But it does have its own set of problems in its lack of depth and aggressive microtransactions. It’s a much more arcadey style of game that I think is a better representation of what a pro wrestling game should be. It’s almost like Battlegrounds is encouraging you to use money to buy these stars, which totally comes off as greedy. It makes zero sense as to why you have to grind or buy for the likes of Bayley, Sasha Banks, Daniel Bryan, Asuka, Seth Rollins or other top stars. Some of the biggest stars in the WWE right now, strangely, are not available at the start and have to be unlocked this way. And we aren’t talking about legendary wrestlers like Hulk Hogan or Shawn Micheals, which would make sense as unlockables. That is where Golden Bucks come in, as the more money you put in, the quicker it is to unlock everyone. But these characters are expensive, and to unlock everyone would require hours and hours of gameplay. These end up playing a big part in unlocking everything, from other WWE Superstars to create-a-wrestler parts. The more matches you clear, the more Battle Bucks you get. The game has two types of currency: Battle Bucks and Golden Bucks. One of the more frustrating issues with Battlegrounds was that a lot of the characters have to be unlocked. While Campaign mode flows through easier with the story, character changes, and roster variety, Battleground Challenge can get pretty repetitive and boring the deeper you get into it. Both Campaign and Battleground Challenge move through a grid. The story is told through comic book panels, which is a neat and different way to tell a story, though the artwork is at times inconsistent (notice Steve Austin’s face in each new panel, it changes, a lot).īattleground Challenge doesn’t have a story, rather, you create your own wrestler and complete challenges in order to unlock power-ups and in-game currency needed to unlock wrestlers. Heyman ends up hiring Stone Cold Steve Austin to recruit potential stars for the brand. McMahon tasking Paul Heyman to be in charge of a new ‘Battlegrounds’ brand. Campaign mode lets you play as several characters exclusive to the game. The two big single player modes are pretty similar to one another. Load times can also be pretty long in between matches. Sometimes I would be near an opponent and press a button, but somehow I'd still be too far away. Hit detection for me never felt 100% precise. Technical issues are not as prevalent compared to other recent WWE games, though there are some weird issues here and there. Wrestlers are divided into various types like brawler and high flyer which does change things up, but most of the wrestlers still feel and play the same. But after a few hours, things can get pretty dull. Power-ups such as refilling your health or getting extra time to pin your opponent are nice touches, and the stage hazards keep things interesting. There are positives to this - Battlegrounds is much simpler and more accessible to play over its 2K counterparts. There are still pro wrestling maneuvers like irish whips and submissions, but gameplay focuses more on racking up combos and throwing your fellow wrestlers into stage hazards, such as crocodiles, rams, and elevated cars. While the 2K series focuses on creating a realistic WWE experience you’d see on their weekly television, Battlegrounds dumps the more technical gameplay for simplified brawling, and characters more closely resemble toys than how they look in real life. The first thing you’ll notice when jumping into a Battlegrounds match is that this is not your normal WWE game. WWE 2K Battlegrounds is far better, but that doesn’t necessarily mean that it’s great. WWE 2K18 was one of the worst ports I’ve ever played, a complete mess of an experience that I would rather soon forget. Experiencing the WWE universe on Switch has been a real chore.
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