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By experimenting with your chosen wrestler, you will discover which moves follow easily from other moves, and which wrestlers have a much easier time moving around the ring, flying through the air, tossing opponents or executing aerial juggle combos. The animation and weight of the wrestlers can be instantly felt the second they're taken into a fight, and it's not long before a "flow" establishes itself during the match, consisting of punches, kicks, blocks, grabs, reversals, whips, drops - anything that comes to mind. However, this is one place where looks can be deceiving while the wrestlers look like barely mobile slabs of meat in cut scenes and stills, when the controller is in your hands, they are anything but. Some of them look like they can barely move at all, let alone stiffly. Even worse are the wrestlers themselves - so many of them are simply overly "beefy," for lack of a better term. Also, here we are in 2011, yet the announcers still repeat themselves every few lines. Venues aren't very lively, there isn't much in the way of special effects, and aside from signature wrestler theme songs, there's very little music. While graphical assets are certainly in high definition, they contain somewhat stiffer movement and animation compared to even older mainline WWE games. Now, we have WWE All-Stars, and I can finally say that there's a wrestling game out there that's made for me, even if it's a little rough around the edges.Īdmittedly, this is not an aesthetically impressive title at first glance. While I never got to play it extensively, I appreciated the principles it embraced. A couple of years ago, a spin-off title, Legends of Wrestlemania, was released it was meant to provide a simpler alternative to the "simulation" style of wrestling games. For years, we've been treated to WWE wrestling games where the mechanics have become increasingly complicated.