Extreme Warfare Revenge is a text based wrestling based simulation game designed to have a massive amount of depth for a text based game. You start off by selecting a federation such as the WWE, ROH, etc. Your overall role in EWR is to hire and fire the workers and staff, then to book (that means to set the matches, interviews, and angles) the. BIG THANKS TO VINCE RUSSO! EVERY GAME WE'VE PLAYED: LIVE STREAM: htt. Hi so I've been trying to get EWR to run on Mac for a while. Is there any way to go about it? This thread is archived. Dec 05, 2010 For Extreme Warfare Revenge on the PC, a GameFAQs message board topic titled 'EWR On Mac, Please Assist'. Jump to Extreme Warfare Revenge - Extreme Warfare Revenge (EWR) was released on June 15, 2002. Now programmed in Visual Basic, the series now. Also Known As: Extreme Warfare Revenge 4.2 (US) Games You May Like. TOTAL EXTREME WRESTLING 2016. Total Extreme Wrestling 2016 is the seventh and best game in the award-winning TEW franchise by Adam Ryland and Grey. Rock Paper Sumo.
Extreme Warfare is a series of professional wrestling management text simulators created by British programmer Adam Ryland for the PC since 1995.
- 1Games in the series
Games in the series[edit | edit source]
Classic Extreme Warfare[edit | edit source]
Ryland originally developed Extreme Warfare as a collectible card game with a wrestling theme. Due to complexity and set up time it was decided a computer format would be more suitable. The first Extreme Warfare on the PC (now called Extreme Warfare 1) was programmed in 1995 in QBasic. This game was a simple simulator, where one could decide what matches were to take place and who was going to win them but also involved some simple financial elements, such as the wages of wrestlers. Due to limitations in QBasic, Ryland moved the series over to Turbo Pascal where further incarnations of the game were created, including:
- Extreme Warfare 2
- Extreme Warfare 2000
- Extreme Warfare 2001
- Extreme Warfare 2002
- Extreme Warfare 5000
- Extreme Warfare 6000
- Extreme Warfare 7500
- Extreme Warfare 9000
Each version of the game was an upgrade of the previous and continually built on the ideas of booking matches and running the business side of a professional wrestling promotion. Currently, only games from 2002 to 9000 can be found on the Internet for download. After release of EW 9000, Extreme Warfare met its main rival. A game called Promotion Wars was released by fellow British programmer Adam Jennings, taking some inspiration from both Extreme Warfare 9000 and Championship Manager. After the game's release, some of Extreme Warfare's fan base shifted their interest over to this game when released in October 2000.
Extreme Warfare Deluxe[edit | edit source]
On April 1, 2001, Extreme Warfare Deluxe (EWD) was released. This was a significant game in the series in that it was the first game in a while to be built by scratch instead of an upgrade of which the previous games were.
EWD expanded on the previous games in terms of the actual game world. The game world was expanded in that everyone in the database can now be hired by any promotion, unlike previous games in which WWF superstars can only be hired by the WWF, with the same applying for WCW and ECW. This helped to bring more competition between promotions, which now had their own AI. Also included in EWD was the match report screen which featured stats about the match quality, crowd reaction and worker effort of the match along with an overall rating. This setup would end up being the basis of all match report screens in later games in the series up to and including TEW 2004.
Initially, Ryland stated that Deluxe was going to be the final game of the series but shortly afterwards, he changed his mind and began work on a new Extreme Warfare game. With the limitations of Turbo Pascal now pushing the game to the limit, Ryland decided in October 2001 to start work on a brand new game in the EW series.
Extreme Warfare Revenge[edit | edit source]
Arguably the most popular game of the series, Extreme Warfare Revenge (EWR) was released on June 15, 2002. Now programmed in Visual Basic, the series now took a Windows style interface. One of the most significant changes this game took to the series was the fact that everything on a wrestling event is under the control of the user. In previous games in the series, angles, finishes and (in EWD) interviews were randomly created. This also coincided with the new feud system that was to count the matches, angles and interview victories between the workers involved. The match reports also took a slight change, featuring reviews of the matches from such Internet columnists as Scott Keith instead of a straight play-by-play style. However, the report style would revert to its old style in TEW 2004.
Another major feature that changed the way the game was played was the way the game world was represented. Unlike the previous games in which it was mostly focused on the major promotions such as the WWF and WCW, the promotion size feature meant many promotions in North America could now be included from the global sized promotions like WWE to the cult sized promotions like ROH to a mere backyard federation.
