The Overwhelmingly Deep WWE 2K24 Can’t Escape Vince McMahon’s Shadow

WWE is overwhelming. The world’s largest pro wrestling company produces seven new hours of TV content every week, with two extra streaming-only shows adding another 90 minutes on top of that. Factor in monthly pay-per-views, other occasional live events, and whatever The Bump is (it’s like a morning radio show that exclusively talks about wrestling and is also on TV and not the radio?), and you’ve got an entire week’s worth of media consumption laid out for you right there. And those shows are so hard to watch, with dizzying camera cuts, the constant repetition of nicknames and catchphrases, the artificial patter of its announcers, its too-long interview segments and homogenous wrestling style. Between the amount of content they produce, and the overbearing way they produce it, it’s as if WWE wants to test the patience of its audience. It’s possible to consume WWE content every day of the week, across your TV, the internet, and your gaming system, to the exclusion of literally anything else.
Content, of course, is WWE’s business. They make hundreds of millions of dollars every year in TV rights alone. Old business metrics like live ticket sales and pay-per-view buys don’t really matter anymore; the focus is on providing weekly live sports(-ish) content to media giants like Comcast and Fox, and riding those TV rights fees to greater and greater profits. It’s why the company, for over 40 years owned and run with an iron closed fist by Vince McMahon (who’s currently under federal investigation for sex trafficking charges) and his family, was bought by Endeavor last year and combined with UFC into a new company called TKO. But just because rights fees are the main focus of the company today doesn’t mean that WWE’s ticket sales aren’t thriving right now; their live shows are consistently packed, with frequent sell-outs. Presumably their PPVs would be netting high buyrates, as well, if those events hadn’t been moved off of pay-per-view and onto Peacock. (In fact, WWE’s departure from a traditional pay-per-view model has lead them to rebrand their monthly specials as “premium live events.”)
Outside of the impenetrably black cloud hovering over the company due to the disgusting allegations against McMahon and the government’s investigation into his activities, WWE is currently more successful as a business than it’s ever been. The sheer amount of content is overwhelming, but it’s undeniably driving the company’s massive commercial success right now. And its content will continue to be extremely lucrative as WWE’s current rights deals expire this year and a new 10-year contract with Netflix starts in 2025. WWE might be asking a lot of its most loyal viewers, but that audience is currently enthralled by what WWE produces, so obviously their recipe is working.
WWE 2K24, the latest in 2K Sports’ series of wrestling games, is like a microcosm of WWE as a whole. It’s absurdly overwhelming, absolutely overstuffed with content, much of it good and much of it unnecessary. This isn’t an official review because I haven’t had time to fully grapple with everything this game has to offer, and I doubt I’ll ever really have time for that. With its surfeit of modes, match types, and storylines, its massive, eras-spanning roster, and the most complex create-a-character mode I’ve ever tapped out of, WWE 2K24 dazzles with options and opportunities that only the most dedicated players will ever fully experience.
Here’s what you’ll find when you first crank up 2K24: two full story modes, one for men wrestlers and one for women. The Universe mode and its computer-generated storylines return. The MyFaction deck building game, where you collect virtual playing cards of WWE wrestlers and then compete in matches to earn various perks and benefits, is back. MyGM has you create your own roster of wrestlers and compete against rival general managers by booking shows. And 2K Showcase of the Immortals tasks you with recreating iconic WrestleMania matches as faithfully as possible, freely sliding back and forth between in-game action and actual full motion video of the real-life matches. This is all on top of the expected local and online exhibition matches, and an incredibly deep set of creation tools that let you create your own wrestlers, shows, graphics, and more. It’s a genuinely amazing amount of content, and although it’s far more than I’ll ever need or fully explore, players with more time to devote to the game or more love for WWE will be grateful for 2K24’s generosity.
I’ve tried out all the single modes, and some are obviously better than others. Universe mode, a simulation of WWE’s weekly TV schedule that lets you book shows, wrestle matches, establish feuds and rivalries, and pick the champs, is still a bust—although much of what I don’t like about it is similar to how WWE runs its programs and storylines. Wrestlers who are feuding with each other will have matches every week, PPVs will nonsensically have World title matches running before “main events” featuring far less significant wrestlers and championships, illogical run-ins will jump start random feuds, wrestlers will turn heel or face without me, as the booker, wanting them to, and it’s just all-encompassingly clunky, as it’s always been. Universe has always shown the limitations of AI when it comes to telling stories; it’s never made sense from a traditional wrestling perspective, and that’s still true with 2K24.