WWE 2K18
WWE 2K18 Video - New Carry System
WWE 2K18 creative director, Lynell Jinks goes over the new carry system in the game this year. Check out the video and post your thoughts.
WWE 2K18 creative director, Lynell Jinks goes over the new carry system in the game this year. Check out the video and post your thoughts.
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Looks like they tied certain environmental attacks to it, but beyond that it just looks like another path to get to the same result; which isn't a bad thing in itself. Different animations will hopefully freshen up matches a little bit and the carrying system should at best give us more control over the pace of a match and at least give us the illusion that we have that control.
I assume by your wording and previous forum posts over the years, you have ideas on how this carry system could have specific gameplay implications?
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I don't right now, unfortunately, but I have a loose idea as to where I'd like to see it go; generally speaking I would like to see wrestling games become more mechanically interesting. Give me a reason why I might do an arm-bar working hold as opposed to an arm drag, a reason why I might do a powerslam vs a powerbomb. Add some ring psychology into the game. Hell, add the most common match-opening spot in wrestling to determine early-match advantage: tie-up, standing side headlock (chainable into takedown), charge into the ropes to break the headlock (reversible into bulldog and headlock), shoulder tackle, duck, leap frog, arm drag.
There's some of that in there - the working holds on a prone opponent in particular, but those can only be triggered from one position. I guess submissions also count given that there are character ratings differentiating submission resistance vs kickout ability. But the full extent of the mechanical skill in this game is timing the reversal button and timing some meters. Compared to every other sports game and fighting game, WWE 2K's gameplay is, quite frankly, simple and boring.