From June 2002 to July 2003, the game has had some significant upgrades and new versions of the game were released. Some of these changes included changes to the TV timeslot system where the more further away from a primetime slot a televised event is shown, the fewer segments the user gets to book with. The Internet feature was also increased to include a website based on the independent promotions, a website based on backstage gossip and a website for your promotion. Relationships between workers were added to help bring in backstage politics where people are more willing put over their friends and less with their enemies. Eventually workers could also be in multiple tag teams with a statistic for experience which increases with each match fought together. Gimmicks were then added for wrestlers to use which would affect the overness of a worker over how strong that gimmick was. More changes were made to adapt to the independent promotions. This included multiple open contracts for workers, enabling them to work in up to three promotions and the ability of workers to go on Japanese tours, affecting the booking of cards. The optional ability of viewing a wrestler's picture was also added later in the game's production.
Since its release, EWR's popularity has exceeded that of the game's previous incarnations. In some cases, this game is played more than its later (and commercialized) incarnations. The popularity of EWR also made a huge dent in Promotion Wars' popularity, as its planned sequel Promotion Wars 2 was never completely released.
Due to the size of the game, Ryland felt that in order to include new features and upgrades a completely new game would have to be programmed from scratch. With this task taking quite a lot of his time, Ryland decided to turn his hobby into a commercial venture, signing a contract with simulator game company .400 Software Studios to produce a new commercial game.
Total Extreme Warfare 2004[edit | edit source]
File:Tew2004.jpgTotal Extreme Warfare 2004 (TEW 2004) was released on March 31, 2004 under .400 Software Studios. The game was distributed by downloading on the Internet after purchase, (using ELicense). A full working trial was also available for download which originally would expire after a single day but was replaced by a trial that makes the user able to play one game month unlimited times.
Along with a new professional layout, the game had more features. While the previous games only focused on the wrestling scene of North America (Japan was featured in later versions of EWR but not playable), TEW 2004 expanded the world to include such areas as Japan, Mexico, the United Kingdom and Australia. With this, each worker's overness was now expanded from EWR's single value to a series of values depending on areas in the world. The AI was changed in that now the user could now see what matches other promotions have booked, other promotions' financial details and what deals they have made. More contract clauses such as medical coverage and travel expenditure being included, contracts deal decisions were now made over time rather than immediate. Inspired by some fans playing against each other using WWE brands by sending files to each other through the Internet, a multi-player feature was added to make users play against each other with different promotions. Booking was also improved in that not only could the user edit the card more easily, the booking was now time-based, meaning such anomalies as booking 11 hour-long Iron Man matches on a two-hour shows would no longer be possible. The game was also more customisable than before with new editing modes as Create-A-Match and Create-A-Gimmick.
Due to the problem of copyright issues by going commercial, the series turned from using stats of the real wrestling world to a fictitious wrestling world called the CornellVerse. This world is named after the character of Tommy Cornell one of the most influential people and best wrestlers in the CornellVerse, based on a character Ryland had created a few years ago when participating in e-federations.
In June 14, 2004, the game was renamed to Total Extreme Wrestling 2004 to help distinguish the EWR series with the new TEW series. Due to undisclosed reasons, Ryland moved from .400 Software Studios to another simulator game company, Grey Dog Software. His first game created there however was not another Extreme Warfare game, instead the first Wrestling Spirit game.
Due to .400 Software Studio's closure on January 1, 2006, the game was taken off the market permanently. There are currently no plans to make this game freeware or shareware.
Total Extreme Wrestling 2005[edit | edit source]
File:Tew2005.jpgThe sequel to TEW 2004, Total Extreme Wrestling 2005 (TEW 2005) was released on October 6, 2005 under Grey Dog Software. A demo was also released in advance on September 29, 2005, allowing the user to play one game month just like previous demos. TEW 2005 included some more new features. Advance booking was one example which helped to promote upcoming big events. Televised shows also improved, bringing both competition to the shows with non-wrestling shows along with multiple television deals around the world for one show. The pay-per-view feature was now very similar to television in that there's now a list of pay-per-view providers which the user must make a deal with to get their pay-per-view provided. A momentum meter was also added to the wrestlers to bring in more realism in that if they give great matches, cut good interviews and participate in angles, it will increase and thus gain more overness. This helped to prevent the user from booking the same over people all the time and expect good ratings. The booking also improved in that the match purpose feature from EWR has returned and enhanced. The user must now talk to road agents about how the match has to be set up, including ways of putting people over, burying a worker and the way an actual match needs to be performed. TEW 2005 also made more features customizable with its new editable statistics for angles, storylines, locations and injuries. Its angle editor consisted of many different types such as interviews to beatdowns to celebrations and uses up to six people to participate in various roles. The storyline editor takes these angles and places them in an order the booker will need to comply to. The storyline editor was created by Phil Parent, using Georges Polti's book The Thirty-Six Dramatic Situations as an inspiration. Also included was the 'grades' feature. Instead of having an exact view of the stats each wrestler has along with changes, a more realistic grade feature was instead added to make the user rely on instinct for crucial decisions.
