Then there’s also an All-Around which is a mix of everything. Powerhouses are slow but can power through an opponent’s strikes. High-flyers can get to the top rope fast, use running throws, and jump off the ropes. Technicians can cause limb damage (leading your opponent to stagger around) and have powerful throws. Brawlers can create weapons and have extra power in their strikes. The class system does save things a little bit because these classes matter a lot and play very differently. Sure, each Superstar still has its own specific Signature and Finishing move and some have moves tailored only to them but that’s hardly enough to stop you from getting extremely bored while playing through this game. That means most of your heroes will play the exact same with very little variety. WWE 2K Battlegrounds gives you the same tiny moveset for anyone within the same class of either Powerhouse, Brawler, All-Rounder, Technician, or High-Flyer. This is what sets each Superstar apart and what gives them their own unique personality on top of their appearance and mannerisms. One of the main things that makes a decent wrestling game is that each Superstar has its own specific moveset. The videos and screenshots all looked promising but I’m here to tell you that beyond the flashy animations, there is just no substance. It sounds like a good idea, right? Make a game that is all about fun and less about all the tiny nuances of wrestling. Of course, 2K had to go a different direction this year while they right the ship with the main WWE 2K series that ended up being quite a mess when WWE 2K20 released late last year. The last couple of games that I can remember were WWE Wrestlefest and WWE All-Stars in 20. It’s been a long time since we have had a WWE game that wasn’t simulation-based. **A copy of this game was provided to FYIG by 2K for review purposes**
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