I’ve played demos of Total Extreme Wrestling long before I was asked to review this title, and I must say that with this latest version, the game has improved considerably. While there is still room for growth, with this version Total Extreme Wrestling 2008 officially becomes “playable” in my book.
What were the problems with previous versions? Well, for one thing, the series seemed dead-set on including a graphical wrestling match simulator that simply never worked very well at all. The graphics were barely up to eight-bit standards and the keyboard commands were simplistic, frustrating, and largely undocumented. Even walking down to the ring was a chore too ugly to contemplate, let alone do regularly. (Or am I thinking of Wrestling Spirit, Adam’s other wrestling title? I think both had that ugly match simulator at one point…)
Fortunately, the series has taken a turn in a markedly positive direction. TEW 2008 seems to have abandoned the graphical match simulator entirely (Yay!) and settled firmly into the PC text-based sports management sim category. And if anyone is thinking that such games went out of vogue with PC tape drives, think again. The interface for this game is quite good, and a marked improvement from previous outings; the level of art design is also a significant step forward.
For anyone who’s wondering what this type of game is and how it would compare to, say, Smackdown vs. Raw 2009, I would say this: think about that mode where you get to book Raw or Smackdown, making matches and filling out storylines and feuds… only imagine a version of that that actually works and is far, far deeper. Start going along those lines and you’ll have an idea of what kind of game TEW2008 is; and it does hold some addictive gameplay appeal for all the wannabe wrestling bookers out there.
Developer Adam Ryland, who has a clear love for pro wrestling (as well as mixed martial arts, but that’s another game…) has been perfecting his formula for several years now, and this time out, the result is a playable game, but not one without a rather steep learning curve.
One of the difficult aspects of TEW2008 is that there’s not an in-game, step-by-step tutorial as you’re getting started. The mysteries of the many and deep options within the game remain mysteries except by trial and error. Of course, there is some scant “getting started” information in a Word document, if you hit the right Help option; and it’s enough to get you through booking your first TV event.
But as for strategy on how to play the game well and earn good results? Well, there’s not much to go on within the game. Part of the challenge is that, for legal reasons, TEW2008 can’t emulate any real wrestling organizations or personalities. Therefore, there is no WWE, no TNA, no New Japan in the game. There are organizations reminiscent of them, but that’s all.
The game, in fact, is set in a fictional world called the “Cornell-verse,” and so unless you’re a longtime fan of the series and know what the heck is going on, it’s easy to get lost. For example, I started a freestyle career as head booker for the game’s WWE-like organization, SWF. With a roster clocking in at around 52 wrestlers, including a few who are “in development,” though most are active, it’s hard to know who’s who and how to book them.
Were the game licensed and able to offer up real-world figures, it would be easier to follow. After all, if I’m in WWE booking Raw, it’s easy to know that Randy Orton vs. John Cena is a main event-caliber match, and one you might want to save for a PPV. However, in the SWF, despite some helpful tools like the “creative meeting” to rank who’s hot, who’s not, who’s a main eventer, etc., it’s just a mammoth task to familiarize yourself enough with the cast at your disposal in order to properly book a show.
For example, the current SWF champ with the game starts is Jack Bruce, who’s slightly like Jeff Hardy. He’s a main event face, so I quickly involved him in a “challenger steals championship belt” storyline against Remo – who turned out, upon further inspection, to be more like MVP than Batista. So even though he’s a main eventer, he wasn’t a top one and my first couple shows and first PPV did poorly.
All the booking elements you might be familiar with from Smackdown vs. Raw’s GM mode are present here, but much deeper. You are expected to have some main storylines running through your broadcast, but it’s never made clear how many storylines are ideal to manage at one time. I chose four, and it seemed perhaps a bit much as I had to fit in a lot of angle elements into my programming grid, and average only about four or five matches per 90-minute broadcast.
OK, maybe that’s WWE-standard. Trouble is, as I looked at other CPU-controlled feds who are out-performing me, they have more matches, fewer angles, and fewer overall segments and obtain better results. I programmed my first two shows like a current Raw broadcast, with interviews, video segments, skits and hype segments as well as matches. My average grade was a C+ and my PPV result was lower, which “hurt” the SWF’s overall popularity. I ran an average of 18 segments with about five matches per broadcast, mimicking the Raw formula to a T, and I get a lot of “Yuck!” as a response from the game.
