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Monday, September 15, 2025

The Early History of WWE Video Games, Part 2

As the early history of WWE video games featured WWE (then known as the WWF) continuing to explore different avenues, the company was focused mainly on the console gaming sector in the 1990s. Video game consoles progressed from being perceived as a niche hobby that was a simple cash-in to a major, serious, and highly profitable billion-dollar fan-driven enterprise. This evolution was driven by high-tech innovation, and a series of bold bets by developers and publishers that revolutionized the genre.

The Console Era of the 1990s: LJN & Acclaim (continued)



Initially held at house shows from 1985 to 1991, the King of the Ring tournament transitioned to a PPV event in 1993, becoming part of the annual lineup alongside WrestleMania, Survivor Series, SummerSlam, and Royal Rumble. Given LJN/Acclaim Entertainment's achievement with the Royal Rumble game in June 1993, it was expected that they would release a King of the Ring game, which happened three months after, with this WWF game available for the Nintendo Entertainment System and Game Boy.

WWF King of the Ring features the following game options: eight-man single-elimination tournament for the title of King of the Ring, singles matches against all of the other wrestlers in the game in pursuit of the Championship, and exhibition matches (both single and tag team).

The roster of King of the Ring was Hulk Hogan, Bret Hart, Shawn Michaels, Randy Savage, Razor Ramon, Mr. Perfect, Lex Luger, and Yokozuna. The Nintendo Entertainment System version included The Undertaker and Bam Bam Bigelow.

It's worth noting that while Hulk Hogan and Bret Hart were on the cover of the box for this game, Hart is highlighted more. It might have been done because he had been victorious in the real-life King of the Ring tournament three months prior to the game's launch, in addition to the fact that WWE knew that Hogan would be departing from WWE before the game was going to be released.

Just the same, the intention of the box cover is to interest potential buyers, and Hulk Hogan remained a significant attraction in the early '90s. The highest drawing PPV featuring Bret Hart that year was WrestleMania IX, which had an attendance of 16,891. One year earlier, Hulk Hogan was the main attraction at WrestleMania VIII, which drew an audience of 62,167.



"Raw" became WWE's flagship show in 1993, and like how WWE games have been published with titles like "Superstars" and the oter WWE-related titles, it's logical that in 1994, WWF Raw was also launched. However, this game was more than a tie-in; it was a step toward a more involved gaming experience.

Released by Acclaim Entertainment for the Super Nintendo Entertainment System, Sega Genesis, 32X, Game Boy, and Game Gear, WWF Raw has more realism and strategic comprehensiveness compared to earlier titles from Acclaim Entertainment, with each wrestler having individual attributes of speed, strength, weight, and stamina. This was a noteworthy modification, because it meant that players couldn't rely on the same move set for every character; players had to adapt their game plan based on a character's stats, a precursor to the simulation-style gameplay that would define the N64 era.

The match choices are One-on-One, Tag Team, and Royal Rumble, as well as the new Survivor Series, Bedlam, and Raw Endurance Match options. A Bedlam match is a match in the style of a "Tornado Tag Team" match. For a team to win the match, it needs to eliminate both players of the opposing team. In a Raw Endurance match, the player selects their initial wrestler and can then pick up to five more partners or compete solo. The competitor will encounter a team of six members in an elimination-style contest. These new match options expanded the product's value. By adding more content and gameplay variety, Acclaim extended the game's replayability and offered a more thorough package to consumers. This was a direct response to the growing sophistication of the gaming market and a way for the publishers to justify the cost of the title.

The roster for WWF Raw varies by console. The SNES and Genesis versions include The Undertaker, Shawn Michaels, Bret Hart, Diesel, Owen Hart, Razor Ramon, Lex Luger, 1-2-3 Kid, Bam Bam Bigelow, Yokozuna, Doink the Clown, and the trailblazing Luna Vachon, as the first female wrestler in a WWF game. Additionally, the 32X edition features Kwang, but a code is required to access him. The Game Boy edition features The Undertaker, Shawn Michaels, Bret Hart, Diesel, Razor Ramon, Lex Luger, Yokozuna, and Doink the Clown. The Game Gear version includes The Undertaker, Shawn Michaels, Randy Savage, Bret Hart, Diesel, Razor Ramon, Bam Bam Bigelow, Yokozuna, Lex Luger, and Crush

The advertising for WWF Raw utilized WWF Superstars. It's also worth noting that the person doing the voiceover for the commercial says, "WWF Raw is war." This was shown three years before the "Raw" TV series of the same title started to be called "RAW IS WAR".



