Marcus Stephenson Moves To THQ For SvR

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  • goh
    Banned
    • Aug 2003
    • 20755

    #46
    Re: Marcus Stephenson Moves To THQ For SvR

    Originally posted by DC
    Marcus, are you a fan of Fire Pro Wrestling? If so, you can take a lot of ideas from that great series and implement it into SVR
    From earlier in the thread:

    Originally posted by stephensonmc
    I own Fire Pro!
    and he has a blog post for it: http://headlocks4breakfast.blogspot....wrestling.html

    Comment

    • Warrior8o8
      Rookie
      • Jul 2008
      • 185

      #47
      Re: Marcus Stephenson Moves To THQ For SvR

      Originally posted by goh
      From earlier in the thread:



      and he has a blog post for it: http://headlocks4breakfast.blogspot....wrestling.html

      Man,That would be sweet if they take ideas from FPW or even from WWF No Mercy
      NFL:Oakland Raiders Seattle Seahawks
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      Comment

      • SmashMan
        All Star
        • Dec 2004
        • 9757

        #48
        Re: Marcus Stephenson Moves To THQ For SvR

        I feel bad that I own Fire Pro, but never actually play it. I have much more fun setting up CPU vs CPU matches and just watching them.
        Last edited by SmashMan; 04-03-2010, 12:21 AM.

        Comment

        • djordan
          MVP
          • Nov 2005
          • 3052

          #49
          Re: Marcus Stephenson Moves To THQ For SvR

          Congrats man. You still owe me a rematch in Madden 11. I won't forget you ducking me after you beat me in our first game of Madden 05.
          AKA DEEJAY8595

          Comment

          • stephensonmc
            WW*/*FC C*mm*n*ty Mgr.
            • Mar 2003
            • 2105

            #50
            Re: Marcus Stephenson Moves To THQ For SvR

            Originally posted by djordan
            Congrats man. You still owe me a rematch in Madden 11. I won't forget you ducking me after you beat me in our first game of Madden 05.
            Thanks dj, I appreciate it!

            LOL -- Eddie George FTW!!!
            Follow me on twitter: www.twitter.com/stephensonmc
            My life in and outside the virtual ring: www.headlocks4breakfast.blogspot.com

            Comment

            • LBzrule
              Hall Of Fame
              • Jul 2002
              • 13085

              #51
              Re: Marcus Stephenson Moves To THQ For SvR

              Originally posted by stephensonmc
              That's all I ask. We all want the same thing, so now that you know that, let's have a conversation, which can be WAY more productive!
              Congrats on the new position.

              As for a conversation. I think one of the biggest things Smackdown vs Raw needs is to capture what wrestling is, A Spectacled Drama. The Romans loved Theater and Gladiator Battles. Wrestling combines these two spectacles and when it is done really well, while the outcomes are scripted, the spectator walks away in amazement.

              Comment

              • EoinC417
                Rookie
                • Apr 2010
                • 3

                #52
                Re: Marcus Stephenson Moves To THQ For SvR

                I am so excited! Marcus will do an amazing job if he is willing to listen to the fans. I do have 3 qustions for him though:

                1. What does he think of the visuals, because personally I believe they could be a lot better - UFC 2010 Undisputed is made by THQ and Yuke's and looks 10x better than SvR. Not enough improvement is being made in that aspect of the game, and I prey that you will do the SvR series justice.

                2. When will there be any news about SvR2011, because I am desperate for a screenshot!

                3. Fighting in the crowd sounds awesome. Tempted to include it? I'm thinking DX vs Legacy in a Submissions Count Anywhere match at Breaking Point 2009

                Thanks and all the luck in the world on the next game!!

                Comment

                • BastionBooger
                  Rookie
                  • Mar 2010
                  • 3

                  #53
                  Re: Marcus Stephenson Moves To THQ For SvR

                  Hey Marcus, What are the chances of a new wrestling legends game being made?

                  Comment

                  • DC
                    Hall Of Fame
                    • Oct 2002
                    • 17996

                    #54
                    Re: Marcus Stephenson Moves To THQ For SvR

                    Marcus will you attempt to make this series more of a wrestling simulation as opposed to the arcade nature it has had in the past?
                    Concrete evidence/videos please

                    Comment

                    • stephensonmc
                      WW*/*FC C*mm*n*ty Mgr.
                      • Mar 2003
                      • 2105

                      #55
                      Re: Marcus Stephenson Moves To THQ For SvR

                      Originally posted by DC
                      Marcus will you attempt to make this series more of a wrestling simulation as opposed to the arcade nature it has had in the past?
                      You already know my answer to that -- come on man!
                      Follow me on twitter: www.twitter.com/stephensonmc
                      My life in and outside the virtual ring: www.headlocks4breakfast.blogspot.com

