TNA iMPACT! Preview
The words "Total Nonstop Action" are overused in our industry. But in the case of TNA iMPACT!, a next-gen fighting game from Midway, those words are the perfect match for what the studio has created.
TNA iMPACT! follows the design properties set by Midway's legends: Mortal Kombat, Blitz, NBA Jam, Ballers, etc. These games were built around the philosophy that anyone should be able to pick up the controller (or walk up to the arcade cabinet), play the game, and be enthralled without any prior experience. After exploring the depths of TNA iMPACT!'s first playable build -- whose gameplay was reportedly in the completion range of 50 - 60% -- only one question remains: can I hibernate until the game's spring 2008 release?
Carnage in a Minute
Days before playing TNA iMPACT! for the first time, I secretly hoped for a game that would imbue the magic of Mortal Kombat. I got my wish. The developers don't seem to want to make that comparison, most likely fearing how it could be misinterpreted. Don't misunderstand: TNA iMPACT! is not a MK or MK-style game. But it has a run button (to perform running moves and to catch up to opponents that are far away), tap-based combos, and the same instantaneous enjoyment that has been associated with the MK series from day one. So no -- it's not Mortal Kombat. But just as Blitz learned from NBA Jam, TNA iMPACT! is here because of Ed Boon's innovations.
In general, wrestling games are not user-friendly. They cater to the hardcore wrestling fans but don't typically invite the attention of those who don't follow or don't even care about the sport. TNA iMPACT! changes that. Let it be said right here: if you like fighting games, you will love Midway's newest entry into the genre. It is the core of arcade-style gameplay -- a title that thrusts you into the action before you have the chance to think about anything else.
Two key factors went into achieving this: killer controls and unprecedented speed. The game feels right from the moment you pick up the controller. When a friend jumps in, the replay value multiplies. This build was limited to one-on-one matches, but the finished game will enable four players to battle simultaneously online and offline. Online play has only been confirmed for Xbox 360 and PlayStation 3, but Midway is experimenting with the Wii's online infrastructure to see what else may be possible.

TNA iMPACT!'s gameplay is
best described as a rush of wrestling excitement.
Arcade Layout
The current (but not finalized) button layout is wonderfully deceptive. It sounds simple: the four face buttons handle kicks (A), punches (X), grabs (Y), and special actions (B). Kicks and punches are modified with the shift / alternative move button (LB); use it in conjunction with the A and X buttons to form multi-hit combos. The B button is only functional at specific times in the game, allowing players to pin their opponents and enter and exit the ring (among other things) with one quick button tap. Run moves are performed by holding the right trigger (to start running toward your opponent) while pressing any of the attack buttons, leading to jump kicks, body slams, or a painful tackle.
This is as basic as the game gets. Midway created just one move set for our demo -- the final game will have a different move set for every character. Despite having only one set, it seemed that additional moves and combos were discovered every time I played another match. Most moves can be linked into combos, a feature TNA iMPACT! is not currently promoting within the game. Honestly I hope it stays that way. The best part of playing a fighting game of any kind is figuring out how to perform new moves and discovering additional ways to pummel your opponents.

There will be extra combos
to unlock via the Story Mode. No other story details were revealed -- Midway
says we'll have to wait till January (when the studio holds its 2008 Gamer's
Day) for that information.
Twenty TNA stars are on schedule to appear in the game. Based on the demo lineup, you can count on seeing AJ Styles, Christian Cage, Samoa Joe, Kurt Angle, Eric Young, Scot Steiner, Rhino, Homicide, Hernandez, Chris Sabin, Jeff Jarrett, Abyss, and Sting. Not all of these characters were playable -- some could not be selected from the battle screen. Of those that were, it was immediately clear that Midway's graphic artists had done their homework. The skin textures, motion capturing and face map work is amazing. This is a next-gen game, no question. PlayStation 2 may be receiving a version, which should play great if Midway can achieve its goal of 60fps from start to finish (that goal has already been met with the other versions). But only the Xbox 360 and PS3 players will see their favorite wrestlers come to life in high-res, high-polygon glory. It's cliche to say that the lighting rocks, but believe me, it does. The arenas, camera angles, particle effects, and other visual treats are leaps and bounds above other next-gen fighters.
Midway wanted us to note that the graphics are not yet complete, but that was only noticeable when slight jaggies appeared around the edges of the wrestlers' bodies. Considering that this was the only standout flaw in a game that won't be in stores for more than six months, there's little doubt that it will be jaw-dropping when it's released.
Sadly, the demo was over much too soon. Though the finished game should be even better, it would have been great to take the demo home. When it came time to shut down, Midway had to boot myself and WrestlingGamers.com's Randy Cresswell from the last remaining kiosk. The bar was closed, the food was gone, and the other 360s had been packed away. But we didn't want to leave.
Want to know more? Stay with GameZone as we bring you interviews with the stars and developers of TNA iMPACT! all week long.






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