A hiccup with my save file occurred ahead of last week’s embargo that developers Mega Cat were kind enough to help me out with, and I figure my actual time played clocks in at somewhere around the 32-hour mark. My in-game save file says I’ve played for 22.19 hours, and Steam says 41.3. WrestleQuest is a 50-hour RPG with a large roster of characters whose storylines all interweave, and it features no real way for the player to remind themselves of the story so far.Īt the time of writing, I still haven’t quite finished the core story. This practice has, in recent years, begun to eat up a greater and greater chunk of the average PPV running time.īut at least you know where you are in the story. This has led to every WWE pay-per-view being filled with video packages that recount the beats of each story multiple times during the show. As a result, it has become increasingly important for WWE to make sure that audiences can keep up with the story and its many feuds, regardless of whether they watch the five-plus hours of programming it produces each week. The matches that make up these events are typically the culmination of months or even years-long story arcs from WWE’s weekly television shows (which have also ballooned in length and number over the years, exacerbated by a bigger-than-ever roster of wrestlers). These events have become so overly long that they became a slog even for the most dedicated of wrestling fans. WWE has battled the worsening problem of its monthly pay-per-view events such as SummerSlam and WrestleMania. Unfortunately, WrestleQuest is also the most utterly authentic version of what an old-school role-playing game with wrestling and toybox themes could possibly be, and I really wish it were less deeply committed to the bit.
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