2K20 WWE edition was, without mincing words, a catastrophic failure. Given its devoted fanbase within the wrestling community, it gained notoriety on social media in late 2019 following its release due to the numerous and sometimes comical glitches it encountered. The game’s reception was so unfavorable that the series temporarily halted production for a year – an unusual occurrence in the realm of yearly sports (and sports entertainment) games. However, since then, WWE 2K has significantly improved over several subsequent releases.
Last year, the WWE 2K series and Cody Rhodes both reached the end of their stories with exceptional performances. However, just like Rhodes who continues to grow each week as a top wrestler, the success of the series comes with great responsibility. The question now is where it goes next. In many ways, its goals have already been accomplished, as evidenced by the game’s impressive performance. Yet, much like a wrestler in the WWE, there’s no time to rest on laurels because the next game is always on the horizon. After playing several hours of WWE 2K25, it appears that this next chapter will build upon its predecessors, although the full ending for the next chapter remains unknown.
2K22 marked a “return to form” for WWE 2K series, as stated by lead combat designer Derek Donahue. “Given the extra time due to no 2K21 release, we took advantage of this opportunity to rebuild the game. We overhauled numerous core systems, yet we didn’t manage to completely transform everything we aimed for. In essence, if you compare [2K22] with our previous engine and tools from 2K20, it seems almost like a new game. However, it took several years of hard work to reach this stage where the game finally feels like ours, and we can shape and develop it according to our original vision.
Donahue discussed how the previous two games have significantly influenced the atmosphere surrounding the series. The development process for [2K23] was particularly demanding due to the return to an annual release schedule, a challenge we hadn’t faced in a while. However, achieving what we did with [2K23], including WarGames and other features, was incredibly rewarding. With [2K24], it felt like they were asking us to repeat the feat. I believe we have now demonstrated our capabilities and are ready to return to this annual franchise, consistently making significant improvements each year while ensuring the game stands alone as a high-quality product. At the same time, this also increases the pressure because expectations are higher than ever before, so it’s about meeting those heightened expectations.
Initially, it seemed as though WWE 2K20 disintegrated due to the departure of Yuke’s, the studio responsible for WWE games since 2000. However, Donahue clarified that this isn’t entirely accurate. Instead, a suitable replacement team hadn’t been fully established yet when the situation occurred.
Donahue stated, “Yuke’s has been developing this game for about two decades. They possess a vast amount of experience which is invaluable. Our aim when moving forward from NBA 2K20 was to update many of our systems. It’s challenging to modernize something that functions well now but needs to be rebuilt for future capabilities; it requires substantial resources, and you have to prioritize what changes to implement each year, which seemed almost impossible.
Moving all aspects of game development in-house significantly altered our approach, targets, and product expectations. This extensive undertaking involved shifting tasks from Yuke’s, where we previously collaborated with approximately 20 team members based locally (designers, producers, some entrance cutscene animators) while most other work was done overseas. This setup led to a disconnected workflow that posed numerous challenges.
From the start, we yearned for the opportunity to work side by side with an engineer, collaborating in a way that would significantly boost our productivity. However, the distance between our current situation and our ideal one was immense, so it took us quite some time to reach where we are now.
Among the novel additions to this year’s game is the third-person camera control option. Unlike previous games that limited your perspective to either the real-life viewpoint or the nostalgic entrance-facing camera, this year’s version allows you to change the angle at your convenience using the right stick. In instances where you need to use the right stick for in-game actions other than adjusting the camera, such as tackling or turning an opponent, simply press and hold the right trigger to continue using it, much like how the shift key functions on a computer with secondary tasks.
As a passionate gamer, I found that adjusting the right trigger function, which was previously unused, transformed my gaming experience into an immersive adventure. This new addition granted me creative control over the presentation of each match, making every gameplay more engaging and dynamic. It’s intriguing to know that this feature was initially designed for character entrances, but the team loved it so much that they expanded its application to the matches themselves, creating a truly captivating gaming experience.
