NXT TakeOver WarGames II: 8 Things It Got Right
8. Keeping The Card Short
Five matches was all TakeOver: WarGames II needed to be.
Think back to bloated main roster shows like SummerSlam, the Greatest Royal Rumble and (more recently) Crown Jewel. A scatter of the matches on all three of those cards meant little, and that rendered them totally forgettable. At NXT's latest slice of heaven, every single bout WWE presented had something unique to offer.
By the time the WarGames lads had left Dave Meltzer with a dirty, sloppy grin on his face at the end of their pulsating main event, it still didn't feel like NXT had kicked the arse out of things. That's remarkable, because it shows that a shorter card can work in an era when beating viewers over the head with content is the law.
It's easy to look back on TakeOver and remember each match individually. That doesn't happen often under WWE's banner nowadays, so it shouldn't be overlooked as a major reason why WarGames II was such a success from start to finish. Whomever made the call on length (it was presumably Triple H) deserves applause.