                      Comment

                      • stephensonmc
                        WW*/*FC C*mm*n*ty Mgr.
                        • Mar 2003
                        • 2105

                        #56
                        Re: Marcus Stephenson Moves To THQ For SvR

                        Originally posted by BastionBooger
                        Hey Marcus, What are the chances of a new wrestling legends game being made?
                        Can't comment on stuff like that my man -- I'm specifically SvR
                        Follow me on twitter: www.twitter.com/stephensonmc
                        My life in and outside the virtual ring: www.headlocks4breakfast.blogspot.com

                        Comment

                        • DC
                          Hall Of Fame
                          • Oct 2002
                          • 17996

                          #57
                          Re: Marcus Stephenson Moves To THQ For SvR

                          1. I just think a lot of the animations needs to be slowed down. I have always hated the way wrestlers scale the top turnbuckles in the SvR Series. SO quick even for the slower dudes.

                          2. Can we finally be able to edit the stats of the wrestlers? I remember back in the day that we had to use a game genie to edit their stats.

                          3. Booker Mode. Make it happen.
                          Concrete evidence/videos please

                          Comment

                          • Killa_Khaos7
                            Rookie
                            • Oct 2005
                            • 49

                            #58
                            Re: Marcus Stephenson Moves To THQ For SvR

                            I have a rant to get out of me, and I wanted to drop it somewhere it'll maybe get noticed by someone to pass on somewhere....or something. I love my wrestling games, but there are some fundamental issues I'd (and a lot of the community I want to believe) like to see taken care of in SvR 11, and moving forward:

                            1. Weight classes, and weight detection, WE NEED THIS BACK. Crusiserweights should be able to lift cruiser, and smaller heavy weights (Orton, Edge) but nothing above that. Not HHH, not Cena, and certainly not The Big Show. Actually, NOBODY should be able to lift the Super Heavyweights until they have enough momentum to use a FINISHER SCOOP SLAM ala Hogan/Andre. I can throw The Big Show around with anyone currently, and it totally kills the realism.

                            2. Limb damage needs to show some real after effects, and be constant, even if it's not a submission match. If I'm working someone's leg for 5 minutes, I don't want to see them walking/running at full speed 2 minutes later, and vice versa for my character. It should affect their climbing animation/speed, and running animation/speed. Likewise for arm damage, head damage, and torso damage. I mean, No Mercy did this really well. and that was 10 years ago. Also, the KO state should be brought into play after a huge bump, or a move with KO potential. Even if you can't win the match by KO, it should keep you down for long time.

                            3. Selling the moves. WRESTLERS SHOULD NOT BE GETTING UP 15 SECONDS AFTER A FINISHER. The same goes for falling from a ladder, a cage, a cell, getting hit by a weapon, missing a top rope move etc. This is supposed to be a WWE simulation. The arcade nature of how fast the wrestlers get up make it really hard to set up tense moments, or big spots.

                            4. Resilience. Why can I finish a match with a move only 3 minutes into it against top superstars? If it's a squash, OK, fine, but I should not be able to pin a >80 wrestler before a good amount of damage has been inflicted, and even then after the 5 minute mark there should be a way for the wrestler to maybe sacrifice his finisher for the rest of the match for a last second kick out of a definite loss.

                            5. Weapons need a complete overhaul. They are weak (or maybe the wreslters just don't stay down), and unless you're holding them, they serve no purpose. Once again, No Mercy, a 10 year old game, allowed you to slam people on every weapon you could pick up. The weapons in SvR have no weight, no physics, and can't be used unless your holding them, or in a pre-canned animation which goes against all of the ways weapons have been used in Pro Wresting. Letting us slam wrestlers into stuff on the ground, and tables set up would increase creativity/variety 10 fold.

                            6. Object recognition. Ladders, tables and chairs don't just move on their own. the sliding has got to stop. Someone running next to a chair should STEP ON IT. Someone being slammed into a table should BREAK THROUGH IT. Ladders should not be sliding because people are WALKING into it. like I said before, the weapons have no weight, or feel like they are "there." This has to be updated. In a post GTAIV, and Assasin's Creed world where the character reacts to every object in front/underneath them, the SvR games look archaic in comparison.

                            7. THE TARGETING SYSTEM IS BROKEN. Seriously, this is so simple to fix. Assign each character (including the Ref) from 1 to 7 in the match a button on the controller. Hold L or L2 and press the corresponding button to look at that character. SIMPLE, and QUICK. look at player 2 = Hold L, and press X. Look at player 3 = Hold L, and press B, SO on and so forth.

