Intro
Nothing is more nostalgic than reliving the video games you loved during your childhood. Among many, I remember “WWE Smackdown vs. RAW 2007” the most. Since I was only a 1-year-old at the time of its release, I was very late to the party, but managed to buy a used copy from Gamestop in 2015. To celebrate the 10th anniversary of my first time playing, join me for this review of arguably the best entry in the series. I realize much of my memories are heavily based on nostalgia, so let’s look past the rose-colored glasses and give an objective review of “WWE Smackdown vs. RAW 2007.”
Presentation
The first thing you see when loading into the game is the show intro for either Smackdown or RAW. These classic packages are a great way to get players hyped and it’s fun to guess which one will play. Once on the main menu, it screams the 2000s with steel beams everywhere and one of the best hard rock/hip-hop soundtracks of all time blasting in the background.
The atmosphere across the game really fits what it attempts to portray. The renderings for each wrestler, the matchup screen with moving graphics and the sound design manage to immerse the player in the world of WWE. When playing a match, the commentary is either the RAW duo of John Ross and Jerry Lawyer or the Smackdown team of Michael Cole and Tazz. Little details like this lean into the premise of the series, the differences between the two brands.
For a game that’s nearly 20 years old, the graphics still hold up today. It won’t blow anyone away, but it’s top-of-the-line for 2006, specifically on the Xbox 360. That’s the only version on the seventh generation of consoles, marking a huge advancement in performance. The stronger hardware allows the gameplay visuals to take a huge step forward with more detailed models and visible sweat.
Gameplay
Speaking of gameplay, “WWE Smackdown vs. RAW 2007” offers new gameplay features such as environmental grapples, fighting in the crowd and a stamina bar. These additions bolster the move towards a realistic experience, on top of the solid formula carried over from “WWE Smackdown! vs. RAW 2006.” While some may prefer the old arcade gameplay of previous games, it’s still possible to recreate by simply turning off stamina.
The new environmental hotspots are awesome to interact with and they’re everywhere. There are too many to name here, but they range from slamming an opponent’s head on the steel steps to electrocuting them to throwing them into a garbage truck. Fighting in the crowd returns here and is the best version of the feature, despite the fact you’re technically in between the audience rather than with them. The area is host to lots of weapons, more environmental attacks and scaffolding that your wrestler can jump off. I used to like the stamina meter until I switched to a harder difficulty and found that it drains way too fast, plus multiplayer is better without it.
The controls in the WWE game series have evolved in the years since this game was released. Since I haven’t played in years, I had to relearn the controls through the in-game tutorials. The control scheme is a little clunky, especially the running system. The Y/triangle button is used to enter the sprinting animation, which restricts your superstar from changing directions while running. You have to point them in a desired path and hope they go towards their opponent.
That’s basically my only gripe with the layout other than the fact that I can’t see it mapped on a controller, other than the rare times it’s on the loading screen before a match. I like that the right stick is now assigned to grapple moves that can be modified by holding the right bumper. This ties in with the new ultimate control system and would define the feel for the rest of the Smackdown vs. RAW series.
This style hits the sweet spot between arcade and simulation. It satisfies both sides of the spectrum, those who prefer the faster speed of previous games and those who like the slower pace of later games.
Roster/Arenas
Up to this point, “WWE Smackdown vs. RAW 2007” featured one of the smaller rosters in any wrestling game with just 67 wrestlers. Along with the series mainstays like the Undertaker, The Rock and Triple H, this year included debuting superstars Bobby Lashley. Mr. Kennedy and Umaga alongside legends Mr. Perfect, Dusty Rhodes and Jerry Lawyer. Making their final appearance in the series was Kurt Angle (until “WWE2K18”), RVD (until “Smackdown vs. RAW 2011”) and Chris Benoit (forever).
Though the roster is a major improvement from “Smackdown! vs. RAW 2006”, with 31 new and returning characters, nearly 30 more were removed, notably Chris Jericho, Christian and Andre the Giant. Despite this turnover, the roster is very deep as the company had a good midcard at the time, giving players a wide choice of superstars to hit the ring with.
In a time when each event had unique stage designs, every arena in this game looked great. All the weekly shows and pay-per-views are present, even going as far as to add ECW: One Night Stand as well. The lack of retro arenas hurts but besides that, nothing to complain about here.
Match Types/Game Modes
In terms of match types, the list was basically complete with everything players wanted. With the addition of “Money in the Bank,” this is possibly the craziest match type ever added to the game. If you’re going to play this one, make sure you have at least an hour of free time because these last forever. Everyone is swinging weapons, pushing people off ladders and suplexing each other out of the ring. It’s pure carnage, and I love it. This is the only new addition, but the developers removed a few matches, including slobber knocker, three stages of hell and a few six-man tag variations.