TEW 05 became freeware on July 1, 2009.
Total Extreme Wrestling 2007[edit | edit source]
TEW 2007 was officially released on December 29, 2006, with a number of new features. Where both TEW2004 and TEW2005 were written from scratch, TEW 2007 was being built on top of TEW 2005's source code. There were a large amount of new features, such as the ability to customise merchandise and a large amount of new contract types (short-term, etc.).
Total Extreme Wrestling 2008[edit | edit source]
A new installment of the series, TEW 2008, was announced on the Grey Dog Software website on January 1, 2008. The game is largely based on TEW 2007 but Adam Ryland has made more than 100 changes and additions. The game allows players to import and convert their TEW 2007 databases. The game was released on June 7, 2008. The demo for the game was released on June 1, 2008. Response to the demo overloaded the website, including the company forums, requiring a change to a larger server.[citation needed]
Total Extreme Wrestling 2010[edit | edit source]
In late 2009 in was announced that TEW 2010 would be released in early 2010.[1] Some of the new features announced included a revamp of backstage morale, and several changes to improve the interface and to reduce the amount of time it takes to navigate through the game and to book a show.
On January 20, 2010 Adam Ryland released the demo to Total Extreme Wrestling 2010. The official release happened on January 25, 2010.
Extreme Warfare Revenge Update
See also[edit | edit source]
Footnotes[edit | edit source]
- ↑http://www.greydogsoftware.com/forum/showthread.php?t=59393
External links[edit | edit source]
- Total Extreme Wrestling 2004 at GameSpot
Despite a great deal of education and life experience, Gary Heneghan knows that wrestling has probably taught him the most about life – and Extreme Warfare Revenge was one of his best teachers…
Extreme Warfare Revenge For Mac Full
Due to the problem of copyright issues by going commercial, the series turned from using stats of the real wrestling world to a fictitious wrestling world called the CornellVerse. This world is named after the character of Tommy Cornell one of the most influential people and best wrestlers in the CornellVerse, based on a character Ryland had created a few years ago when participating in e-federations.
In June 14, 2004, the game was renamed to Total Extreme Wrestling 2004 to help distinguish the EWR series with the new TEW series. Due to undisclosed reasons, Ryland moved from .400 Software Studios to another simulator game company, Grey Dog Software. His first game created there however was not another Extreme Warfare game, instead the first Wrestling Spirit game.
Due to .400 Software Studio's closure on January 1, 2006, the game was taken off the market permanently. There are currently no plans to make this game freeware or shareware.
Total Extreme Wrestling 2005[edit | edit source]
File:Tew2005.jpgThe sequel to TEW 2004, Total Extreme Wrestling 2005 (TEW 2005) was released on October 6, 2005 under Grey Dog Software. A demo was also released in advance on September 29, 2005, allowing the user to play one game month just like previous demos. TEW 2005 included some more new features. Advance booking was one example which helped to promote upcoming big events. Televised shows also improved, bringing both competition to the shows with non-wrestling shows along with multiple television deals around the world for one show. The pay-per-view feature was now very similar to television in that there's now a list of pay-per-view providers which the user must make a deal with to get their pay-per-view provided. A momentum meter was also added to the wrestlers to bring in more realism in that if they give great matches, cut good interviews and participate in angles, it will increase and thus gain more overness. This helped to prevent the user from booking the same over people all the time and expect good ratings. The booking also improved in that the match purpose feature from EWR has returned and enhanced. The user must now talk to road agents about how the match has to be set up, including ways of putting people over, burying a worker and the way an actual match needs to be performed. TEW 2005 also made more features customizable with its new editable statistics for angles, storylines, locations and injuries. Its angle editor consisted of many different types such as interviews to beatdowns to celebrations and uses up to six people to participate in various roles. The storyline editor takes these angles and places them in an order the booker will need to comply to. The storyline editor was created by Phil Parent, using Georges Polti's book The Thirty-Six Dramatic Situations as an inspiration. Also included was the 'grades' feature. Instead of having an exact view of the stats each wrestler has along with changes, a more realistic grade feature was instead added to make the user rely on instinct for crucial decisions.
