![]() When an event from a twenty-year-old European exclusive pay-per-view can be casually thrown into dialogue, anything is on the table. This explains the off the wall arenas players fight in throughout the game, and the story beats show love for deep WWE history that rewards longtime fans. Between each match, there are comic book cutscenes to read through that tell the story of Paul Heyman and Steve Austin building up an alternate WWE brand. This is a shame because the campaign also contains the best of WWE 2K Battlegrounds. Even at the best of times, the campaign can feel like a repetitive grind that's hard to get into. They'll also need to play to unlock in-game currency, which is used to secure everything from alternate costumes to character upgrades to another chunk of the game's wrestlers. Unfortunately, players will need to go through over 100 of these matches to unlock a good majority of the game's initial playable roster. It serves as a tutorial to how each of the classes operates, but that doesn't make for an engaging series of matches. WWE 2K Battlegrounds' campaign is a series of matches introducing a sextet of custom characters. Not that single players will be worrying about that. ![]() Related: WWE 2K Battlegrounds Game Modes Explained By Paul Heyman In New Trailer When the only difference between Hulk Hogan and Samoa Joe is a pair of animations that play at the end of a match, there's little reason to expand beyond a few favorite combatants. Not only does this lead to wrestlers performing maneuvers they've never done before, but it also means that the huge roster of playable wrestlers is meaningless. Releases like Midway's WrestleMania arcade game and THQ's WWE All Stars gave wrestlers generic strikes to lead up to their signatures and finishers. 2K and Saber Interactive take an unfortunate step further, slotting every WWE wrestler into one of five generic character classes. That's not to say that other arcade wrestling games have ported over every hurricanrana and rest hold.
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