WWE SmackDown! Shut Your Mouth today caught us in a relatively optimistic mood about the future of professional wrestling and professional wrestling videogames. RAW is now left for dead, certainly, having become nothing but Shawn and Hunter\'s Happy Hour of ---------------- SmackDown! now features Chris Benoit and Eddy Guerrero on the same show, which performers we are happy to sit through 20 minutes of Stephanie McMahon flapping her yap to see. Gamewise, it seems as if Yuke\'s has some time and some vision to make a better game of the SmackDown! series. We\'ll have to wait much longer for everything to come out in the wash, but most of what we saw today seemed fairly promising.
Visually, sure, it\'s still the same engine, and that will certainly remain a sore point. Its kinship with the previous three games is obvious, and despite the improvement in some key areas -- the hair modelling is distinctly better, for one -- it\'s still not as visually impressive as its competition on other consoles. The level of texture detail is obviously lower, and some facial models still look downright wacky. Yuke\'s\' huge animation library is still a strong point, though, and one of the advantages of sticking to the same engine. The selection of moves and other animations is massive and still growing. In particular, Shut Your Mouth sees the integration of many more small animations into idles, poses, recovery, selling, and other motions besides the actual moves, adding more personality to different characters. Wrestlers like Hulk Hogan and The Rock carry themselves in a very distinctive style in reality, and the game replicates that style very well.
The grappling system is familiar in most of its components, but Shut Your Mouth does implement a more complex reversal system akin to the one in the Gamecube\'s WrestleMania X8. Moves are now countered by the square button and a direction (which corresponds to the one used to execute the move in question), so there\'s an element of guesswork and strategy involved in countering more complex moves. Basic Irish-whip grapples and the like can still be countered with just a press of the square button, but reversals are much less frequent otherwise.
International-object behaviour, as you may recall from our E3 impressions, has been substantially updated. There are now several more moves that can be executed by grappling with an object, while striking with objects can damage them or at least change their status -- smash someone with a chair enough and dents start to show up. Grappling with a table usually results in an easy table set-up (it\'s much simpler to put someone through a table in this game), while grappling with a chair leads to throat shots or DDTs on the chair. The R1 button now manipulates more elements of the environment, too. It\'s possible to undo the top turnbuckle for a Snake Eyes-style attack by tapping R1 in the corner.
The match type selection was already about as complete as it could be in Just Bring It, but the new game does round things out with a bigger and more interactive Hell in a Cell cage, like the one in WrestleMania X8. It\'s possible to ram an opponent into the cage, go in and out of the cage door, climb the cage, jump off the cage, go through the cage, fight on top of the cage, and otherwise have a lot of fun with things cage-related. It\'s also worth noting that the rails around the ring are interactive -- this may have been a bug, but the demo version allowed us to jump off the cage onto the rail, and then jump from the rail to the floor. In any event, you will at least be able to climb onto the rails and perform moves off them. The same goes for the tops of ladders and similar ledge-like areas backstage (see the media section for a screen of Rob Van Dam performing a frog splash off a railing in the boiler room).
On to the invariable "who\'s in?" issue, we were surprised to learn that "Stone Cold" Steve Austin is in the game. While has of course left the WWE in reality, THQ still has the license to use him in its videogames, so he will appear. Lucky for Yuke\'s -- otherwise, they would have had to get rid off all those "WHAT!" cinematics.