Hi, I used to download adobe reader dc msp packages from this ftp site, but it is not available now. Where can I download msp in the future? Thanks, Joci - 11184536. Adobe Reader 11.0.01 update - Multilingual (MUI) installer 10.5 MB 1/8/2013 Copy these files to the same location. Open the 'AcroRead.msi' in Adobe Customization Wizard XI.
TEW 05 became freeware on July 1, 2009.
Total Extreme Wrestling 2007[edit | edit source]
TEW 2007 was officially released on December 29, 2006, with a number of new features. Where both TEW2004 and TEW2005 were written from scratch, TEW 2007 was being built on top of TEW 2005's source code. There were a large amount of new features, such as the ability to customise merchandise and a large amount of new contract types (short-term, etc.).
Total Extreme Wrestling 2008[edit | edit source]
A new installment of the series, TEW 2008, was announced on the Grey Dog Software website on January 1, 2008. The game is largely based on TEW 2007 but Adam Ryland has made more than 100 changes and additions. The game allows players to import and convert their TEW 2007 databases. The game was released on June 7, 2008. The demo for the game was released on June 1, 2008. Response to the demo overloaded the website, including the company forums, requiring a change to a larger server.[citation needed]
Total Extreme Wrestling 2010[edit | edit source]
In late 2009 in was announced that TEW 2010 would be released in early 2010.[1] Some of the new features announced included a revamp of backstage morale, and several changes to improve the interface and to reduce the amount of time it takes to navigate through the game and to book a show.
On January 20, 2010 Adam Ryland released the demo to Total Extreme Wrestling 2010. The official release happened on January 25, 2010.
Extreme Warfare Revenge Update
See also[edit | edit source]
Footnotes[edit | edit source]
- ↑http://www.greydogsoftware.com/forum/showthread.php?t=59393
External links[edit | edit source]
- Total Extreme Wrestling 2004 at GameSpot
Despite a great deal of education and life experience, Gary Heneghan knows that wrestling has probably taught him the most about life – and Extreme Warfare Revenge was one of his best teachers…
Extreme Warfare Revenge For Mac Full
University is supposed to be the most enlightening experience of your life. My spell at university was definitely that, but not for the usual reasons like education or alcohol. Instead, I learned lessons not from a professor or fellow students, but from a wrestling booker simulator.
To backtrack, I should explain what booking is. In pro wrestling, the booker oversees the content of the show. They decide who is wrestling, how long for, who wins, as well as the direction of the stories being told. Basically, it's every nerdy wrestling fan's dream job and in 2002, I was no different.
I'd got back into WWE via internet coverage and a friend who had access to Sky – after years of making do with terrestrial TV's limited coverage, this was manna from heaven. As well as watching all the weekly shows and pay-per-views, I was reading online about wrestling, not just about WWE but new companies like Ring of Honor and NWA: Total Nonstop Action.
Reading about wrestling online was how I first heard about Extreme Warfare Revenge (or EWR, as us addicts called it). An online reporter was writing a show report and mentioned off hand that he'd played EWR, had Low Ki win his federation's title, then got bored.
This blasé account set my imagination racing – I'd always loved management and simulation games, and one that combined wrestling with strategy sounded like a dream. On the bus to uni later that day, I daydreamed about my own federation and vowed to get this game once I got back home.
Installation frustration
The first teaching of Extreme Warfare Revenge came when simply getting it to work. As a lifelong console gamer, I had no idea how to install a PC game, outside the simple 'insert disc, pray it works' mentality. EWR had to be downloaded and extracted, which terrified me. What if I was downloading every computer virus in existence onto my PC? What if the government was using this wrestling simulator as a trap to shut down smart-arse wrestling fans?
I managed to get those paranoid thoughts out of my head, but I was stumped by ZIP files. I hadn't encountered them before; I was confused. Clicking on the files did nothing but exhaust my technical knowledge. I followed the installation guide that came with the game and got myself WinZip – another tense download.
See, WinZip had a little message at the start saying you could use it for 30 days then you had to pay. As a student, my natural aversion to paying for things was instantly triggered. I was worried that the folks behind WinZip would come to my house and demand payment on the 31st day of my WinZip use. Nowadays, I know that these messages were just vague warnings trying to get you to purchase the program but back then, I was legitimately worried.
