the Lights Went Out In Georgia" Performed By: Pete Schofield And The Canadians; "Lovefurypassionenergy" Written By: Craig R. Rondell, Jim Johnston, Louis A. Lenard, Michael C. Ferrari, Scott D. Menville; "Lovefurypassionenergy" Performed By: Boy Hits Car; "Metalingus" Written By: M. Tremonti, M. Kennedy; "Metalingus" Performed By: Alter Bridge; "Some Bondies Gonna Get It" Written By: Jim Johnston, Paul Beauregard, Darnell Carlton, Jordan Houston; "Some Bondies Gonna Get It" Performed By: Three 6 Mafia; "Fury of the Storm" Written By: Brian Fair, Jim Johnston; "Fury of the Storm" Performed By: Shadows Fall; "I Walk Alone" Written By: Christopher Jon D'Abaldo, David A. Novotny, Jim Johnston, Joseph Scott Sappington, Paul Allen Crosby, Wayne A. Sinney; "I Walk Alone" Performed By: Saliva; "Burn In My Light" Written By: Corey Michael Lane, James Eugene McGlothlin, Jim Johnston; "Burn In My Light" Performed By: Mercy Drive; "A Girl Like That" Written By: Jim Johnston; "A Girl Like That" Performed By: Eleventh Hour; "Garth Vader" From: Ruckus; "Garth Vader" By: VideoHelper; "Virtual Voodoo" Written and Composed By: Perring, Edwards, Harper; "Hard As Stone" Written By: Walt Rockman; "A Firestorm" Written By: Herman Langschwert, Wolfgang Killian; "Rap Sheet" Written By: Rene De Wael, Didier Leglise; "Top Spin" Written By: Adam Salkeld
~ Keith Adams, All Game Guide
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Wikipedia: WWE SmackDown vs. Raw 2007
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WWE SmackDown vs. Raw 2007
WWE SmackDown vs. Raw 2007.jpg
Boxart for WWE SmackDown vs. Raw 2007, featuring (clockwise from top left) Rey Mysterio, John Cena, Torrie Wilson, Triple H, and Batista
Developer(s) Yuke's
Publisher(s) THQ
Series WWE SmackDown vs. Raw
Platform(s) PlayStation 2, PlayStation Portable, Xbox 360
Release date(s) PlayStation 2 & Xbox 360
JP January 25, 2007
NA November 14, 2006
EU November 10, 2006
AUS November 16, 2006
PSP
JP February 22, 2007
NA December 6, 2006
EU December 15, 2006
Genre(s) Professional wrestling, Fighting
Mode(s) Single-player, multiplayer, multiplayer online
Rating(s) CERO: C
ESRB: Teen
OFLC: M
PEGI: 16+
Media DVD, UMD
Input methods DualShock 2 Controller, Xbox 360 Controller

WWE SmackDown vs. Raw 2007 (often shortened to WWE SvR 2007), is a professional wrestling video game released by THQ and developed by YUKE's Future Media Creators. The game is based on the professional wrestling promotion World Wrestling Entertainment (WWE). It is the eighth installment in the WWE SmackDown vs. Raw series and is the successor to 2005's WWE SmackDown! vs. RAW 2006 and was succeeded by WWE SmackDown vs. Raw 2008 in 2007. THQ, Yuke's and WWE officially confirmed the game on March 31, 2006. The game was released in November 2006 for the PlayStation 2 and Xbox 360 consoles and was released in December 2006 for the PlayStation Portable system. SmackDown vs. Raw 2007 is the first game in the SmackDown vs. Raw series to be released outside the PlayStation consoles.

The game introduced a few key new features including an analog control system, interactive hotspots, and fighting within the arena crowd. The game also included several improvements on the previous game's existing match types and modes.

