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And second, as demonstrated by Dave Meltzer and other journalists who began reporting on backstage developments in the early 1980s, wrestling is a big business. It is first and foremost a performance, a well-choreographed dance, between two athletic entertainers versed in the ritual moves and counter-moves that fit within various well-established frameworks: good guy versus bad guy, David versus Goliath, champion against challenger, brawler against technician, savage against blue-blood, and so forth.
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Even magnificent independent games like the Fire Pro Wrestling series, which offered the deepest move-sets and other character customization features, and Capcom's two installments of Saturday Night Slam Masters, arguably the most vivid and colorful in the genre, were premised on this winner-takes-all model.īut real wrestling, which is to say fake wrestling, doesn't follow this model. The WCW games, of which only the Nintendo Entertainment System's World Championship Wrestling (1990) and the Nintendo 64's WCW/nWo Revenge (1998) offered much in the way of replay value, did likewise. All of the WWE games, which have varied widely in quality depending on which company developed them, have maintained these fictions. You see, branded property has never broken kayfabe. WWE 2K16, the specifics of which remain mired in rumor and speculation, assuredly won't deviate from this time-tested approach.
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So what results is a game that, although somewhat distinct in its mechanics from the MMA and boxing games currently on the market, nevertheless operates on the same principle: You fight your opponent, batter him senseless, and advance in the rankings. In other words, WWE 2K15 refused to break " kayfabe," the age-old deception that the sport isn't fixed, even when some of its most successful superstars-CM Punk and "Loose Cannon" Brian Pillman, anyone?-have made names for themselves by doing just that.