WWE 2K26
Developer: Visual Concepts
Publisher: 2K
Platforms: PlayStation 5 (Reviewed), Microsoft Windows, Xbox Series X/S, Switch 2
Release Date: Available Now
Price: $69.99 USD – Available Here
Overview
Can you believe it’s been over 25 years since this franchise was first released? Once SmackDown! to SvR to WWE [enter number here], to say this storied namesake has had a rich, yet complicated legacy is putting it lightly. We are now at WWE 2K26, which looks to continue to push the series forward with a tagline of “The Show Never Stops”. With over 400 Superstars, new modes, new features, and the same core gameplay, can this little entry make a notch amongst the best, or is it to be forgotten with time? Let’s find out.
Story
I guess if you want to talk story, you need to look no further than MyRise mode, which is actually pretty great this time around. Labelled “The Comeback”, this story basically puts the main character at the centre of a failed comeback, where they return to the ring after years missing – only to lose in their first match back. They must then attempt to prove themselves over the course of several chapters, travelling the world as they choose to handle the situation as a heel or face. Sure, it’s not crazy or a major change in many ways for the franchise, but it is easy to follow and equally entertaining. I personally have not cared too much for MyRise in the past few years, so I felt it was nice having a greater narrative focus for this entry.
The other “Story” in 2K26 comes in the form of CM Punk. Yes, the man who no one would ever expect to return to the WWE has been back for a moment, and this mode celebrates his rise from the independent scene, up to his current place on top of the mountain. I say this every year, but Showcase modes are not my thing. I don’t like being forced into sequences, as I feel it kills the immersion. CM Punk’s story is mostly told nicely here (where is Jeff Hardy though?), but at this point, I just want Showcase to find a new way to show off a top Superstar, allowing for absolute engagement, rather than a paint-by-numbers approach that can be frustrating due to the game’s own shortcomings.Â

Gameplay
I don’t think I have been so excited in a moment to talk about gameplay in a WWE game, as I have played them all. From the first to the last and everything in between, I have never missed an entry. Every single year, it’s two steps back, one step forward (if that). It has been that way for the longest time, as for a franchise that pats itself on the back for longevity, it certainly knows how to fumble the ball when it tries to evolve. This year, however, it’s simply one step forward. That’s it. No backwards movement, no incredible leaps, just what feels like a focus on polishing older gameplay for a more fluid experience. It’s kind of nice, and a welcome breath of fresh air for a franchise that rarely gets time to simply exist without silly additions.
Speaking of silly additions, however, there are some new gameplay features in this entry. We now have interactive entrances, adding a new menu on the hub that allows your inputs to change the way entrances play out. You can fire pyro, add random generic taunts, and so on by hitting specific buttons. Maybe someone can find value in this that lasts more than a second, but I found it to be rather lacklustre. The same goes for the new pre-match square-ups, which basically work the same way. Taunting or running at an opponent may sound like a fun way to start a match, but honestly, I did that with friends anyway, and I find this to be an odd addition that doesn’t feel needed.Â

There are some returning match types for this iteration. “I Quit” matches work a lot like they did years and years ago, where players have to beat their opponent to a pulp and have them scream those two words after enough damage is dealt with a small mini-game. Three stages of hell are just three special match types in a 2 out of 3 falls format. We have seen it before, but it’s fine to see it again. Dumpster matches are interesting, as you have to close a dumpster lid on an opponent by throwing them in. Not a deep match type, but certainly different. Add in the enhanced and polished gameplay to the usual TLC, Ladder, Rumbles, and so on, and you have a ton of fun to be had just by playing the surface level of the game. That is where I like to stay personally with these titles anymore, and sometimes that is for good reason.
My main critique with WWE 2K26 comes in stuff that isn’t really going to be noticed by all, but will be there if you go looking. I am speaking about the monetisation. With DLC featured literally everywhere, there are a lot of ways to fall into an open hand for something. Need this wrestler? Pay up. Want this version? Pay up. MyFaction is buried in this kind of monetisation, and it’s exhausting. Sure, the mode can be fun, and there are some changes, but ultimately, it is just a lootbox machine that thrives on virtual currency. Let’s face it, this is a great iteration of the game, and I am happy with that. Just because you’re refining your product, however, does not mean it deserves to be pieced apart for more money. Again, it won’t affect everyone, but I do think 2K can do better with this in the future.

The rest of the modes are the meat. The cores that keep you playing. I am talking about creation suite, which is expanded upon and still the best character creation in my opinion for any game over the whole industry. It’s crazy that they continue to upgrade the process here, but with more slots and more options, it is great to see this mode handled with such care. Universe mode is basically back to let players go through the ranks as the talent of their choice, with a new roster draft arc in tow to mix things up a bit. We also have MyGM, the returning GM mode, now featuring new options with Eric Bischoff in the crosshairs.
The Island returns this year and yet again, my feelings are complicated. I love the silly stories, the voice acting, and all of the effort made to make this feel like a real place. That said, VC is at the centre of all of this, and the monetisation of it all makes it feel not worth it. Sure, the match types are fun, and I like interactivity, but for a game that will surely lose online service in a year, I just find it hard to commit to what this title has to offer for this mode.Â
There are so my options and modes within this experience, it’s hard to really describe them all, as it really is something for everyone. I know I will never be a major fan of MyGM or Showcase, but that is fine. Those modes are there for someone else, and I love the standard exhibition fare along with the creation suite. This year’s improved and refined gameplay makes all of this fun, as when the game is good, the rest of the additions make sense. It isn’t perfect, but it all comes together better this year, and that is a huge accomplishment.Â

Audio
I don’t know where Booker T has been all my life, but having him on commentary is just exceptional. It’s refreshing to hear the new commentary; we get a new soundtrack. It’s a bit of a mix, with some nostalgic surprises for us older players that are sure to bring a smile to faces as they boot up the jukebox. Everything else is about what you would expect. MyRise voice acting is hit and miss. The sound, most of the time, is great with themes and entrances, but grunts and random individual crowd noises can be a little off. Nothing perfect, but not a lot to complain about.Â

Visuals
It’s crazy that some of these models look the best they have ever looked, while others are a bit of a miss. That has always been the norm, though, right? There is something really odd about hair this year. Long hair twists around the necks of Superstars and looks odd, while other animations, like mouth movements to spoken dialogue, rarely sync. When you put the rest of the production on top of those flaws, it almost buries them. However, it is a little frustrating to still see visual issues when you are a returning player. The videos, the arenas, and so on look exceptional, and while some may have qualms with minor choices of design, 2K26 still looks great when it needs to.

Overall
The Show Never Stops is an interesting tagline for WWE 2K26 as it shows off the endurance of this brand. Despite feedback, it keeps coming back and this year, it seems to be in a good place overall. While some of the new features here kind of fizzle, the game at its core feels fun, and that is actually all most ever wanted. Sure, you could complain about roster, or the way its padded out. You can complain about the features not having a massive pop. You can’t however be upset with gameplay that is fun to play. This franchise took a long time to get here with that, and it enhances everything and we have a powerhouse of an entry because of it. While not perfect, WWE 2K26 is a stunner and a welcome surprise from 2K.


