WWE 2K22 Review: 4 Ups & 4 Downs
3. DOWN - GM Mode Is Back (With Less)
GM Mode has been one of the most requested "must return" features for the 2K WWE franchise for as long as I've been bald, and seemingly year on year fans have had to accept the crushing reality that this simply was never going to resurface.
However much like whenever the WWE notices a rating drop, it's never afraid to wheel out the golden oldies for one last night of belting out the greatest hits, and so it is with much pleasure that I can confirm that GM Mode is back, and is, while it lasts, pretty bloody fun.
The new cards system which allows you to use a special power in order to get the edge up on your opponent is a brilliant addition, and the ability to hire in a WWE Legend for free or connect with your Superstars to help them recover quicker really can swing things on a moments notice. However while the granularity exists in the front end, GM Mode ultimately fails to live up to expectations by being ridiculously barebones when it comes to its moment-to-moment gameplay.
Lasting only one in-game year, only allowing the player to make three matches (and two promo slots) per show, not allowing for tag championships, and skipping out a tonne of match stipulations really hampers the "you're in control vibe" the mode is meant to be giving off, as does effectively being told by the game that wrestler types like Powerhouse and High Flyer were more important in match reception than the wrestlers themselves.
What's in place does feel worthwhile, however, and I really hope this is the foundation on which the true experience is built, but as it stands this is a fun distraction at best rather than the fully customizable experience many will be hoping for.
Place your bets now that this will get some sort of DLC add-on that will flesh out the mode.