top of page

A New Challenger for the Title Has Risen

FPWW Cover.jpg

DISCLAIMER: This is not a "review". Everything that follows are purely my own thoughts, I will not assign a letter grade or numerical value to this game's worth. Also to be totally transparent, I have to let it be known that I was provided with a copy of the game by the publisher/developer. As such, the product I was able to play is slightly different from the product that will be available at retail. I do know that in the version I was able to play, the FPW NET community creation suite was not available yet, but will be added via a patch post-release. I did have the full create mode, but not the ability to download user creations. I was also unable to properly fully test the online capabilities because as noted the version this is based on is incompatible with other users on the import versions that already have the fully patched game, which tells me this game may not be region locked for online play. But even with these slight inconveniences, my thoughts on the game are very clear and are as follows.

 

 

FIRE PRO WRESTLING WORLD

 

Let's go ahead and address the elephant in the room. In the world of professional wrestling, it is impossible to not mention or acknowledge the presence of the WWE product. They have massive amounts of content readily available via their network, and their performers are at the forefront of many facets of popular media. This includes the world of videogames, where much like the Madden Football titles, the WWE 2K series of games have pretty much been the only option outside of smaller indie titles or online arcade offerings, which have been underwhelming at best and downright unplayable at their worst. It simply goes without saying that WWE has been the status quo for quite awhile, with its high production values and massive style. But as we all know, when you have too much style and not enough substance, your product runs the risk of becoming stagnant. And when that happens, upstarts can easily swoop in and establish themselves. This has been the case in the last decade or so, with the rise of smaller feds, and the almost phoenix-like resurrection of New Japan Pro Wrestling, or NJPW. WWE themselves have been quite aware of this, given that many of their current top talents either come directly from or have spent time in NJPW. The type of work implemented in NJPW is vastly different from that of the WWE. Whereas I have stated WWE is all about style, the glitz, the cameras, the over the top presentation, NJPW is the substance. Their product is predicated purely on the quality of their matches. Their stories are told primarily in the ring, not backstage. Look at the narrative of the current IWGP Champion, Kenny Omega, and how his story was told over a period surpassing two full calendar years as he chased the former champion, Kazuchika Okada. In this time, they put on a trilogy of matches that are considered some of the best wrestling matches not just of recent memory, but ever. With each match escalating in tension and drama, earning Omega the moniker of "The Best Bout Machine", all while escalating the brand's name and giving a firm foothold for NJPW to be embraced by a Western audience. 

 

But you ask, what's any of that got to do with a game?

FPWW pic 1.jpg

Well, the NJPW product hasn't had the real opportunity to shine here in videogame form, that is until now. In 2007, Spike (now Spike-Chunsoft), released what is thought by many to be the best wrestling game ever. Fire Pro Wrestling Returns on the PS2. Yes, that's right. It's thought to be better than Virtual Pro Wrestling 2, and the much praised No Mercy. It was a masterpiece of wrestling mechanics, as close to perfection as you could get. All that was missing was a major license tied to it. Now here we are, and that game that was considered damn near perfect then, has now been even further finely tuned for a new generation, and it's got the NJPW name all over it. Fire Pro Wrestling World is like the updated and upgraded version of the game held in such high regard.  And let's not mince words....in my opinion, THIS IS THE ONLY WRESTLING GAME YOU NEED!!!! Yes, that's quite the bold claim. But that is something that I 100% wholeheartedly believe. 

