Awesome, thanks for posting BZ.
The good news is that things are far more responsive than they were when we last told you about the game at E3. Movements via the stick no longer have the delay or outright failure to work that once plagued them, and character collision and fatigue has been tweaked in a much more realistic direction. Despite spending as much time as we have with the title over the last several weeks, however, we have to admit: the movesets do seem more limited under the new control scheme. Because of the sensitivity and completely different move assignments for each character, we seem to be pulling off more chinlocks and snapmares than ever before.
I must admit I'm a little torn because I didn't exactly hate the hold control system. However, it sounds like the new system will bring some realism (if a game based on professional wrestling can have such a thing

) to the game. Previously you could just hit big move after big move but if it's going to take more effort, skill and timing to hit your opponent with a strong signature move that mightn't be such a bad thing. Anyway, I'm intrigued.
One of the things that takes getting used to (and pay attention to this, because it isn't mentioned in any tutorial) is that picking up your opponent from the mat is no longer handled with a face button. Now, clicking R3 is what grabs their heads and stands them upright -- while holding down and using the L-stick to navigate is how you drag them around. Veterans will certainly find the change odd, but it does seem to work better once you get the hang of it. It's also worth mentioning that the new "unlimited reversal system" works pretty well -- and it's a lot more forgiving with its timing than in past years.
Seems like an odd change but something I can get used to I guess. Unlimited reversals sound good as long as it isn't overdone. As much as it works to our advantage I can also see the CPU reversing a ridiculous amount of times.
Oh, and while we're discussing new mechanics, the "Interactive Fighting Areas" are definitely neat little additions. Throwing someone into a barricade, for example, will send them spilling over it and you can follow them to incur more damage if you like. Once engaged in the IFA, things work just as they do in those prelim videos that have been floating around since the game was announced: players can pull weapons out of the crowd or even signs to help them out. As a face, pulling a sign from a fan can help your momentum out as you cheer along with the crowd; but if you're a heel, you can go ahead and tear that sign up and stomp on it for their own momentum boost.
That's definitely cool, nice additions there.
One area that still runs into problems, though, is the AI. Admittedly, we've played every SmackDown since time began, so maybe we're a little on the advanced side... but even so, the level of opposition that the CPU provides on all but Legend difficulty will be a pushover for series pros (and even then, it isn't the hardest challenge in the world by any means). Obviously, and as with past SmackDowns, the real fun here is playing with other people -- but since we haven't been able to give online head-to-head a go yet, the CPU and "Player #2" are the only folks we've been messing with so far.
Has there been mention of any sliders again this year? If so, that's where the challenge might have to come from, giving the AI an unfair advantage off the bat.
The good news is that, even if you're playing alone, there's a great amount of content here. Most of the familiar match types have come back from last year and improved versions of tables, TLC, and the addition of Money in the Bank contests are all good fixes. However, fans of the diva specialty matches from earlier seasons might be disappointed to learn that there isn't such a match this year -- that means no Bra and Panties to fulfill your fantasy -- or at least, it isn't anywhere that we've seen in the menus or unlockables section.
There are some slight alterations to other match types as well. Buried Alive, for example, has slightly-better collision on the dirt mound (you'll still get the mysterious floating wrestlers, but not as often), and the interactive areas add some spice to old favorites (particularly "Parking Lot Brawl" which now as a fire truck and a sewage tanker).
Shame to see any modes go but to be honest I'm not going to miss the Diva specialty matches that much. Other improvements sound nice.
The "Locker Room" feature was a big hit with fans last year, and THQ has made a number of new changes to it for SVR 2007. The first and most noticeable amendment, of course, is that it's no longer setup with a static and lifeless display. Now the locker room is full 3D -- just like the old season navigation modes used to be in earlier PS2 SmackDowns. There are three rooms to explore in all, and they include an upstairs belt case and "Wall of Fame" area to a side area dedicated to character customization.
All the Locker Room stuff seems cool as well though I must admit I've never really cared about that kind of stuff. The presentation is always cool but I've just never been into that kind of detail. Perhaps it's because it's one of those things that doesn't load immediately so if you enter it accidentally it can be a bit of a bother. I know that sounds pedantic and impatient but like I said, I'm just not a big fan of it (though I don't hate it either). Oh well, I'm know I'll spend time there to unlock items, check records and so on so I'm sure I'll give the new cosmetic stuff a look too.
Season mode sounds cool, I like the idea of being able to select one of the competitors in a special referee match if you don't feel like sitting around waiting for the CPU to do enough damage to each other then finally go for a pin that doesn't end in a rope break. The option of a second player is a nice addition as well.
You can bet that our very next match was against "Mr. Old-school" himself and we have to admit, that the commentary as the match began was pretty impressive. Tazz and Cole completely recalled the events of the special referee bout -- they talked about how Undertaker was mad about it, who his opponent was, and what happened to get us to this point; and all this was during his intro as he walked to the ring (that's right, no special videos -- they talked normally just as they do on television). Sadly, there was a long silence after they finished their talk (no small talk), but the commentating duo did pick things up again once our boy Lashley stepped out on the ramp.
Very cool. They had that to a certain extent in season mode last year, good to know they've brought it back.
Following a two-Dominator victory (which isn't reanimated, by the way), Lashley and Undertaker are shown backstage arguing (with full voice-over); just as Taker is about to do something crazy (involving lights and hand-raising), Benoit enters the mix and before you know it, all three guys are yelling at each other. As you might have guessed, the storytelling elements are much better this year and play out more like they do on television. For proof, just take that backstage stare-down into account, and the following in-ring trash talking that results in a Lashley vs. Benoit match the week after, and a cool stipulation match that allows the winner of a three-way dance to pick their main event at No Mercy.
"Play out more like they do on television"? Does that mean the selected character will have dialogue that suits their character? If so that's awesome since that's always been the weakness of season/storyline mode. I can't help but feel I'm reading into that too much though since they could very well be referring to presentation rather than interaction. GM Mode sounds like it's had some worthwhile improvements as well.