![]() ![]() I can’t imagine having to explain every single on-screen prompt to a friend during a match and having them retain them. Though I don’t mind much, I do worry that it’s taking away some of the series’ pick-up-and-play appeal. Performing a finisher, grabbing a rope to break a pin, reversing an attack, mounting a comeback sequence, suckering an opponent into a possum pin … all of those are essentially quick-time events. In the series’ current iteration, there’s a major emphasis on following on-screen button prompts. While I enjoy a lot of the changes here, I’m also of two minds about them. You really feel like a wrestler weighing how to spend their stamina. That adds a lot more potential for in-ring storytelling, while also requiring some smart on-the-fly decision-making and resource management. However, chunks of it can also be spent to get off the ground quicker, perform a possum attack while laid out, trigger an equipped special ability (like a low blow), and more. When fully filled up, it can be spent to perform a signature move. ![]() In addition to a three-tick finisher bar, players also have a blue bar that has multiple purposes. Meter management plays a much bigger role in matches now too. Not only that, but it provides a good visual indicator of how weak an opponent is, as the timing window gets narrower depending on how weak they are. ![]() It’s a small change, but one that makes every pinfall attempt much more tense. Kickouts, for example, now have players completing a timing-based, joystick-flicking minigame instead of simply button mashing. While the basics are unchanged, there are some tweaks here that have a bigger impact on battles than one might expect. At their best moments, matches can truly match the shock and drama of the real thing. I’m still impressed by how well the series is able to capture the improvisational nature of wrestling so well, making big moves and moments feel like they naturally flow out of fights. The controls are the same, revolving around strikes, grapples, and combos that allow matches to unfold at a fluid pace. In terms of its core wrestling, WWE 2K23 doesn’t make many major changes to its predecessor. The series is in a healthy place for now, but it’ll need some continued cardio to avoid injury long term. Some old frustrations still persist though, which can feel particularly worrying as the series zooms back into a yearly rhythm that isn’t kind to compounding problems. WWE 2K23 continues its predecessor’s championship reign by doubling down on excellent features like its MyGM mode and a best-in-class creation suite. This year’s entry trends more towards the former, but I can’t keep myself from nervously watching some parts through my fingers. Every janky animation or unfixed AI quirk feels like that one fateful inch between triumph and disaster. ![]() But as the 2K Games team returns to an annualized cadence - something that previously led to its catastrophic downfall - I find myself nervous anytime I encounter something that still feels off. Like last year’s standout release, the 2023 edition is another rock-solid chapter in the wrestling series’ comeback story. That’s the position I find myself in with the latest entry in the WWE 2K franchise. ![]()
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