So either I’m really needing to put in a lot more hours learning my roster – a considerable time commitment considering I’ve already spent over five hours reading bios and the like – or the game has some sort of winning formula that I just haven’t mastered yet. And again, it’s not like there’s a tutorial for this stuff.
Booking is the heart of this game, and it can be a real hoot; but knowing your roster is a real key, as if you don’t, you’ll get feedback like, “You used Randy Bumfhole too much in this broadcast.” OK, he’s the tag title holder along with his brother; I put him in a match at the PPV to place the straps on more popular wrestlers, and then made him the victim of a post-match beat-down by Vengeance to advance a storyline I have going with him. That’s too much? Ugh! How am I supposed to know this?
Now, on the upside, there is a whole mod support community over at publisher Grey Dog Software, who are hard at work on a “real world mod” that will replace this confusing, overpopulated fictional universe with recognizable wrestling feds and personalities, much like Wolverine Studios attracts for their college and pro basketball games. At this point, I’d have to say that a real-world mod would make TEW 2008 about 500-percent more accessible.
That being said, I do get the sense that TEW 2008 is like a huge, hibernating bear. There are a lot of powerful tools in here, and once you learn how to use them properly, you can obtain a game experience that roars. But there is still room for refinement.
For example, while it’s great that there are a ton of storylines available to choose from, what is really frustrating is searching through all of them to find one of the small handful of appropriate elements you need to advance a storyline. In my belt-stealing storyline, for example, the storyline outline told me my next segment had to be an “Escapes with Belt – So Close” element. I searched high and low and couldn’t find a Narrow Escape segment that specified “with a belt.” So I booked what I could find and my storyline didn’t advance. Ugh.
One way to improve TEW 2008, and hopefully it can be handled in an update rather than having to wait for TEW 2009, would be to have storyline steps dynamically linked so that if you click on “5. Escapes with Belt,” a short list of acceptable options would appear, rather than having to search a massive list, even if you narrow it down by broad categories like “Confrontation.” Linking storyline steps to acceptable segments to fulfill those steps would be a huge help, especially to newcomers.
It would also be nice to receive booking tips within the game that give you the option to click a couple buttons and have some necessary elements auto-filled. For example, let’s say you’ve booked your main event, a couple title defenses, and some angle segments that satisfy the three or four storylines you’re currently running, but you have 40 minutes remaining to book and about a dozen key stars who deserve some kind of appearance on the broadcast. In that event, it’d be nice to be able to click some key stars, maybe one or two other elements, and then hit an “auto-book” button that would fill out the rest of the schedule.
Or, if you’re putting together a storyline, it’d be nice to have a storyline-checker to remind you of key considerations. For example, I did a “three challengers” storyline for my Shooting Star title, and got that storyline started on my Tuesday broadcast. Next day, my email told me one of my wrestlers had been caught by drug-testing doing ‘roids and I felt he deserved a one-month suspension.
Turns out, he was involved in the “three challengers” storyline and I had to kill the entire storyline. It would have been nice to have a warning pop up saying, “Wrestler X is involved in Storyline 4,” and then be offered the chance to replace him in that storyline with another wrestler, or to choose a lighter punishment so as not to kill the storyline.
It may sound like inattentiveness on my part, but remember, my roster is 52-wrestlers strong, and I added five key free agents recently to bring that count to 57. It’s hard to keep 52 fictional wrestlers straight in your head, so some idiot-proof warnings and tools would be a huge help.
In the end, Total Extreme Wrestling 2008 is a powerful, deep and addictive title that finally brings this storied franchise to a level I consider playable; there are still key elements that could help make the game more newbie-friendly and lessen the steep learning curve involved, however, and until more of those are addressed, the game simply cannot be considered top-notch.
That said, it’s come a long way since the last couple versions, and the improvements do make the game quite appealing. With the support of a mod-community – a modern-day essential for games of this type – a real-world mod pack might make the game a bit easier to navigate, though improvements to the storyline-database interface and some idiot-proof options would also help.
The core product is quite good; Total Extreme Wrestling 2008 is quite playable, even if it is still unrefined. The point here is that the potential long present in this series is finally rising to the top and soon – perhaps through some game updates, or maybe by TEW 2009 – the current algebraic complexity and steep learning curve will be addressed so that TEW can become everything it should be. Until then, the game is still very good, but falls just short of world-class status.