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TNA Impact! Review
6 out of 15
This freshman effort shows promise but has a lot of kinks to work out.
Date: Thursday, September 25, 2008
Author: Brendon Lindsey

The lack of variety isn’t held solely to the creation mode, either. The whole game screams of a freshman wrestling effort. There’s only one weapon (a chair—which you can’t run with), no locations to fight other than the ring and ringside, a limited amount of special matches compared to TNA’s real events, and even no blood. No blood in a modern wrestling game? Huh?

Even though the lack of red is making some people wonder, there was one move many people originally liked: Midway decided to forego using the more recent wrestling game mechanics established by the Smackdown vs Raw series, and instead opted to throw it back to the past by bringing out the classic, overly-glorified No Mercy control scheme. The result, however, is a poor man’s imitation plagued by a sense of non-belonging. While using the face buttons to initiate grapples works with older titles (and retro titles like the recent Fire Pro release), in a modern wrestling game with all the shine and glamour it just doesn’t fit. It’s obvious they tried their best to mimic No Mercy’s controls, but what Midway failed to realize is that No Mercy still remains a once-in-a-generation title. No one else has been able to copy its success since its release, so why start trying again now?

Despite the lack of options and the overly simplistic control scheme, the biggest problem is the number of glitches and other little snafus throughout the game. Whether it’s opponent AI, tag-team partner AI, or even the game’s own recognition of what you’re doing, there’s no shortage of frustration.

Remember when Blitz and NBA Jam ruled supreme, and we all got our first taste of the notorious Midway Comeback AI? I’m sad to say that a close relative of that AI seems to be present here. As you get further along in the story mode (or up the difficulty), the opponents get exponentially cheaper; I’m talking matches where a good 80% of your moves get countered. It’s not kept solely to higher difficulties, as it shows its head from time to time, but it is much more prevalent then, and much more noticeable as one or two series of counters can easily cost you the match.

Even your own tag partner AI can cost you the match. As you get pinned by an opponent or have their partner decide to beat some sense into you (while the nonexistent ref isn’t looking?) your own partner stands blissfully unaware on the apron, presumably laughing and clapping along to the count of 1-2-3 as the bell rings and you find yourself losing once again due to seventeen counters in a row. Four player matches with human opponents is a blast (but not online, where you’re limited to a laggy two) but there’s no overcoming the rampant AI when you’re in the ring alone.

TNA Impact! may have its share of issues, but as a first-time effort built from the ground up it is a decent if flawed showing. Sure, it can’t compete with Smackdown vs. Raw with the regular wrestling crowd, but as we’ve learned time and time again some competition is never a bad thing. Still, do yourself a favor and pick up Fire Pro Wrestling Returns--it may not look nearly as pretty, but it’s $50 cheaper and its features and gameplay leave Impact in the dust.

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