Santino Marella asked if he sees himself as Champ, analyzes the figures & more
-WWE Superstar Santino Marella spoke with GeekChicDaily.com to promote the new line of figures of the Mattel WWE. Below are some highlights:
GeekChicDaily: Said it disposed of its recognizable for a wedding. Where the fauxhawk?
Santino Marella: Well, you know, I'm trying to be a little more corporate and to be honest, it was exposing certain weaknesses that I had in my hair. I have some bald male pattern thinning and I cover it. They will be the recognizable at any time, don't worry.
Do MCD: what like the process of obtaining his own action figure made?
SM: Mattel people sometimes come to where we are making premium and I have pictures: a profile of 360, then for individual things such as tattooing, tattoos, I'm going to do close-ups of each individual and condense down with the greatest possible accuracy. Sometimes take photos of their shoes or kneepads, details of your outfit and make all copies of this information and do it together. Then, when coming back, which is when technology kicks. That the of when start making 3D models and decoration based on photos.
MDC: If you can make a particular defining moment that is more elaborate than the regular figure, what would?
SM: Hmmm. I would like to see a package of two with Vladimir Kozlov and team titles. We deserve. We were a team during a year in a row, and that it would be nice to see.
MCD: but is no longer with the company, right?
SM: Well, they aren't legends...
MDC: Has been very funny as a comical character, but there is some feeling that it is difficult for a wrestler of the comedy in the main event. Do you think that it is correct, or do see you some day be the champion??
SM: Interesting question; Discussion myself. They have more longevity and always have a place when you're the comic component, but I know that I am developing the skills to become a competitor to the main event. My best s grip; My conditioning is better. I'm more experienced. When I started it was basically cool, as a rookie. So is "s is not something can be taken very quickly. It takes many years. But I am increasingly better and Triple H really told me that it may be a person of comedy, but you can now place jokes about the other person rather than one's self. So I can still be fun and be competitive.
Direct link: new photos of Kelly Kelly looking Super Sexy in a Skimpy summer dress!
DDP analyzes new WCW Nitro DVD from WWE, Arquette & the world title, Sting, more
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Published in: WWE
DDP analyzes new WCW Nitro DVD from WWE, Arquette & the world title, Sting, more
By Marc Middleton
Speaking of former world weight heavy champion Diamond Dallas Page - 7 Jun - 2011 - 8: 55: 32 AM - with the Web site of WWE this week to promote the new set of "very best WCW Nitro" DVD coming out today. Below are some highlights:
Work on the DVD:
"I have worked closely with the producers on what he meant,." The last thing they wanted was sound like a robot to parties. Take part and have the freedom to really talk from the heart adds an additional layer to this collection. "
Capture the WCW feeling:
"One thing really capture the very best of WCW Monday Nitro, which I remember very well on the WCW, was absolutely were how electric crowd." It was a wild time and everything, both Nitro and premiums, was smoking hot. The fans were crazy, and that is what helped make WCW and WWE so successful. I loved it when Scott Hall and Kevin Nash began to appear. No one knew what they were up, and this DVD really recreates this sentiment as The Outsiders did everything they wanted and began to destroy everyone in their path.
His fight for world title to Sting than in the DVD:
"Despite losing the world title, he was one of my most difficult matches and Favorites." The way in which coincide with ended... man, it was exciting and so unpredictable. "Fans of all ages will love this game".
David Arquette, winning the world title:
"I couldn't believe it." I thought it was some kind of joke. What many people don't know is that when David signed to compete, he did not do it for the money. "All the money he made during his run in WCW, donated to the wife of Brian Pillman."
Direct link: must see! The most recent shots sexy's Ex-wife and Ex-WCW Chick Kimberly DDP page!
Ratings are in for premiums on Monday & hard enough end former wrestler development says is the father of child Jeff Hardy Matt Zaps with A Tazer from the Kharma (Video), new Rap Song of MVP, Bischoff FCW brings their tour Slamarama to Palm Bay WWE Superstars Wade Barrett & Heath Slater last Warrior follows Hogan attacks, Vickie Guerrero Does Bikini Photo Shoot content list for the next WWE Rey Mysterio DVD - 28 games featured DDP analyzes the new WWE, WCW Nitro DVDArquette & the world title, Sting, Austin further comments in season 2, Miss United States Misses crude, Scott Hall News Linda McMahon, Andy comments on his nickname of "Silent rage", more than new horror movie & next week of the TE WWE WWE RAW, Piper vs reserved Funk
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WWE THQ Rep analyzes changes with WWE ' 12, details of the game and much more
-THQ Creative Director for WWE games Corey Ledesma recently spoke to THQ about the new WWE ' 12 video game. Here are some highlights:
Q: Take me through your thoughts on how SvR ' 11 was received, and what you could/wish your team could have done better?
Cory: We have a lot of pride in the work we put out there, so the team felt very good about WWE SmackDown vs. Raw 2011 being a solid product that fans were going to thoroughly enjoy. We were able to enter a new mode, called WWE Universe, that we think was a very solid foundation for the future and got a lot of people excited to play the game. Adding dynamic object physics to gameplay was also another major addition that we felt changed the way the game looked and played for the better. All in all, we were generally pleased with how the game was received. With that being said, there were some game areas we were not completely satisfied with and feel need significant improvement. Our fans are intelligent, recognize a lot of those shortcomings as well and let us know about them.
