Wwe Smackdown Vs Raw 2k14 !!link!!

Unlike modern titles that can feel "slow," 2K14 maintained high-speed gameplay that allowed for rapid-fire maneuvers. Key Game Modes

The chain wrestling (introduced in 2K13 ) was refined. You could still do ridiculous, arcade-style dives off the Hell in a Cell roof, but the grappling system required rhythm. The introduction of the "Omni-Directional Roll Out" allowed for smoother dives to the outside. Most importantly, the finisher system was generous enough to allow comebacks but strict enough that spamming wasn't viable. wwe smackdown vs raw 2k14

Looking back, the roster for 2K14 is a strange, beautiful anomaly. You had the "Reality Era" rising stars (The Shield, Fandango) rubbing shoulders with Legends (Macho Man, Ultimate Warrior) and the "Attitude Era" cast. But the crown jewel was as a pre-order bonus. Unlike modern titles that can feel "slow," 2K14

The only genuine complaint at the time was the "pin system." The game used a rapid-tapping (or rotating stick) mechanic that was far too easy to kick out of. 2-counts were rare; you usually only pinned after a finisher. This made matches feel predictable but, conversely, made near-falls when they did happen incredibly exciting. The introduction of the "Omni-Directional Roll Out" allowed

No voiceover narration (only text), and some iconic matches missing (HBK vs. Taker WM25 omitted). Still, it’s widely praised as the best retrospective mode in any WWE game.