WWE 2K26
Annual franchises have the difficult task of staying fresh and exciting within a development cycle that doesn’t allow for gargantuan changes each year. It’s a reality fans should keep in mind when measuring their expectations for the next release, but it’s also understandable to desire major shakeups. After playing a few hours of WWE 2K26 at 2K’s Creator’s Fest at WWE Headquarters last week, I felt conflicted by its overwhelming familiarity while still acknowledging some neat additions and subtle improvements.
During my session, I toured most of the usual modes. I peeked at the CM Punk-focused Showcase, began a new campaign in the story-driven MyRise, drafted a pool of superstars in MyGM, and took a return trip to The Island. I also sampled the four new match stipulations: I Quit, Inferno, Dumpster, and 3 Stages of Hell. And finally, I briefly checked out the new Ringside Pass, 2K26’s battle pass equivalent.
Positives that stood out to me immediately are the superstar models. These games have always looked great, though that quality varied by superstar. I certainly didn’t see everyone on the 400+ character roster, but the active stars I did see looked impressive. Cover star CM Punk looks fantastic, as do several others, including Randy Orton, Penta, Rey Fénix, Guilia, and Blake Monroe. Hearing the action called by the new commentary team of Michael Cole, Wade Barrett, and Booker T is a refreshing and long-overdue change. Another cool addition is AAA, the Lucha Libre promotion WWE acquired in 2025. Getting to control wrestlers like Mr. Iguana and El Hijo Del Vikingo is unexpected and awesome.
Developer Visual Concepts touts improvements to stamina and reversal systems, but I couldn’t tell you if I noticed a marketed difference. Executing reversals still feels like they require the same timings and inputs as previous entries, and my WWE 2K muscle memory didn’t need any adjustments. I feel similarly about managing stamina. That said, I am tickled by little additions such as the new pre-match interactions like choosing to rush the opponent before the bell, offering/rejecting handshakes, or hyping the crowd. Messing around with the more interactive entrance mechanics is also a small, goofy treat. Incessantly pressing the d-pad commands to trigger stage and ring pyro like I’m 2009 Randy Orton trying to blow up John Cena made me chuckle.
The new match stipulations are fine additions, in that it’s always great to have more gameplay options. However, I didn’t find any of them to be as exciting as, say, adding WarGames a few years ago. In 2K’s defense, some of the stipulations are weak in real life, too, so they worked with what they had.
The Inferno match, which unfolds in a ring surrounded by fire, involves hitting enough big moves to fill a meter that causes the flames to rise. Once this meter is full, you can then attempt to set the other player ablaze, which plays out similarly to nailing a Royal Rumble elimination by tossing them over the ropes using grapples or hard Irish whips. Some fun back-and-forth can be had in these moments. It is odd, however, that before filing the meter, you can exit the ring and even bring weapons inside. Cool on one hand, but the point of Inferno bouts is to keep the participants inside, and only a spectacular move, like diving over the top rope a la the Undertaker, can see a superstar escaping the flames unharmed.
Dumpster and I Quit matches fall squarely into the “nice to have, but I’ll rarely play it” category. Dumpster is essentially a Casket match, with players fighting to toss each other into the bin positioned at ringside and trying to out-button-press each other to close the lid. I Quit involves beating your opponent down and hitting a button to trigger a stop-the-needle mini-game, with the victim trying to nail multiple safe zones in succession to refuse to quit; missing too many leads to quitting. 3 Stages of Hell, the 2-out-of-3 falls match with each fall taking place under a different stipulation, is my favorite match addition. There’s nothing mechanically unique since you’re simply playing three match types back-to-back, but the endurance factor makes it a fun challenge since body damage carries across the matches.
It’s tough to get a true sense of how the other modes shape out when under a time limit. Since I need to hop around, I could only sample the early portions of Showcase, MyRise, MyGM, and The Island. From what I did see, don’t expect dramatic changes from each one. The Island’s addition of voice-acting is a big improvement, and the premise of players aligning with one of three themed factions led by CM Punk, Rhea Ripley, and Cody Rhodes may have some silly promise. One of my main criticisms of the mode last year was how much it pushes players to buy Virtual Currency (VC) to purchase expensive cosmetics and character stat points using real money. Although I didn’t get a look at how or if these prices are adjusted, getting control of my character on the Island and immediately seeing nothing but name-brand stores like Nike still feels icky.
Showcase is usually one of my favorite destinations, and chronicling CM Punk’s career is a great choice. You can proceed through Showcase either through a timeline or in a gauntlet format; I chose the former, more traditional route, so I couldn’t tell you what the latter entails. Right off the bat, the mode begins with Punk’s early days on Raw, seemingly skipping his ECW run. There’s always a chance Showcase unfolds in non-chronological order, but as a Punk fan, I was disappointed to see his first two years in WWE referenced only in a video package. Outside of that, Showcase appears to be Showcase: play historical matches (with Punk adding contextual narration), complete optional objectives to trigger in-game cutscenes that unlock additional rewards afterwards.
MyRise and MyGM offer expansions to the familiar template. MyGM now allows players to book matches involving up to eight participants and includes intergender bouts. This is always one of my favorite destinations, and I’m sure I’ll still enjoy playing the booker in this year’s iteration. MyRise has a new, likely goofy storyline starring a superstar returning from a years-long absence (at least on the male side). This is also very familiar, as you’re still roaming backstage between matches to scroll a social media feed and chat with superstars in choice-driven conversations that influence a face or heel alignment. The bones appear to be the same, but the narrative meat will ultimately dictate how entertaining MyRise is this year, and the jury is out on that for now.
Ringside Pass is probably 2K26’s most significant new addition, adding battle pass progression that replaces the series’ usual DLC packs. Like every battle pass you’ve ever engaged with, it features free and premium (paid) tiers offering two sets of unlockable superstars, cosmetics, and other rewards. I appreciate that you can earn XP by playing any game mode, and I quickly unlocked the first batch of rewards of both tiers, netting me the playable Vikingo right off the bat. Depending on the game, I don’t mind battle passes as a concept; there’s an undeniable satisfaction in constantly gaining rewards simply by playing. But like everything else in the game, I’ll need to spend much more time with 2K26 to see how much longer it takes to unlock the later tiers, how much VC is required to buy tier skips, and the overall quality of the rewards themselves.
I decided to skip Universe Mode and the Creation Suite due to time constraints; these destinations require much more than a cursory glance to appreciate what Visual Concepts cooked up this year. As I scanned the rest of the package, the phrase that kept popping into my head was “Yep, it’s another WWE 2K game.” That’s neither terrible nor overtly exciting. I’ve largely enjoyed the last few entries, and 2K26 feels on track to at least maintain a status quo of quality. But much like the current TV product, the status quo is growing increasingly stale. Unless 2K26 hides more surprises or mechanical nuance than I could glean, fans are likely in for a perfectly enjoyable but extremely familiar package.
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