

Player can then stay on the floor longer to recover more, or try to enter the ring as fast as possible to break up a pin or submission attempt by the opponent. More significant changes include introduction of the roll-out system in multi man matches, which forces a wrestler who has taken a lot of punishment to roll out of the ring for a limited amount of time. In addition to the previously available ability to do pre and mid match interruptions, WWE 2K17 now allows players to do a post-match run-in and interrupt the victory celebrations for a post-match beat down. There are, however, some small changes made to these systems, which include wider timing window for major reversals, an alternate submission system, taunts giving small mid-match buffs and chain-wrestling mini-game that is no longer automatically engaged at the start of every match and only goes into effect if both wrestlers grapple at the same time. The game still has its deliberate feel and features the same stamina management structure, same pin/kickout mechanic, same submission mini-game and the same reversal system. WWE 2K17 keeps most of its core wrestling gameplay intact from the previous year. This time however, the developers’ efforts with WWE 2K17 disappoints, as the game does away with the spectacular Showcase mode while featuring less significant and more iterative improvements to the gameplay system introduced 2 years ago. The game streamlined few problematic gameplay mechanics from 2K15’s gameplay overhaul and still managed to present a very polished and well produced look into WWE’s past by showcasing the career of the Attitude Era superstar Stone Cold Steve Austin. Last year’s WWE 2K16 was a great effort by Yuke’s and Visual Concepts in righting the wrongs of 2K15 and significantly updating everything from the number of wrestling matches to the creation suite.
