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WWE 2K : ウィキペディア英語版
WWE 2K

''WWE 2K'' is a series of professional wrestling video games currently developed by Visual Concepts and Yuke's and published by 2K Sports. The games in the series are based on the professional wrestling promotion WWE and feature professional wrestling match types, storylines, and playable characters based on WWE programming.
The series was originally named ''SmackDown!'' after WWE's ''SmackDown'' television program. The first release in the series was ''WWF SmackDown!'' in March 2000, which, along with subsequent titles, remained exclusive to Sony's PlayStation consoles. After the brand extension, the series was retitled ''SmackDown vs. Raw'' in 2004 to indicate the ''Raw'' brand was also featured. Within a few years, the series had expanded to a yearly release cycle for various seventh-generation consoles as well as mobile devices. Yuke's had also released the games in Japan under the name ''Exciting Pro Wrestling''. However, after ''SmackDown! vs. Raw 2006'', THQ took over as the Japanese publisher and the Japanese releases adopted the western name. The series was later renamed simply ''WWE'' for its 2012 and 2013 iterations.
After THQ's dissolution in January 2013, it was reported that the publishing rights for the WWE video game series were acquired by Take-Two Interactive. Take-Two confirmed the acquisition in February, saying that it would also retain the services of Yuke's and the THQ staff that worked on the ''WWE'' series. ''WWE 2K14'' is the first game to be released under the 2K brand.
Reception to the series' games has overall been favorable, and ''WWE SmackDown vs. Raw 2009'' was rated 31st and 28th (Xbox 360 and PlayStation 3, respectively) in IGN's "Top 100 Games" list.〔(【引用サイトリンク】title=Top 100 Games by IGN )〕 It is among the best-selling video game franchises, with 60 million copies shipped as of 2013.
==Gameplay==
The first game in the series, ''WWF SmackDown!'' had a clear cut system for moves such as combining an arrow key with the circle button for grappling moves and combining an arrow key with the X button for striking moves. Most of the later games, from ''WWF SmackDown! 2: Know Your Role'' to ''WWE SmackDown vs. Raw 2006'' used the aforementioned control scheme. When ''WWE SmackDown vs Raw 2007'' was released, new game mechanics were introduced, in which a new control scheme altered the grappling system of the game, called "Ultimate Control moves." Unlike the previous games, where the player pressed two buttons to perform a grapple or an attack, players were able to place their opponents into a grapple position and then choose to perform a move by moving the directional buttons of their system's controller. For example, the player could place their opponent in a suplex grappling position and then either perform a normal suplex or an inverted suplex slam. Before the release of ''WWE SmackDown vs. Raw 2008'', in order for players to force a superstar to submit, they had to tap buttons to move a marker towards the end of the meter labeled "Submit", and the only way for opponents to escape was for them to move the meter towards "Escape". Included with the release of ''WWE SmackDown vs. Raw 2008'' was a new submission system, in which the player had to move the analog sticks of their system's controller in different directions to force the opponent to submit, while the opponent could do the same to escape the submission hold.
Every game in the ''SmackDown vs. Raw'' series used to have the amount of damage inflicted to the player's chosen superstar, measured with a meter on the HUD, where a design of a male figure presented the damage. As a move was performed against a superstar, the affected area of the body flashed—the more damage that is done to that specific body part, the more likely it is for the superstar to submit. Colors were used to represent the amount of damage done to a specific body area; yellow represented minimal damage, orange represented moderate damage, and red represented maximum damage.〔(【引用サイトリンク】title=''WWE SmackDown vs. Raw 2008'' Guide )〕 This was however taken out of ''WWE SmackDown vs. Raw 2010''. Now the only way to tell how damaged the opponent is is to watch their physical body actions that indicate how hurt they are. The more damage inflicted to opponents, the more likely it is for them to lose the match. There are four ways to win a match in every game: by pinfall, submission, knockout, countout; alternatively, the match could end in a draw. With the introduction of an on-screen referee in ''WWF SmackDown! Just Bring It'', the ability to win by disqualification was also included.