In backstage fights, a camera that can rotate completely (360 degrees) is particularly beneficial. This allows me to explore and make use of the environment, even in old and new settings. For instance, I discovered I could scale multiple structures in the WWE Archives and hurl my opponent off them, mimicking a compulsory Mick Foley act. I hadn’t realized the potential of that space until I adjusted the camera settings during the fight. The camera helped improve my match considerably, resulting in higher ratings in the game’s review-like system reminiscent of Dave Meltzer.
Instead of promoting the innovative new feature as the main highlight, I anticipate that players will eventually find it to be their preferred choice and appreciate its subtle yet rewarding alteration, strengthening an already solid game structure. However, the most enticing additions to the game are undoubtedly the Showcase mode and the introduction of new match types. I had a chance to play three Showcase matches, focusing on the Anoa’i wrestling dynasty this year. This showcases current superstars like Roman Reigns and Nia Jax, as well as legendary figures such as The Rock and The Wild Samoans. The Showcase mode in WWE 2K serves as an annual history lesson and consistently delivers an enjoyable experience.
It was disheartening to notice the smooth blend of gameplay and actual match footage has been eliminated from the new version, but I’ve discovered there are several explanations for this. For instance, the team explained that many players didn’t appreciate that feature, which seems illogical to me, though I can see why a minority opinion might not prevail. Another factor behind its absence in NBA 2K25 is the inclusion of Showcase scenarios, featuring dream matches that never occurred in reality, such as The Wild Samoans battling The Dudley Boyz in a tables match.
In the Showcase mode, conspicuously absent is Brock Lesnar, a significant part of the narrative surrounding cover star Roman Reigns. At times, it seems as if the game purposefully avoids acknowledging his existence for the second consecutive year. For instance, in a cutscene that recounts Seth Rollins’ famous cash-in at WrestleMania 31, Lesnar is completely omitted, despite being part of the match and having a more substantial feud with Reigns prior to it. This isn’t to say I wish he were included, but it’s worth noting that the developers appear to be evading some of the wrestling company’s past controversies by excluding Lesnar from key moments.
Even though I’m already excited for this year’s event, my anticipation grows even more with the focus on The Bloodline family tree and Paul Heyman’s narration. Last year’s WrestleMania matches filled in some gaps in my knowledge as a fan, and I expect this year to do the same with The Bloodline’s genealogy. Plus, it’s a bonus that Paul Heyman is putting his heart into this, showing no signs of holding back or doing a half-hearted job. Frankly, I don’t think he knows how to phone it in.
Among the exciting new features of WWE 2K25, such as Underground and Bloodline Rules matches, improvements on last year’s game, and the innovative Showcase, what I’m most eagerly looking forward to is a relatively straightforward addition: online multiplayer in GM mode. Similar to Owner mode in NBA 2K or Madden, GM mode involves creating shows, managing production, and overseeing your roster, with the ultimate goal of surpassing your opponents – represented as cross-company rivalries like Smackdown, Raw, and NXT, rather than leagues like AEW.
In GM mode, I usually spend most of my gaming hours. It’s fun for me to elevate characters who aren’t yet at that level in the real world, thereby customizing the WWE Universe according to my style. The chance to play it with three others online could mean more hours spent in this mode this year. I can’t wait to experience features like drafts and trades, and if executed well, WWE 2K25’s online GM mode might become my newest favorite virtual sports league. And let me tell you, I already have a few real-life ones that I enjoy.
In WWE 2K25, I found the latest Showcase topic, innovative match types, and sleek camera adjustments particularly enjoyable during my gameplay session. There’s plenty more to discover, such as main modes like MyRise, MyFaction, and a significant addition – The Island, which could be the most influential of them all. I’ll save my final thoughts for my review later this year, but based on what I’ve played so far, it seems the gaming community is getting more of what they desire, built upon a stronger foundation than the series has had in recent times. Before publishing my review, I have some additional questions to address, but as any dedicated wrestling fan would advise, for now, let’s see how things unfold.
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2025-02-05 20:09