FPWW pic 2.jpg

Graphically, the game is presented in a 3/4ths isometric view, using sprites that harken back to a simpler time. They are very reminiscent of the sprites from older arcade beat 'em ups. Even given that these aren't the photo-realistic graphics that many expect nowadays, the sprites all evoke a certain level of charm/personality and each character has their signature mannerisms and taunts.  Despite the admittedly simplistic look, which unfortunately will be the main detractor and turn-off for a portion of the audience, this is without a doubt the deepest and most robust wrestling simulation you can play. There is a natural ebb and flow to the matches. It plays out like an actual wrestling match that you would watch on television. As in, unlike the more arcade-centric titles, this is not about picking the highest rated character and taking advantage of the system to win as quickly and easily as possible. This game is more about working the match, actually wearing the opponent down, and then finishing in a natural manner. Or conversely, losing with a level of dignity that still gets you a high match evaluation. Yes, even losing in this game is rewarded. To go along with the simple look, there are very simple controls. You only have a light, medium, and a hard attack, your run button, your breathing button, and a dedicated PIN button. But once again, hidden within those simple controls, is an extremely deep level of gameplay nuance. Each of those attacks, has multiple uses via contextual modifiers.  Let's just use your light attack button for example, if pressed it by itself, it will be your characters light attack (of course), be that a jab, chop, or kick. Press it with a direction, it's a different light attack, that is unique to your character's playstyle. In a grappling situation, this also applies. Press it by itself, it's one attack or throw. Press it with a direction (be it up, down, or left/right) and it's a different attack or throw. Press it at a downed opponent's head and it will pick them up, press it at their midsection and it rolls them to their back or belly respectively, press it at their seat/legs while on their back and it picks them up for rear grapples. And that's just the light attack button. Now apply this to each of the other buttons. At first it seems like a lot of information to process, but this is what allows for there to be every conceivable scenario you would think in a wrestling match. This gives you the specialized chain wrestling and multiple reversals, which are timing based, along with fleshing out the actual grappling mechanics, considering there is no grapple button.

 

To initiate a grapple, you just move your character into the opponent. From there the two characters lock up, and you have the choice to make between all your various moves.  You can work a technical style and use moves that affect the head, neck, back, body, or limbs, to attempt a pinfall or submission.  You can go for a pure striking style, trying to go for the KO.  Or you CAN go right for your finisher from the start, and you could actually land it. But doing this works against you, not only because heavy attacks are easily countered so early in the match, but because those attacks also tire you out faster, and they run the risk of actually making your opponent stronger via the hidden criteria in the game, being spirit. There is no HUD as you play. As such, there is no visual indicator of your own or your opponent's health other than how you each look visually. You will gradually see your sprite look progressively more "gassed" or tired throughout the match. This happens by going for too many big moves at once or throwing everything you have into a single offensive sequence. To mitigate this you have to use the breathing button to rejuvenate your stamina slowly. Though it may seem like it would slow the matches down artificially, it actually doesn't, it contributes to the natural flow. This is accentuated by the aforementioned spirit mechanic. While you use moves that run the risk of tiring you out, some of those very moves may also contribute to your own spirit, which unlike previous wrestling games, is NOT your ability to do your finish, but rather your character's ability to persevere during the adverse moments during a match. But here's the rub, some of your offensive moves, may also give your opponent spirit. So while you are landing your big attacks, you could be empowering them to land a crucial reversal into a miraculous comeback. Spirit then further can be buffed when you add in the bleeding mechanic. Some characters actually get stronger or more aggressive when you make them bleed. And all the while you have to manage how the crowd is reacting as well. There is definitely a very sweet science to playing this game effectively that once you start to learn, and eventually master, you may never want to go back. Each match will play out completely differently, even when playing the same characters.

FPWW pic 3.jpg

There are various match types. Along with the requisite standard 3 count bouts, which can be played with different numbers of falls, with up to 8 participants, there are battle royals, cage matches, barbed wire matches (ropes are replaced with barbed wire), landmine matches (tables with wire covered mines surround the ring), SWA rules matches (think MMA like Pancrase fought in a wrestling ring), gruesome fighting matches (think UFC fought in the octagon), and S-1 rules matches (strikes only). You can also set up your own tournaments and leagues, emulating events like the recently concluded G1 Climax. If you are having trouble getting a grasp of the rules of the matches or the mechanics of the game, there is a tutorial and mission mode that you can play through that will more than adequately acclimate you to the way the game is meant to be played. You are taken through the paces by first learning how to time your lock ups, to move, all the way to how to work an entertaining match. This is all taught to you in a manner that feels very organic because it is done as you actually play the game. The last mode of note is the one that I feel they somewhat missed the mark on, and that's the Fighting Road mode, or this game's version of a story mode. In this you take your own created character and you progress them through the ranks of NJPW. From your audition, to becoming a young lion who doesn't get an entrance or personal gear, all the way to headlining their huge yearly show, Wrestle Kingdom. Along the way you wrestle against the NJPW roster, from training with Yuji Nagata, all the way up to going against their current ace, the "Rainmaker" Kazuchika Okada. The problem with this mode is that outside of the wrestling matches, which you play, it is all text based and presented in a visual novel/dating sim style. This is quirky at first, and though it is a very lengthy mode, where you can gradually develop your personal character with unique looks and unlocked moves, it is not very engaging over long periods of time. 