This experience brought with it a skill that continues to come in handy for downloading Pro Evolution Soccer option files. Whenever I see my complete Premier League kits on PES 2019, I smile and think about WinZip, knowing those early panicky struggles paid off.
After my IT crash course (not aided by my PC's confusion about the end of its dial-up connection… I had to hide that stupid notification for years after!) it was time to play EWR.
Creation station
At its core, Extreme Warfare Revenge was a strategy game, and one that required a good deal of thought. I always describe it as 'Championship Manager but for wrestling'; like Champ Man games of old, you didn't see any action – all information was provided by text.
As a booker, you had to navigate a series of drop-down menus to plan out your wrestling shows. You selected the matches and segments you wanted, then tried to select the best combination of wrestlers to feature in them. The goal of EWR was to put on good wrestling shows and get your federation to grow in popularity – and it was also the booker's job to hire staff and wrestlers. Everyone in the game had stats relating to their role, and you had to assemble the best employees to put on the best show.
A lot of Extreme Warfare Revenge's gameplay was simply typing and reading – it was a step up from the old e-fed wrestling games, where fans would write about favourite wrestlers and their adventures in a made-up federation. EWR demanded creativity as the booker had to name shows, wrestlers and moves, and pick which wrestlers would feud (fight each other). Once the show was finalised, you read through the report of your show, hoping that the reviewers liked it and that your federation gained popularity.
EWR gave me another challenge as booker on my first go – I had to defeat Pinky and the Brain's World Domination Wrestling federation by becoming more popular than them. As I read the text explaining the birth of World Domination Wrestling, I started to question my sanity. Maybe the government WAS monitoring me, subjecting me to psychological tests to see how I would react.
I gulped and decided to press on, beginning the first of (far too) many late-night Extreme Warfare Revenge sessions. In a way, EWR was testing my resolve… you needed to be tough to start a wrestling war with a megalomaniacal rodent and his idiotic buddy at 2am.
I'd read that Pinky and the Brain's World Domination Wrestling had been added to EWR as a challenge for players who played as WWE, which was the easiest option in the game. The stars of the 90s hit cartoon series had a ridiculous amount of money and would sign as many great wrestlers as they could to take you down. You couldn't play as them, either – you just went up against them.
It was a sample of things to come, most notably EWR‘s sneaky but surreal sense of humour – the game looked like a dull text simulator, but looking at the crazy sponsors, the various backstage staff named after old Everton players, as well as the ramblings of the internet reviewers who rated your shows, EWR was genuinely funny.
Once I got the hang of Extreme Warfare Revenge‘s odd yet realistic game world, I was hooked. My early attempt to defeat Pinky and the Brain failed, due to boredom and incompetence. However, I bounced back, taking control of NWA: TNA (then the second-biggest promotion in America, now known as Impact Wrestling) and taking the fight to the tyrannical WWE.
This is where EWR taught me another lesson – the art of organisation. Back then, when I played a game I'd just go for it, with little thought given to any form of long-term strategy. However, Extreme Warfare Revenge, with its stats and huge roster of wrestlers to work with, couldn't be beaten like that. I needed a plan and I found myself literally drawing one up.
Agitation orchestration
EWR had you run events like an actual TV show: you needed both matches and promos. You've undoubtedly seen a wrestling promo before – it's the bit where huge men bellow about how much they're going to hurt each other. I needed the right amount of bellowing and battering to make my show a success; some wrestlers were much better in the ring than they were at promos, and vice versa.
So, I created a huge plan covering eight TV shows, detailing who would talk and who would tussle. I deliberately kept the uncharismatic wrestlers away from microphones and the unathletic wrestlers away from the ring. It worked, too – after two years, my TV show was more popular than RAW and SmackDown!.
I was being broadcast on a much bigger network than the two main WWE shows were, and soon I arranged another huge TV show, ensuring I'd dominate wrestling on television. Eventually, NWA: TNA was the #1 company in the world, as I built my own stars. I signed talented but unheard-of wrestlers and by using them well on TV, they became huge, saving me money as I didn't have to try and hire WWE wrestlers. It was a long two years of planning, plus a lot of patience, but I got a LOT of satisfaction from becoming more popular than WWE on my own terms. I do love it when a plan comes together…
Extreme Warfare Revenge became a way of life after that initial burst, not least because it kept teaching me more lessons. One Friday night, while my family was out, I'd decided to rebook the WWF in 1990. Basically, my plan was to push Sgt Slaughter, because 1991, Iraq War-era Sgt Slaughter was one of my guilty pleasures. As I put my plans into motion, everything suddenly went black – apart from my PC.
