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Wwe Smackdown Vs Raw 2012 Psp 'link' -

WWE SmackDown vs. Raw 2012 (PSP) — Overview & Key Details

WWE SmackDown vs. Raw 2012 for PSP is a portable entry in the long-running wrestling-game series from THQ and Yuke’s, released in 2011. It condenses the console experience into a handheld format with simplified controls, portable-friendly modes, and an emphasis on quick matches and character progression.

3. Gameplay & Controls

  • Core Engine: Uses the same fundamental grappling/striking system as the console versions (strong/weak grapples, irish whip, limb targeting). However, animation counts are lower, and the physics are not as fluid.
  • Controls: Mapped to the PSP’s single analog nub (movement) and face buttons (attack/grapple). The lack of a second analog stick and two shoulder buttons (PSP has L and R only) requires button combinations for actions like running, reversing, and picking up weapons.
  • Reversal System: Works similarly to console (press R trigger when prompted), but the timing window is more forgiving due to the smaller screen and lower framerate.
  • Performance: Generally runs at 30 FPS with occasional dips during multi-man matches (e.g., Royal Rumble or Triple Threat TLC). Load times between menus and entrances are noticeable (10-15 seconds).
  • Entrances: Shortened entrances with no pyrotechnics or complex lighting. Music and trons are retained but lower quality.

Common Criticisms

  1. Feature Incompleteness – No Universe Mode cutscenes, no Create-an-Arena, no Road Warrior RTWM.
  2. Repetitive AI – Opponents frequently taunt and rarely use weapons.
  3. Stale PSP Engine – Uses same base as SVR 2010 and 2011 on PSP; minimal innovation.
  4. Glitches – Occasional clipping (limbs through ropes), rare save corruption in Universe Mode.

Core features

  • Rosters & Presentation: Features WWE and WWE Diva rosters current to 2011, with signature moves, entrances, and move sets tuned for handheld play. Presentation echoes the TV-style SmackDown/Raw look but scaled down for the PSP’s screen and hardware.
  • Gameplay & Controls: Simplified grappling and striking mechanics compared with console versions. Focus on timing-based strikes, reversals, finishers, and stamina management. Matches are faster-paced and more arcade-like to suit short play sessions.
  • Game Modes: Includes Exhibition matches, a streamlined Road to WrestleMania/Season-mode-style progression (varies by version), and championship/challenge objectives. Portable-unique modes and shorter match formats help with on-the-go play.
  • Create & Customization: Basic Create-a-Superstar and Create-a-Moveset functionality—less deep than console incarnations but adequate for customizing appearance, moves, and entrances. Custom arenas and titles may be limited relative to PS3/Xbox 360 builds.
  • Graphics & Performance: Graphics are downgraded from home consoles but retain recognizable character likenesses, ring environments, and HUD elements. Animations are competent though fewer and less detailed; frame-rate is generally stable for PSP hardware.
  • Multiplayer: Local ad-hoc multiplayer supports head-to-head matches; no online play on PSP. Quick local sessions suit portable multiplayer gaming.
  • Audio: Commentary and crowd audio are present but scaled back. Theme music and entrance cues exist but are compressed compared to console releases.

4. Game Modes

Gameplay Mechanics: Striking the Balance

At its core, SvR 2012 uses the same grappling system established in previous years. You have strikes, Irish whips, light/heavy grapples, and the limb-targeting system. For a 2011 handheld game, the control scheme is robust. wwe smackdown vs raw 2012 psp

  • The Chain Wrestling: At the start of a match, you engage in a collar-and-elbow tie-up mini-game. Winning gives you an immediate advantage. It is slower than arcade fighters like All Stars, but it rewards tactical play.
  • The Momentum Meter: This is the bread and butter. Landing moves fills your meter. Once full, you can execute a "Signature" move, then automatically a "Finisher." Hitting an Attitude Adjustment or an RKO feels just as satisfying on the small screen as it does on a TV.
  • Weapons: Chairs, sledgehammers, and tables are available. However, the physics engine is noticeably lighter than the console version. Tables break, but the collision detection is looser. You won't be stacking tables, but you can still throw an opponent through one with a satisfying crack.

The Flaw: The AI on default difficulty is bipolar. On "Easy," opponents stand around waiting to be hit. On "Hard," they reversal-spam relentlessly. Unlike the console version, the PSP AI doesn't learn; it simply cheats. This makes multi-man matches (like the Royal Rumble) incredibly frustrating because the CPU will ignore everyone else just to pin you. WWE SmackDown vs

3. Roster

The PSP version had a reduced roster compared to PS3/Xbox 360 due to memory and UMD space constraints. It featured approximately 45 unique superstars (versus over 70 on home consoles). Common Criticisms

5.2 Momentum and Stamina

  • Momentum bar fills slowly; stored finishers max at 1 (rarely 2 with certain perks).
  • Stamina system present but less punishing than console version—no stamina-dependent moves failing.

1. Executive Summary

WWE SmackDown vs. Raw 2012 (often abbreviated SVR 2012) was released in November 2011 for major consoles (PS3, Xbox 360, Wii) and portables (PSP and Nintendo DS). The PSP version represents a scaled-down but faithful adaptation of the main console experience. Unlike the DS version (which used 2D sprites), the PSP version retains full 3D character models, arenas, and a simplified version of the core gameplay mechanics. However, it is best described as a "legacy" port, missing many features from the HD console versions.


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