WWE 2K has already successfully redeemed itself after a disastrous period some years ago.
But what comes after the redemption arc?
WWE 2K20was, in no uncertain terms, an abject disaster.
The game was so poorly received that the series actually took a year off.
This is practically unheard of in the world of annualized sports (and sports entertainment) games.
Since then, WWE 2K has rebounded incredibly over the course of several games.
Now, like WWE’s poster boy is learning week in and week out, heavy lies the crown.
Where does the series go from here?
To a great extent, the goal has already been achieved.
The belt is around the game’s waist.
WWE 2K22was a “comeback year,” lead combat designer Derek Donahue told me.
“We had extra time.
There was no 2K21.
We also rebuilt the game.
We redid so many core systems, but we still hadn’t been able to redo everything we wanted.
Donahue spoke to how the last two games helped reshape the culture around the series.
We didn’t have the extra time.
[2K24] was finally, like, ‘Can you repeat it?’
Donahue told me that’s not exactly the case.
More accurately, the team that would replace Yuke’s didn’t really exist yet.
“Yuke’s made the game for, like, 20 years,” Donahue said.
“It’s a huge amount of institutional knowledge they have.
To bring everything in-house was a massive effort.
One of the new features in this year’s game is the third-person camera controls.
I’d overlooked that space until I opted to change the camera options during the match.
It’s a subtle but satisfying change to a game building on a much sturdier foundation these days.
I played three Showcase matches, which this year highlights the Anoa’i wrestling dynasty.
Showcase is WWE 2K’s annual history lesson and reliably a great time.
It also helps that it’s all narrated by Paul Heyman.
Based on what I saw, Heyman is giving his fullest effort, not at all phoning it in.
I don’t think the man even knows how.
GM mode is already where I spend the majority of my time with the game.
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