                            8. AI. the AI needs to USE THEIR OPTIONS. I have literally NEVER seen an AI wrestler in SvR2010 climb to the top rope, set me up on a table, dive out the ring, break me through the announcer table, jump off the ladder, etc. etc. etc. All they do is punch, grapple, punch, grapple, punch grapple. And they're not even logical. Why climb the ladder 2 minutes into a ladder match? Why grab a table 2 seconds into a table match when you need a Signature to put me through?

                            9. PLEASE UPDATE THE HELL IN A CELL. It's never looked anything like the Smackdown games have had it going back to the very first time it was ever in Smackdown!

                            10. WEAPON WHEEL IN EVERY MATCH. WEAPON WHEEL IN EVERY MATCH. WEAPON WHEEL IN EVERY MATCH. No restrictions means more creativity, which means more longevity, which means happier player base.

                            There's more I could say, but I'll leave it there for now. As you can see, I'm a big fan of getting the IN RING action right before anything else. A great engine can carry a game with no career, season, GM, or online modes.

                            I don't hate SvR either. The create modes are better than ever before, I love how created wrestlers have alternate attires FINALLY, I love the Superstar Threads, and how we can keep wrestlers updated (slightly), the graphics are great, and the gameplay has improved, but it can be so much more. Also, the new HUD, or lack there of, is GREAT. Really cleans everything up, and allows you to focus on the match.

                            Honestly, I would prefer the team at THQ/Yukes don't add a SINGLE new mode, and just work on the gameplay for a whole year. Keep tuning, and adding to the IN RING action, and forget about any new match gimmicks, any new modes, etc. Getting SvR to play like a wrestling simulation should play would add so much replay value that it would feel like a new game.
                            Last edited by Killa_Khaos7; 04-09-2010, 02:16 AM.

                            Comment

                            • Jukeman
                              Showtime
                              • Aug 2005
                              • 10955

                              #59
                              Re: Marcus Stephenson Moves To THQ For SvR

                              Originally posted by Killa_Khaos7
                              I have a rant to get out of me, and I wanted to drop it somewhere it'll maybe get noticed by someone to pass on somewhere....or something. I love my wrestling games, but there are some fundamental issues I'd (and a lot of the community I want to believe) like to see taken care of in SvR 11, and moving forward:

                              1. Weight classes, and weight detection, WE NEED THIS BACK. Crusiserweights should be able to lift cruiser, and smaller heavy weights (Orton, Edge) but nothing above that. Not HHH, not Cena, and certainly not The Big Show. Actually, NOBODY should be able to lift the Super Heavyweights until they have enough momentum to use a FINISHER SCOOP SLAM ala Hogan/Andre. I can throw The Big Show around with anyone currently, and it totally kills the realism.

                              2. Limb damage needs to show some real after effects, and be constant, even if it's not a submission match. If I'm working someone's leg for 5 minutes, I don't want to see them walking/running at full speed 2 minutes later, and vice versa for my character. It should affect their climbing animation/speed, and running animation/speed. Likewise for arm damage, head damage, and torso damage. I mean, No Mercy did this really well. and that was 10 years ago. Also, the KO state should be brought into play after a huge bump, or a move with KO potential. Even if you can't win the match by KO, it should keep you down for long time.

                              3. Selling the moves. WRESTLERS SHOULD NOT BE GETTING UP 15 SECONDS AFTER A FINISHER. The same goes for falling from a ladder, a cage, a cell, getting hit by a weapon, missing a top rope move etc. This is supposed to be a WWE simulation. The arcade nature of how fast the wrestlers get up make it really hard to set up tense moments, or big spots.

                              4. Resilience. Why can I finish a match with a move only 3 minutes into it against top superstars? If it's a squash, OK, fine, but I should not be able to pin a >80 wrestler before a good amount of damage has been inflicted, and even then after the 5 minute mark there should be a way for the wrestler to maybe sacrifice his finisher for the rest of the match for a last second kick out of a definite loss.

                              5. Weapons need a complete overhaul. They are weak (or maybe the wreslters just don't stay down), and unless you're holding them, they serve no purpose. Once again, No Mercy, a 10 year old game, allowed you to slam people on every weapon you could pick up. The weapons in SvR have no weight, no physics, and can't be used unless your holding them, or in a pre-canned animation which goes against all of the ways weapons have been used in Pro Wresting. Letting us slam wrestlers into stuff on the ground, and tables set up would increase creativity/variety 10 fold.

                              6. Object recognition. Ladders, tables and chairs don't just move on their own. the sliding has got to stop. Someone running next to a chair should STEP ON IT. Someone being slammed into a table should BREAK THROUGH IT. Ladders should not be sliding because people are WALKING into it. like I said before, the weapons have no weight, or feel like they are "there." This has to be updated. In a post GTAIV, and Assasin's Creed world where the character reacts to every object in front/underneath them, the SvR games look archaic in comparison.