Included with the release of ''WWE SmackDown! vs. Raw'' was the option of fighting "dirty" or "clean". When players select "dirty", the superstar is booed by the audience in the game; conversely, the "clean" superstar is cheered by the audience. With the "dirty" or "clean" option comes the inclusion of performing a special maneuver when playing. Players using a "dirty" superstar must direct their superstar into building up their "dirty" meter by performing "dirty" tactics, such as attacking the referee or taking the pad off the ring's turnbuckle. Unlike performing dirty tactics, "clean" superstars build their meters by performing "clean" tactics, such as an aerial techniqupe or performing a taunt. When "dirty" superstars' meters build up, they are able to perform a signature low blow; likewise, "clean" superstars can perform their signature move at double its normal damage.
With the release of ''WWE SmackDown! vs. Raw 2006'' was the inclusion of a stamina system, which was a measure of the superstars' stamina. The stamina system was measured by a meter on the HUD; the meter decreased when performing a variety of moves. The meter increases, however, when the player does nothing with the superstar or holds down a selected button that increased the stamina, which varied depending on the player's system. When the superstar's stamina was low, the wrestler reacted by moving slower when performing moves, walking, and running. If the meter decreased completely, the superstar fell to the ground until the meter increased.〔(【引用サイトリンク】title=WWE SmackDown! vs. Raw 2006 CNET (Australia) Review )〕 This system is disabled by default since ''WWE SmackDown vs. Raw 2008''.
The weak/strong grapple system from the past games was removed from ''WWE '12'' onwards. Characters now perform different moves based on their opponent's current physical state. Players now have a window of opportunity to attack while still in a downed state and can also interrupt moves and Royal Rumble eliminations with attacks. Similarly, the pinning meter from the past games has been reworked to make it more difficult to kick out as a wrestler takes more damage. The game's artificial intelligence has also been adjusted to prevent players from overusing the same move. In addition, the ability to store finishing moves has returned. "Dynamic Comebacks" gives players on the verge of losing the opportunity to successfully hit a combination of moves to gain two finishing moves. New "wake up taunts" bring a downed opponent to their feet for a finishing move (such as Randy Orton pounding on the ground before his RKO finishing maneuver). Players also have the ability to target specific limbs during matches and perform submissions through a "Breaking Point" submission minigame. OMG! moments were introduced to ''WWE '13''. These are moves than can be performed in certain situations with certain superstars when a finisher is obtained. An example of this is Mark Henry superplexing the Big Show, making the ring break and the match stop. Better weight detection was implemented to ''WWE '13'', so the smaller Rey Mysterio can’t body slam the 500 pound Big Show. In fact, super heavyweights like Mark Henry or Show now have different frames to better capture their enormous size. Pinning is now not only influenced by damage, but the power of the move that was previously executed. In ''WWE '13'' alongside selecting arenas, characters and the number of finishing moves available at the start of a match (a new option, which can range from 0 to Infinite), players will be able to adjust a setting called ‘Match Experience’. Three settings - “Quick”, “Normal” and “Epic” - will affect the overall pacing of a fight, independent of AI difficulty. Factors such as momentum, damage, enemy aggressiveness and even kick out and reversal rates will be affected.
To overhaul the gameplay of the series, 2K15 features five times the animation data of WWE 2K14, containing over fifty days work of motion capture by the WWE superstars. Over four times the amount of dialogue for commentary was recorded. The general gameplay of the game too has been revised, with the wrestlers being divided once more into classes, as was present in the Smackdown vs. Raw series. This creates what is known as "in ring psychology" was the classes (brawlers, giants, grapplers and high-flyers) all provide different and unique sensations within the game to provide more diverse mechanics. In addition, the game's overall core mechanics have been fundamentally altered.
WWE 2K16 introduces Working Holds which allows the player to go through a collar-elbow-tie up situation in order to either damage the opponent or regain stamina to reverse the tide in the match. Dirty Pins now come in various animations and also A.I. for the referee is improved for example, they break up collar elbow tie ups when the wrestlers are holding each other at the corner for too long. The Reversal Limit system was introduced to prevent players from reversing throughout the match, they come as minor and major ones depending on the class of the wrestler/diva. This method can be toggled on or off in the Options section.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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