
The powerups do a variety of things such as making it harder to pin your character, strengthening your offense and allowing your character to punch and kick through their opponents blocking attempts. Playing through the campaign unlocks power ups that players can use mid-match to gain an advantage over their opponent. While a vertical suplex can be reversed into a backstabber rather smoothly, the game transitions from the middle of the suplex straight into both wrestlers falling to the mat with no transition in between, it is more jarring than a Triple H vs Scott Steiner match.Īdding to the game’s woes, players need to complete the campaign in order to make any of the classes interesting. Unfortunately, the animations for reversals do not transition smoothly from the move being reversed. The variety of moves for each wrestler class is sorely lacking, so there is absolutely no chance that Dave Meltzer will give any of the matches a 6-Star Tokyo Dome rating. Reversals are performed by pressing the button indicated on screen when a move is initiated against you. Moves are performed with either the press of a button or the flick of the right control stick. The gameplay is very simplistic in nature and easy enough to pick up and play. Outside of choosing your favourite WWE Superstar, there’s no reason to try out different characters within the same class. While this game is supposed to be simple and fun, it is a bit odd seeing Andre the Giant pulling of vertical suplexes while The Rock is delivering corkscrew neckbreakers. This means that Triple H has the exact same moves as Andre the Giant, the only difference being their finishing move.

Every wrestler from a specific category all has the same move set. These classes include Powerhouse, High-Flyer, Technician, Brawler and All-Rounder. The first glaring problem is that all Superstars are lumped into five different categories that determine their move set.