The Nintendo 64 Era

As the video game industry changed from 2D sprites to 3D polygons in the mid-1990s, sports entertainment games underwent a transformation as the genre found a new voice via the Nintendo 64. The key to this success was a partnership between THQ and a Japanese developer, AKI Corporation.

Previous sports entertainment games had a "punch and kick" style, similar to fighting games. This arcade-style gameplay was popular, but AKI took a business risk by moving away from this proven formula- instead of relying on fast-paced button mashing, their titles focused on a fluid and easy-to-understand grappling system where patience and strategy paid off, like a real wrestling match. The lightbulb moment was the dedicated grapple button, which enabled players to lock up with their opponents and then perform different moves based on their position, the direction of the control stick, and the amount of damage they had sustained. This created a more strategic depth and methodical style.

This change created a new, distinct market. AKI introduced its groundbreaking engine to WWF fans with its releases of WWF WrestleMania 2000 in 1999 and WWF No Mercy in 2000, with WWF No Mercy making history by breaking the record for the third-best-selling sports entertainment game on the Nintendo 64. Both games featured smooth, realistic animations, a wide variety of signature moves, and deep and engaging create-a-wrestler modes. Players could customize every detail, from the color of their boots to the specific moves they performed in the ring.



The AKI titles established the standard for a simulation-based sports entertainment game, attracting a more enthusiastic and long-term fanbase. These titles are still celebrated for their deep gameplay, their attention to detail, and the fact that they've aged so well. This bold design choice for these N64 sports entertainment games paid off, solidifying the genre as a major force in gaming and inspiring many developers who followed.

The PlayStation Era

While the N64 supported simulation-style sports entertainment, the PlayStation took a different approach. Developers on the Sony console focused on faster, more accessible gameplay that prioritized arcade action and flashy presentation. The most prominent example of this was the WWF SmackDown! series that began in 2000, developed by Yuke's and published by THQ.



With a focus on high-flying maneuvers, fast-paced strikes/action, and a cinematic feel, the SmackDown! games captured the wild and unpredictable nature of WWE's Attitude Era. The gameplay engine emphasized combos and quick special move reversals. The games were also known for their innovative "Season Mode," which offered a story-based career path, complete with cutscenes and feuds.

The SmackDown! franchise became the best-selling sports entertainment game series of its generation, with the first game selling 3.58 million copies, making it the highest-selling game on a single platform. Like the N64 era, the PlayStation era was defining and influenced the design of nearly every sports entertainment game that followed.

The PlayStation 2 and Xbox Era

The sixth generation of consoles brought a new level of power to the table, and sports entertainment games took full advantage. Developers could create more realistic character models, more detailed arenas, and complex physics engines. On the PlayStation 2, the SmackDown! series by Yuke's kept its dominance, transitioning to a more simulation-heavy style while maintaining its fast-paced, arcade-like feel.

The WWF SmackDown! games (later renamed WWE SmackDown!) on the PS2 were a massive success. The 2007 released WWE SmackDown! vs. Raw 2008 holds a Guinness World Record for the "Best-selling combat sports videogame," with the PS2 version alone contributing over 2.34 million units to its immense sales total across multiple platforms: the Nintendo DS, the Wii, the PlayStation 3, Xbox 360, and the PlayStation Portable.



Additionally, many fans and critics consider the 2002 release WWE SmackDown! Here Comes the Pain to be one of the greatest sports entertainment games ever made, and the 2005 released WWE SmackDown! vs. Raw 2006 is notable for introducing the popular "General Manager Mode."





There were WWE games that featured a revamped story mode, a number of them had vast rosters, many of the games had a creation suite that let players craft custom wrestlers, and some of them even enabled players to create championship titles to be used in the game. The series' signature "Grapple" system became more refined, with context-sensitive moves (meaning the available moves change based on the situation) and a more fluid reversal system. Titles like SmackDown! Here Comes the Pain and the 2002 release SmackDown! Shut Your Mouth are still considered among the best in the franchise for their deep gameplay, huge rosters, and appealing single-player content.