Contents

Gameplay

Match gameplay

THQ said they would bring a more realistic fighting experience with a new, but old analog control grappling system, enabling the player to throw their opponent anywhere they want with in reason, in contrast to previous preset animations.[1] In the new system, grappling moves are now affected by analog control, in contrast to the button-based system from preceding games.[2] Much like the previous game, one can also move around the ring by analog control instead of using the D-pad.[3] An option to switch to the previous control layout is also possible .[4] The chain reversal system has also been improved and now involves grapples as well as strikes.[1]

The Category 1 and Category 2 move sets are determined by your weight-class now, so lighter wrestlers have access to martial arts or luchadore move-sets, while heavier wrestlers have access to more power moves. In addition, a wrestler can only lift up or hurt with certain strikes, wrestlers one weight class heavier than them or less.[citation needed]

A lot more interactivity in the arenas is also present such as fighting within the crowd. Signs and objects from the crowd can be used to beat down the opponent. One major feature is the inclusion of environmental "hotspots" such as the ring ropes, steel steps and scaffolding which players can interact with.[1] The PS2 version however due to limitations has a restriction on crowd fighting and interaction for specific match types.[4]

The graphics have also improved with each superstar consisting of 20,000 polygons for the Xbox 360 compared to the total of 5000 from the PS2 version of the previous game. Sweat from the wrestlers has now been included in the Xbox 360 version of the game.[4][5] The game's audio system has been overhauled and features new sound effects in Dolby 5.1, as well as the inclusion of new crowd chants and grunting from the wrestlers. The PSP version of the game lacks commentators and the announce tables at the right side of the ring.[citation needed]

The game features several arenas that WWE held events at in 2005 and 2006. There are also arenas based on each WWE television show.

Create modes

The Create-An-Entrance mode has been improved with a new preview mode. As well as instantaneous previews of the entrances when the player makes a change, one can also specifically set the timing for camera angles, pyrotechnics and other effects. In addition, the entrance can be created as Basic, in which another superstar's full entrance animations are used, or Advanced, which breaks the entrance into 4 segments - Stage, Ramp, Into the Ring, and In-Ring - and allows you to mix and match animations for each part. Despite the Xbox 360's hard drive and MP3 capability, the game is unable to recognize any music you may have saved onto your hard drive like previous WWE games for the original Xbox did for custom entrance music, not allowing players to use custom soundtracks.

There is also a Create-A-Stable Mode which allows you to make a tag-team, alliance, or a stable with up to five members. This also allows you to come out in the same entrance as your teammates unlike many other WWE wrestling games. Season mode experience points can be spent on several Stable attributes allowing the members to function more efficiently as a team.

Inspired by John Cena's custom spinner championship belts, the ability to create belts with spinning centerpieces in the returning Create-A-Championship mode is now possible as well as the player's ability to manually spin these belts during an entrance. Also, this is the last game to feature Chris Benoit in it. Due to his controversial death, Benoit and all his signature moves and finishers were permanently removed from the next game, WWE SmackDown vs. Raw 2008. This is also Kurt Angle, Rob Van Dam and Lita's last WWE game. The Slobberknocker match was also removed from future iterations.

Reception

Reaction to this game has been generally favorable. The game currently has ratings of 80% and 75% on Game Rankings for the Xbox 360 with PSP and PS2 versions respectively.

Soundtrack

  1. "Alive and Kicking"- Nonpoint
  2. "Animal I Have Become"- Three Days Grace
  3. "Bullet With a Name"- Nonpoint
  4. "Forgive Me"- Versus The World
  5. "I Ain't Your Savior"- Bullets And Octane
  6. "Lonely Train"- Black Stone Cherry
  7. "Money in the Bank"- Lil' Scrappy Feat. Young Buck
  8. "Riot"- Three Days Grace
  9. "Stitches"- Allele
  10. "Survive"- Rise Against
  11. "The Champ"- Ghostface Killah
  12. "The Enemy"- Godsmack

References

External links

Official
Community

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Games. Copyright © 2008 All Media Guide, LLC. Content provided by All Game Guide ® , a trademark of All Media Guide, LLC. All rights reserved.  Read more
Wikipedia. This article is licensed under the Creative Commons Attribution/Share-Alike License. It uses material from the Wikipedia article "WWE SmackDown vs. Raw 2007" Read more