Unfortunately, some of the game areas or improvements we want to make can't happen overnight and take a lot of planning, research and development and other resources to see to fruition. In those cases, we often create multi-year plans where those improvements are rolled out in phases so we can realistically achieve the quality we want each year while also rolling out new features and updates, updating the roster and balancing our development costs. To give you a little insight to our future planning, these are some of the key areas we are going to continue focusing on from a technical standpoint:
(1.) Gameplay
(2) Online Lag and Cheating
(3.) Animation Quality
(4.) A.I.
(5.) Sound
(6) Graphical Quality
These are the game areas where we can continue pushing the envelope and step our game up to the next level from a technical standpoint. You'll start to see a significant amount of those improvements listed above in this year's game. We are investing heavily in the future of this franchise.
On the design side, we were ain't happy with the execution of Road to WrestleMania. We liked the concept, but we just didn't do a good job making that backstage area fun, keeping it populated, entertaining and engaging. We went back to the drawing board a bit on that one. We also had some critically bugs in gameplay that our creative team was a little disheartened by, but we'll get a lot of those things cleaned up. Online also had several issues we are working hard to address. I want the fans to know that we are very aware of their criticisms and we are working as hard as we can to address them. Just know that in some cases the reason you might not see changes happen as quickly as you like because there are some difficult development challenges or Sweeper we are trying to overcome just like any other developer, but we're committed and we'll get there!
Q: As the creative director of the team, what's your opinion on the name change?
Cory: I absolutely love it, and I've been a key proponent of the change.
I've just felt for a couple of years now that the franchise has been getting whale and in need of to reboot. Not just with the name but also with the game experience. The name of the franchise evolved a couple of times over the years, and it has gotten to the point where the name doesn't really mean anything. WWE currently does not have brand wars, and the shows themselves are rarely competing against each other, so SmackDown vs. Raw as a name doesn't really have a meaning. We started out as just being called SmackDown when that show made its debut for WWE back in 1999. Back then, we were releasing WWE products exclusively for specific platforms - SmackDown for Sony, Raw for Microsoft and Day of Reckoning for Nintendo. We then made the decision in 2004 to pool all of our resources together and make one great game, which is how SmackDown vs. Raw came together. Now, we are just WWE ' 12, which is great because we just want to be known as the official, authentic WWE simulation product... period. All that encompasses what's great about WWE live events and television is encapsulated and recreated in WWE ' 12. It's simple and to the point. I'm pumped about it because I' ve always wanted to re-launch this franchise the right way, and we are finally getting the opportunity to do it this year.
Q: Without giving any information, what area of the game are you most excited about in WWE ' 12?
Cory: Gameplay, gameplay and more gameplay. Now, we aren't changing the game entirely or completely ripping everything out to start over. That wasn't the goal. What we are doing is taking the basic essence of what is good in the past games and making a new experience that feels fresh, fun, responsive, faster, smoother and is of higher quality. If you're played the SmackDown vs. Raw games in the past, I have zero doubt you will notice the difference as soon as you pick up this year's game. We are adding new gameplay systems, completely overhauling gameplay systems and improving current gameplay systems. The new animation system is giving us new capabilities as well. One quick example is that you now have the ability to interrupt animations is. For example, if John dinner is doing to five-knuckle shuffle in the game, you can knock him right on his butt in the middle of the move (something you've never been able to do in our game because the animation had to completely play out - and that goes for every single move in the game). We have several new capabilities like the one just mentioned that will change the dynamic of how the game is played. We did not want to completely throw everything out and build something from scratch. That would force us to take a major step back, probably cut out 80 percent of our moves/match types and also put us at risk to disappoint fans who love the current game. We wanted to find the balance between fixing what is broken and also delivering a brand new, high quality experience. I believe we are accomplishing that now, and fans are going to love this new WWE ' 12 gameplay experience. We will be unveiling more about the changes to gameplay as time moves on.
Q: There has been a ton of game home that have taken on a new name. Is WWE ' 12 just a name change? How will we know? What is your favorite (other) franchise re-invention?
Cory: WWE ' 12 is far from just a name change. Our goal has been to create a brand new experience with a new, high quality animation system, a new renderer and a new strategic gameplay experience that will look, feel and play substantially better than its now. When you play the game, you'll notice right away that you're spending less time on the mat mashing buttons and more time enjoying the action with a faster paced gameplay flow, simpler game controls and the most fluid and realistic animations the game has ever seen. This is a true franchise reboot and not just a name change. It's also an investment toward the future of the franchise, giving us the opportunity to use our new technology to push the game to new heights never seen before.
Q: How far along in development are you on WWE ' 12?
Cory: We started around the end of May 2010, so we are currently at the one year mark. We still have more months ahead for gameplay tuning and bug fixing, and then we are done. It feels like we never stop. One bleeds into the next year. With the multi-year plans, we are already planning for projects in the distant future.
* NEW * WWE ' 12 Screenshots, Big Backstage News on an Upcoming WWE Return and More...

