WWE SmackDown vs. Raw 2009 — PlayStation 2 cover art

WWE SmackDown vs. Raw 2009

The year SmackDown vs. Raw retired its GM mode for Road to WrestleMania and finally made tag team wrestling worth playing, co-op partner included.

Download WWE SmackDown vs. Raw 2009 2.5GB .CHD Game manual 2.2 MB .PDF

CHD is a compressed disc image. Point PCSX2 (or any emulator with CHD support) straight at the file — no need to extract it first. The manual is the original scanned booklet.

Platform
PlayStation 2
Format
CHD
Released
2008
Developer
Yuke's
Publisher
THQ
Players
1-6
Serial
SLUS-21810
Region
NTSC-U
About WWE SmackDown vs. Raw 2009

Tag team matches had been filler in this series for years, two wrestlers waiting on the apron while the AI forgot they existed. The 2009 entry took the format seriously for the first time: shared momentum between partners, double-team finishers that had to be set up rather than triggered at random, and a hot-tag mechanic that gave the crowd meter something to do. It also let two players run the Batista and Rey Mysterio storyline together, which meant the new single-player campaign had a co-op branch built into it from the start.

That campaign was the other big swing. The 24/7 general manager mode was gone, replaced by Road to WrestleMania, a set of scripted paths for a handful of superstars that ran from the fall through to the April show. It was shorter and more linear than the sprawling season modes it replaced, but the writing had actual voice work, backstage segments and interference beats, and objectives that changed mid-match. Losing the GM mode annoyed a lot of people, and fairly, since booking your own brand was the one thing the series offered that no other wrestling game did.

Underneath, the grappling is the same chain the PS2 games had been refining since 2006: analogue grapple directions, a momentum bar feeding into finisher storage, limb targeting that softens up a body part for the submission. Career-threatening injuries were the new wrinkle, letting a stored finisher be spent on a limb to force a stoppage. On PS2 the whole thing runs cleaner than the 360 version looks, which was often the trade in this era, and the animation blending still shows its seams when two moves collide.

Inferno matches came back here, one of those novelty stipulations the series would drop again a year later. They are not good matches. They are memorable ones, and the difference matters in a franchise that shipped annually and mostly rearranged the same furniture.

What holds up is the creation suite and the roster snapshot: CM Punk mid-ascent, Jeff Hardy at his peak of crowd noise, a WWE that was about to look very different. What has aged is the Road to WrestleMania structure, which feels thin once you have seen the same six weeks of television three times. Play it as a period document of the last good year of the PS2 wrestling engine, and it still lands.

▸ MORE WRESTLING GAMES
▸ COMMENTS
Visitor comments

loading comments…