WWE 2K16: 10 Crippling Gameplay Issues That Must Be Fixed

4. Buggy Collision Detection, Missing Finisher/Signature Prompts & General Responsiveness

The sharpest contrast to the way the games of old used to play, is this increased reliance on making the game play like a TV show. That means more motion-captured animations, less arcadey controls when it comes to stringing punches together - and a general sensation that you're controlling the puppet strings around a superstar, as oppose to the character model itself. By me, this is a bad way to go - especially when you look at 2K16's animation-clashes, and how the game engine very rarely feels responsive, or that it knows what buttons you're pressing. Many times I've hit buttons when my opponent was on the mat, only for the walk animation to still be in progress, and it not to register. Tapping L1/LB to leave the ring when at the corner in a tag match will 99% of the time make you climb the turnbuckle instead, and if you're jamming O/B to nail a pin following certain finishers, the game will just pull off a random ground grapple instead, potentially costing you the match if you then get nailed with a finisher and can't kick out of the pin. Lastly, there's no clear indication of when your finisher or signature moves will work - sometimes the logo is there, letting you know you can pull one off, and sometimes it just isn't. Corner/turnbuckle finishers are particularly bad, as there must be something in the game's scripting to denote a superstar has gone from being irish whipped into a 'ready' state for another move, meaning the prompt simply won't be there for a few seconds. How to fix it: Patches for responsiveness. Tighten up the time between hitting the button and moves playing out, even if that means cutting off certain animations to make it feel like you're in control. Right now it all plays more like Anchor's first Raw game on the original Xbox than anything Yukes have put out, and that's a damn shame.
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Gaming Editor
Gaming Editor

WhatCulture's Head of Gaming.