The early-mid nineties were a time of great experimentation in the world of professional wrestling, both in terms of presentational style and in terms of the actual way wrestling was done. I think to most western fans, the most famous part of this experimentation is from the hardcore style as seen in ECW, FMW and Big Japan, that would eventually go on to be copied (in a watered-down form) by WWE for their massively popular attitude era. But there were other innovations taking place at that time, including in a Japanese promotion called UWFi, where an almost opposite approach was being taken.
UWFi took note of the rising popularity of kickboxing, mixed martial arts, and other legitimate combat sports, and sought to create a wrestling style that emulated them, and it's this style upon which Saikyou: Takada Nobuhiko is based. (It also takes the very early nineties approach of only featuring one real wrestler, fighting renamed unlicensed versions of other wrestlers.) Thie results in a game that plays very differently to any other, not least because the UWFi used a completely different ruleset than that seen in mainstream wrestling promotions. Furthermore, the action takes place on a single plane, like a contemporaneous fighting game (but in keeping with the shoot style, there's no jumping and not really any special moves).
There are a few rulesets in the game, but the main (and most interesting) one is the main ruleset used by UWFi. Matches have a thirty minute time limit, and wrestlers also start each match with fifteen points each. One point is lost when a wrestler is suplexed, or when they escape a submission hold by grabbing the ropes. Three points are lost if a wrestler is down on the floor long enough for the referee to start the ten count. If a wrestler submits to a hold, fails to answer a ten count, or if they're reduced to zero points, they lose the match. In game terms, the wrestlers have two health bars in addition to the fifteen points.
One of the bars regenerates quickly, and when it's depleted, the wrestler goes down and loses three points, while the player has to hammer their controller buttons to try and get back up before the referee counts to ten. The other bar regenerates very slowly, but it only goes down while a wrestler is in a submission hold. When it runs out, they tap and immediately lose the match. Also, while in a submission hold, both wrestlers' players can use the shoulder buttons to edge closer to the ropes or to the centre of the ring.
I wouldn't say this is a fun game exactly, and I'm pretty sure I won't be going back to it after this review. But I am always interested in videogames that have people fighting or engaging in combat sports with rules and win conditions that aren't just the typical fighting game knockouts or standard pro-wrestling rules. So I do recommend playing it at least a couple of times to experience that, and maybe it'll click better for you than it did for me. But that's my opinion on it really: not a game I loved, but a game that's interesting and worthy of attention. Also, I hope I wasn't embarassingly incorrect on all the wrestling history back at the start of the review, this kind of shoot style-stuff is a little outside my normal circle of interest. (A little extra note: though I don't often reply to comments on this blog, I do read and appreciate them all.)
No comments:
Post a Comment