http://uk.ign.com/articles/2014/08/12/wwe-2k15-first-hands-on-ign-first
The Properly Translated version does nothing to lighten my mood. It makes it WORSE.
Take the grappling system as an example. Just go ahead and eliminate any thought you had about walking up to your opponent at the start of a match and just delivering a DDT or a backbreaker because they failed to counter it. Thats just not how a match in the WWE starts, so when you press the grapple button in the early stages of a match in WWE 2K15, it initiates the new chain wrestling system.
Wrestling fans know the drill: the two wrestlers go right into a classic collar-and-elbow lockup to jockey for position. It starts like rock, paper, scissors with each player pressing one of three face buttons, and the winner advancing to a more advantageous position. From here, both players play what is essentially a lock-picking game, rotating the right stick until they find the sweet spot, and holding it there to improve their respective situation. During this time, the player with advantage can land strikes, or even wrench whatever limb theyve grabbed a hold of. Its a lot more like the opening stages of a real match than running right up to your opponent for a spine-buster the moment the bell rings.
During this period, you can still do running or standing strikes, as well as Irish whips, so you still have options, but the full extent of the grappling game doesnt open up until some decent damage has been dealt.
The start of the match is a multi-stage rock/paper/scissors mini-game. Some strange mixture of SVR06 pre-match punch/shove/test of strength minigame; and WWE Legends Of WrestleMania gameplay / SVR's Comeback Moves, where you have to hit the a button before your opponent a couple of times to gain an advantage, or your opponent can reverse/get the advantage themselves. What's more, the bolded part makes it seems like this isn't only the opening move of the match, but every time you try a grapple move in the opening time period, until your opponent is damaged enough. Until your opponent is damaged enough you'll be restricted to using only irish whips, standing and running strikes, and this grapple mini-game only. Unless it's saying that only the opening move is the 'Comeback Moment-style' minigame, and the other moves during this opening phase until your opponent is injured enough are a limited pool of 'chain grapples', which again doesn't inspire much confidence, because instead of having four grapple tie-ups with four moves each, we will be limited to four quick grapples only. We had that system, from SVR2007-SVR2010 I think, it sucked then, and it will suck now! WWE 12 saw the return to using the 'face buttons' for grapples, because the analogue stick grapple system sucked, and now we're being given an even more restricted analogue stick control system.
Grappling has undergone another key change: the four intermediary grapple stances are gone. Once youre out of the opening chain-wrestling phase, you just press or hold the grapple button along with a direction to launch right into a move. You can still do a basic headlock to set up rudimentary moves, and the returning limb targeting system, but your core grappling moves will come right from standing. Again, this just makes sense. Once the feeling out period is over, how often do guys put one another into a specific hold before doing a suplex? They dont; they just do it.
So what are we talking here? Tap the grapple button to enter into grapple state (a basic headlock replacing the collar and elbow tie-up now that your opponent is weakened) to perform ''chain grapples'', tap it a second time or hold it after initiating the headlock grapple stance as a modifier for turning-on the limb targeting moves, or hold the grapple button and press a direction on the analogue stick to perform a grapple move without first entering a headlock grapple stance? That's sort-of how we used to perform 'Hard Grapples' (Quick grapples were mapped to the analogue stick, but we used to hold R1 and a direction on the analogue stick to enter into a grapple stance in the older games, which then gave us a choice of four moves per stance). There's no mention of performing different moves if you grapple your opponent when they are groggy/dazed. So are we honestly looking at a game where we are limited to just 4x quick grapples in the early phase, and then 4x quick grapples, 4x limb targeting moves and 4x big moves in the later phases? 4x being up, down, left, right on analogue stick - at best it only raises to 6 if we count diagonals, and 8
if we count diagonal upper left, diagonal upper right, diagonal lower left and diagonal lower right as separate move slots. Simply put... this isn't enough.
For some fans, these changes are going to sound scary, but for me, theyre exactly what Ive been missing for years. The central question I always ask when playing any game is, What meaningful choices am I getting to make right now? And as much as Ive played and loved WWE games over the years, the answer has usually been, Not many. But with this departure in form, I think thats going to change for me this year, and that has me excited to play more.
And this is where we differ. The author comes off like Vince McMahon does. ''Oh we're not wrestling, we're Sports Entertainment, pally''. ''We're not an arcadey wrestling game, we're sports simulation, like other 2K games''. No, you're not. You want that style of game, go out and make a new franchise, AllStars did it with their weird physics. WWE Day Of Reckoning did it. You don't fuck with the breadwinner by trying to change what it is. SmackDown/SVR/WWE/2K series was always the easy to play, feature-rich arcadey 'fun' series, and all the others were left to experimentation (which usually died because they're not fun to play or not popular enough). Every change in direction or restriction which has been stamped onto the SVR series over the years has only hindered it in some way. Player freedom of choice, and by definition having a game which is fun to play, is what matters. It's why people say that whilst the newer modes like create an arena, create a belt, create a story, universe mode etc, are great, in terms of gameplay, the classic SD games shit on the current games.