The Season Mode in “WWE Smackdown vs. RAW 2007” is as close to perfect as a wrestling game can be. Aside from “WWE Smackdown! Here Comes the Pain” and “WWE Smackdown! Vs. RAW 2006,” no other version in the series has been this fun to play through. It starts with the most important part: you can use most of the roster. I know this seems small, but the freedom to use anyone, even a jobber, is a massive plus. Your choice matters because the storyline selection is different based on who you pick.
Similar to the gameplay, there’s a balanced combination of realistic storylines and the wackiest stuff you’ll ever see. For example, if you pick a Smackdown wrestler, your first storyline is a straightforward feud between your superstar, the Undertaker and Chris Benoit. On the other hand, there’s a RAW story where Trish Stratus becomes the WWE Champion at SummerSlam. It can get pretty crazy at times.
Winning and losing matches award your superstar with WWE Cash and XP points to progress through the game. WWE Cash is used to unlock legends, championships and alternate attires while XP points are used to upgrade your superstar’s overall rating by increasing strength, speed and stamina. These points are exclusive to the character you’re playing as, so you’ll have to replay with other wrestlers to upgrade them.
Maybe the coolest part of the mode is the player’s personal Locker Room. In between matches, you can spend time chilling in your own apartment. It serves as the hub area to check emails and read the internet for updates within your story. The entire room can be customized from the lights, floors and wallpaper to the bar, furniture and collectibles with new items available in the shop. This is a really neat addition that was brought over from last year and I’m glad it’s here. Details like this give players more control and something to personalize.
Here it is, arguably the greatest mode in any WWE video game: General Manager Mode. This mode allows players to choose their brand and build a roster through the draft, using their budget to offer contracts, hire storyline writers and run shows. In addition to Season Mode, GM Mode adds tons of replayability and is the reason many still play the game.
The developers went above and beyond with upgrades to make this the best version of the mode ever seen. The rivalry system was revamped with storyline writers that offered unique options for each superstar type, specific lengths for each rivalry and different star ratings. Setting up the card was easier with detailed info panels for each superstar to keep the player updated and the option to rearrange the order of matches. Pre-shows were added to help raise the roster’s popularity without sacrificing a slot on the main show. The Power 25, similar to the feature on the WWE website at the time, ranked the top 25 superstars from both shows based on wins, opponents and whether they qualified as a title contender.
Whether playing against a friend or the computer, the competition is fun and what the series was missing. Sure you can play against the A.I. all day, but you start to wonder what the point is. Wrestling the matches is one thing, but booking the matches to beat the other brand is another level. GM Mode gives you that opportunity and delivers on it, motivating you to take home the coveted General Manager of the Year award.
Creation Suite
The creation suites in games prior to “WWE Smackdown vs. RAW 2010” are pretty basic and offer just enough for the players to get by. The designs, clothing pieces and hairstyle aren’t going to blow anyone away, but those more artistic can make something nice. Just look at the best custom superstars people were able to create for a ceiling to what was achievable in 2006.
The same can be said for championships and entrances. Purchasing the parts in Create-A-Championship is another reason to earn more WWE Cash, but the belts can be pretty ugly at times. I tried to replicate John Cena’s custom Spinner U.S. Championship but there weren’t enough strap or nameplate options to make it accurate. Create-An-Entrance lacks tag and trio motions, but has a number of motions for wrestlers no longer in the game, adding more authenticity to created superstars.
Multiplayer
Somehow the servers for the Xbox 360 version are still active nearly 20 years after launch. My Xbox Live subscription expired prior to writing this review, but I wasn’t able to connect with anyone when I was subscribed a few years ago.
However, I convinced other Wood Word staff members to play multiplayer and it was a blast. They say everything is better with friends, and I couldn’t agree more. A few standout moments were a 40-minute Money in the Bank match, a three-on-one handicap match against Jillian Hall and Johnny Nitro getting stuck on a table in the crowd area. My favorite was definitely the special guest referee “Hell in a Cell” match because it was a race to put each other through the roof. I can’t count the number of times we fell to ringside, mostly by accident. After nearly half an hour, I managed to retain my championship, capping off the most fun I’ve ever had in this game.
Conclusion
“WWE Smackdown vs. RAW 2007” is probably the most complete wrestling game ever released. The exciting gameplay, engaging game modes and excellent atmosphere only add to the solid foundation laid by the previous titles. The result is a fantastic experience and one of the best games of all time.
This is how yearly sports games should be produced: improve what’s already there and keep fan-favorite features. It doesn’t sound like much but many developers seem to lose sight of this. Aside from the game itself, this marked a grand achievement for the pro-wrestling video game community. What was originally a PlayStation exclusive was now a cross-platform franchise that continues to represent the WWE to this day. Yuke’s and THQ flawlessly transformed the series from one console generation to another without sacrificing depth, gameplay, or user experience, something that Visual Concepts and 2K would fail to do eight years later.
Presentation: 9.5/10 + Gameplay: 9/10 + Roster/Arenas: 9/10 + Match Types/Game Modes: 9.5/10 + Creation Suite: 7.5/10 + Multiplayer: 10/10 = Final Rating – 9/10
Contact the writer: bjroedel@m.marywood.edu