                              7. THE TARGETING SYSTEM IS BROKEN. Seriously, this is so simple to fix. Assign each character (including the Ref) from 1 to 7 in the match a button on the controller. Hold L or L2 and press the corresponding button to look at that character. SIMPLE, and QUICK. look at player 2 = Hold L, and press X. Look at player 3 = Hold L, and press B, SO on and so forth.

                              8. AI. the AI needs to USE THEIR OPTIONS. I have literally NEVER seen an AI wrestler in SvR2010 climb to the top rope, set me up on a table, dive out the ring, break me through the announcer table, jump off the ladder, etc. etc. etc. All they do is punch, grapple, punch, grapple, punch grapple. And they're not even logical. Why climb the ladder 2 minutes into a ladder match? Why grab a table 2 seconds into a table match when you need a Signature to put me through?

                              9. PLEASE UPDATE THE HELL IN A CELL. It's never looked anything like the Smackdown games have had it going back to the very first time it was ever in Smackdown!

                              10. WEAPON WHEEL IN EVERY MATCH. WEAPON WHEEL IN EVERY MATCH. WEAPON WHEEL IN EVERY MATCH. No restrictions means more creativity, which means more longevity, which means happier player base.

                              There's more I could say, but I'll leave it there for now. As you can see, I'm a big fan of getting the IN RING action right before anything else. A great engine can carry a game with no career, season, GM, or online modes.

                              I don't hate SvR either. The create modes are better than ever before, I love how created wrestlers have alternate attires FINALLY, I love the Superstar Threads, and how we can keep wrestlers updated (slightly), the graphics are great, and the gameplay has improved, but it can be so much more. Also, the new HUD, or lack there of, is GREAT. Really cleans everything up, and allows you to focus on the match.

                              Honestly, I would prefer the team at THQ/Yukes don't add a SINGLE new mode, and just work on the gameplay for a whole year. Keep tuning, and adding to the IN RING action, and forget about any new match gimmicks, any new modes, etc. Getting SvR to play like a wrestling simulation should play would add so much replay value that it would feel like a new game.
                              THIS..

                              Comment

                              • goh
                                Banned
                                • Aug 2003
                                • 20755

                                #60
                                Re: Marcus Stephenson Moves To THQ For SvR

                                Originally posted by Killa_Khaos7
                                I have a rant to get out of me, and I wanted to drop it somewhere it'll maybe get noticed by someone to pass on somewhere....or something. I love my wrestling games, but there are some fundamental issues I'd (and a lot of the community I want to believe) like to see taken care of in SvR 11, and moving forward:

                                1. Weight classes, and weight detection, WE NEED THIS BACK. Crusiserweights should be able to lift cruiser, and smaller heavy weights (Orton, Edge) but nothing above that. Not HHH, not Cena, and certainly not The Big Show. Actually, NOBODY should be able to lift the Super Heavyweights until they have enough momentum to use a FINISHER SCOOP SLAM ala Hogan/Andre. I can throw The Big Show around with anyone currently, and it totally kills the realism.

                                3. Selling the moves. WRESTLERS SHOULD NOT BE GETTING UP 15 SECONDS AFTER A FINISHER. The same goes for falling from a ladder, a cage, a cell, getting hit by a weapon, missing a top rope move etc. This is supposed to be a WWE simulation. The arcade nature of how fast the wrestlers get up make it really hard to set up tense moments, or big spots.

                                4. Resilience. Why can I finish a match with a move only 3 minutes into it against top superstars? If it's a squash, OK, fine, but I should not be able to pin a >80 wrestler before a good amount of damage has been inflicted, and even then after the 5 minute mark there should be a way for the wrestler to maybe sacrifice his finisher for the rest of the match for a last second kick out of a definite loss.

                                5. Weapons need a complete overhaul. They are weak (or maybe the wreslters just don't stay down), and unless you're holding them, they serve no purpose.
                                1. Um no. ABSOLUTELY NOT. They NEVER got it right at all,ever. It was awful,broken and RVD couldn't even lift up...well I don't remember who it was but I remember playing the game and thinking what the hell? especially since the very next week on TV he pressed slammed the guy. (That press slam to standing moonsault he used to do) Then there's the negative effects on any sort of competitive play.

                                3. Normally that'd be all well and good but what do you think would happen online? More cheese. It'd be great to have it apply only offline as going online has ruined much of this series. Also I don't think this was ever supposed to be a WWE simulation.

                                4. I have an idea for this but am waiting for the appropriate wishlist thread.

                                5. Max out the slider? Seem decent enough for me. It's more the not staying down thing.

                                Comment

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