This generation also saw the introduction of online play, a major technological leap that allowed fans to compete against each other from around the world for the first time. The introduction of online multiplayer was a primary shift in the business of sports entertainment video games. For the first time, a sports entertainment game was a live, global community.

For the Developers (THQ/Yuke's): Online play provided a monumental business reward. It significantly extended the shelf life of each game. Instead of players moving on after finishing the single-player content, they keep playing and interacting with the game year-round. This created a new avenue for ongoing revenue, whether through downloadable content (DLC) or simply through increased sales driven by word-of-mouth in the online community.

For the Fans: The relationship between the consumer and the game was completely transformed. The game went from a couch co-op experience to a global, competitive scene. Players could test their skills against opponents from across the globe, creating a stronger sense of loyalty and a more passionate, engaged fanbase.

For the Brand (WWE): Online play turned the games into a powerful marketing tool for WWE. The game wasn't only a way to relive moments from the show; it became a continuous, interactive platform for a new generation of fans. This provided a constant presence for the WWE brand on two of the world's most popular consoles.

Meanwhile, Microsoft's original Xbox entered the scene in 2002 with a product exclusive to Xbox (and the PC): THQ's WWE Raw series. WWE fans were impressed by how these games pushed the boundaries of what was possible with sports entertainment game graphics. The WWE Raw games' life-like character models and detailed arenas captured the look and feel of a live WWE broadcast.



This era was defined by a shift in focus. While the N64 games were known for their gameplay simplicity, the PS2 and Xbox titles moved toward a more comprehensive, feature-rich experience. They gave players more control over many aspects of the game, such as creating a WWE Superstar, and in many cases, booking a pay-per-view. Plus, the 2006 release SmackDown vs. Raw 2007 brought in a new level of realism with the "Ultimate Control" system that enabled more precise and context-sensitive grappling.



The PlayStation 3 and Xbox 360 Era

The arrival of the PlayStation 3 and Xbox 360 was a turning point for sports entertainment games, with a hardware leap to high-definition gaming, introducing more powerful multi-core processors and advanced graphics. It allowed for a complete revamp of the series, as developers could now render intricate details like realistic skin textures, physical appearance, and dynamic lighting that made the in-game action look almost indistinguishable from a television broadcast.

The dominant series of this time was WWE SmackDown vs. Raw, which became a yearly release and a standard for fans. The series also refined its core modes, with the "Road to WrestleMania" feature in the 2008 release SmackDown vs. Raw 2009 becoming a fan-favorite. This feature offered specific, often cinematic, storylines for a handful of Superstars, complete with unique cutscenes and branching paths based on player choices.



Later in the generation, the series switched to a new system of naming, starting with WWE '12. This was more than a name change; it was a fundamental transformation in gameplay philosophy. The game introduced the "Predator Technology" engine, a more fluid and animation-heavy system that made the Superstars feel more lifelike and responsive. The new engine allowed for a notable overhaul of the game's physics, resulting in more natural-looking movements, improved chain grappling, and the ability to interrupt attacks at any point. This marked a deliberate move toward a more simulation-style of play, which would be polished in its sequel, WWE '13, and become the new standard for the franchise.




Beyond the gameplay, the high-definition era began a new focus on presentation and customization. The creation suites became incredibly strong, allowing players to create detailed Superstars, and several of the WWE games even allow players to create their own championship titles and arenas. Online multiplayer became a standard, with lobbies and matchmaking systems that enabled fans to test their skills against opponents from around the world. While other titles tried to challenge the WWE series, none could match its combination of extensive features, high-quality production, and brand recognition.

Looking back at over two decades of sports entertainment video games presents a fascinating story of well-thought-out choices and market evolution. The journey from the arcade-style titles to the cinematic, feature-packed games of the high-definition era wasn't a straight line. It was a constant tug-of-war between two differing philosophies: arcade convenience versus simulation depth.

Each major console era represented a bold bet by publishers and developers. AKI and THQ took a business risk with the N64 games, wagering that a more structured, simulation-style of play could create a loyal and unwavering fanbase. They were right, but the impressive sales of the PlayStation's arcade-style SmackDown! series proved that speed and presentation were equally valuable in the general market.

The SmackDown! vs. Raw franchise ultimately blended both worlds, but the biggest business innovation came with the introduction of online play, which transformed the games into a live, year-round service. The story of how this genre found its footing is a top example of how developers and publishers constantly adjust to technology and consumer desires.

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