FPWW pic 4.jpg

On the note of the roster, I feel this is both a pro and a con in the game. There are of course the standard wrestlers made up for the game which includes female characters! Yes, this game is fully intergender, meaning the badass ladies can get in there and wrestle too, they are not just relegated to valets. But the REAL reason you want this game is for the NJPW wrestlers, and there are a bunch here. Along with the aforementioned Okada and Kenny Omega, there's Kota Ibushi, Hiroshi Tanahashi, Katsuyori Shibata (I appreciate his inclusion given his forced retirement), Minoru Suzuki, Nagata, Makabe, Honma, Hiromu, Gedo, Zack Sabre Jr, The Guerillas of Destiny, Goto, Evil, Juice Robinson, Sanada, and my personal favorite Tetsuya Naito....AND MORE. But I feel they really missed the mark to appeal to the American market by not having more of the recognizable names like Cody, Switchblade Jay White, The Young Bucks, Marty Scurll, and their current Intercontinental Champion, Chris Jericho (yes that Jericho). There is also a distinct lack of Jr. heavyweights. But there will be a post-release DLC that will include Romero and Beretta of Roppongi Vice, Sho and Yoh of Roppongi 3K, Jushin Thunder Liger, Tiger Mask, Jado, Dragon Lee, Yujiro Takahasi, and Will Ospreay. Also (and this is more of a personal nitpick) not having all of the licensed wrestler themes is a major oversight. Imagine how I felt when I went to play Naito and his recognizable "Stardust" theme wasn't there. This is actually a huge part of some of the wrestler's presentation, like Minoru Suzuki, whose theme involves the crowd. Think about your favorite wrestler, now tell me you can't instantly hum their music. It's just an exclusion that I feel needs to be addressed. Though I do hope that there will be MP3 support of some sort added along with the FPW Net Community Creation Suite.

 

Speaking of...

 

It wasn't available in the build I was given, but I have seen what was available on Steam and I have seen the import PS4 version, and if you can think of a wrestler, ANY wrestler, odds are that they have been created in this game via FPW Net. Not just created, but created with a full moveset, and given innovative AI logic that makes them behave exactly as they normally would. You may even have multiple eras of the same character in one build, think like the different iterations of the Undertaker gimmick he used throughout the years.  There are thousands of parts that you can layer to perfect your look, along with thousands of moves for you to customize to fit your character's style. You can fill your roster out with as many characters as your hard drive space will allow, which given how small each file is, will be near limitless. I have seen entire WWE, WCW, ECW, ROH, PWG, Chikara, CZW, NXT and Defiant rosters. I have seen characters from cartoons, videogames, and movies. The imagination of the community is endless and the creations just keep on coming. And not only can you create characters....but you can also create rings, belts, and even referees, who also have their own logic! Want to create a custom faction of heels (bad guys) who use dirty tactics and also have their own personal referee that ignores their dastardly actions? You can do that. So remember when I said this is the only wrestling game you need? This is why. If you don't necessarily need all the theatrics of each year of the annual titles, you can just occasionally update your roster in this game, and never be bored with the action.

 

As promised I am not going to grade or give a value to the game but all in all, this is an absolutely stellar title, that I feel is no questions asked a MUST BUY for anybody who has been or is currently a fan of wrestling. It may not have all of the bells and whistles that are used to "sell" other titles, but this is pure wrestling simulation nirvana that is unmatched and likely won't ever be topped, unless Spike Chunsoft does it themselves again. Fire Pro Wrestling World will be available on Aug 28th on the PlayStation 4 digitally and physically. Be on the lookout and I hope to see some of you in the ring.

Follow and Subscribe for future content.

Follow Us

© 2018 thatdemoguy

bottom of page