WWE 2K16: 10 Crippling Gameplay Issues That Must Be Fixed
9. Submission System Practice Mode
Talk about your divisive gameplay 'innovations'. For 2K16, Yukes decided to bring over the submission system from their fantastic UFC Undisputed games - which has been received by the community about as well as Taker's loss at Wrestlemania 30. The problem, is unlike those games where the onscreen animation was directly tied to your analogue stick (and thus went exactly where you pointed at all times), 2K16's is momentum-based. Think of it like rolling a boulder, you start pushing in a certain direction and it'll get faster providing you keep holding down the button. However, that produces a massive twofold issue: Firstly it's nowhere near as responsive as you need it to be, even if you're tapping L2/LT to get a little speed boost with the optional modifier. Second, there's no in-depth tutorial on if the directions are mapped to the stick or if 'right is always right' on a constantly rotating plane, meaning you're left fumbling awkwardly, wondering why you're not breaking out of holds despite holding the appropriate directions, sometimes at the beginning of a match. How to fix it: A practice mode. Just give us something that throws the logo up on the screen and simulates different levels of fatigue, so we can get a handle on how the motion/sense of control feels. The system can stay, but we'd definitely appreciate a few lessons in how to use it best.