I instantly started to panic – could my terrible booking have caused a massive electrical shutdown? I was worried because the PC was still on – a clear giveaway that everything was my fault. As my mum and sisters got home, I was midway through a panicky explanation and about to apologise for not keeping the WWF title on the Ultimate Warrior, when my Mum simply headed to a previously unseen box on the wall and flicked a switch.
With that, all the lights were back on and everything was back to normal. That was the day I learned about fuse boxes and even now, I think about my dreadful 1990 Royal Rumble plans every time a fuse blows!
I even found other people who liked to play EWR and these were my early, primitive first journeys into online gaming. Granted, using MSN Messenger while playing EWR is worlds away from Xbox Live, but this was the first time I was hooked up to the internet while playing games, interacting with others having a similar experience.
What an experience it was, too – me and two friends were having an all-nighter and I was on a mission. I had previously had a big game with Ring of Honor on the go, when I had decided to leave their job to start my own wrestling company. When half of the roster had been sacked and followed me to my new company, I had an idea. Why not try the same tactic in the 80s mod of EWR and take over WWF? So, I stayed up all night, booking with UWF (the 80s federation where Million Dollar Man Ted DiBiase and Hacksaw Jim Duggan rose to prominence).
Well, Extreme Warfare Revenge taught me the biggest lesson of all – never count your chickens before they hatch. I signed the best wrestlers available, pretending it was 1986 (EWR used the computer clock for its dates, so I had to deduct 17 years every time I checked the date) and planning world domination. What did EWR do? It had UWF keep all their wrestlers under contract, meaning my new company couldn't hire all the future stars I'd stored up there. I managed to beg, borrow and steal enough wrestlers for one show, then quit at 5:00am in a rage.
Since that day, I've always checked games for minute details, never assuming it will help me or repeat a pattern.
Education cessation
There comes a time when a teacher has no more lessons to teach; no more wisdom to rain down. I knew I'd reached that point when in charge of ECCW, a small Canadian federation. With no money and no major talent on hand, I was struggling, and my frustration turned to stupidity. I had a non-wrestling fan friend around and, to amuse him and take out my frustrations on EWR, I hired the worst wrestler I could and gave him a new name. A new identity. A persona that would turn ECCW into the biggest company in the world.
Penis Man was born, and I decided the best way to make him a star would be to give him a mega push that would shame the most egotistical wrestler.
In wrestling lingo, a push is how much momentum you give a wrestler. If you want a wrestler to become a star, you push them as much as you can, with wins, big interviews, lots of TV time and make them seem as cool as possible. I was taking no chances with Penis Man – he needed the biggest push of all time. Armed with his trusty ‘Cock Block' finisher, Penis Man began to work through the entire roster… on the same show.
I'd decided that Penis Man would feature in every segment, be it a match or a promo. Kinda like in The Simpsons, where Homer suggests when Poochie isn't on screen, everyone should be asking 'Where's Poochie?' Except in the ECCW, everyone knew where Penis Man was, because he was in every bit of the show. Opening match? A Penis Man win. Next segment? Penis Man getting married. After that? Penis Man turning heel – becoming a bad guy – by attacking his new bride. Main event? A Penis Man title win followed by an epic victory celebration.
Alas, the ECCW fans weren't impressed and after me and my friend had laughed our tits off at the adventures of Penis Man, I came to a realisation: I'd outgrown Extreme Warfare Revenge. I needed bigger and better challenges, more detail and a bigger world to conquer. Adam Ryland, the programmer behind EWR, had moved on to a new game: Total Extreme Warfare, later to become Total Extreme Wrestling. This was a much bigger, full-price game and it was a true step into the unknown. I'd resisted before, but now I knew it was time to make the jump…
…but that's a story for another day.
Extreme Warfare Revenge For Mac Torrent
- It's free and can be downloaded in minutes
- In-depth, yet simple – a good starting point for any wannabe wrestling bookers
- Can be very addictive if you get into it
Extreme Warfare Revenge
- At the end of the day, it's just a big database
- Outdated – the wrestling landscape is from the early 2000s and editing it all could take a while!
- If you know what you're doing, you can out-game the game and beat it handily
Extreme Warfare Revenge Data Updates
Extreme Warfare Revenge was a revelation to me when I first played it, and even though the Total Extreme Wrestling series has surpassed it, it's still a fine game, especially considering it was a freeware release. If you want to try messing around with wrestling companies, then it's definitely the best place to start.