From HandWiki - Reading time: 9 min
| WWE Day of Reckoning | |
|---|---|
North American cover art featuring Trish Stratus, Triple H and Randy Orton | |
| Developer(s) | Yuke's |
| Publisher(s) | |
| Platform(s) | GameCube |
| Release | |
| Genre(s) | Sports (fighting) |
| Mode(s) | Single-player, multiplayer |
WWE Day of Reckoning is a 2004 professional wrestling video game released for the GameCube console by THQ. The game is based on World Wrestling Entertainment, and many of the wrestlers who were on the WWE roster at the time of release were included as player characters. The game also features the option to create wrestlers.
The game's single-player mode involves the player guiding a created wrestler through the ranks as a rookie and into main event stardom on either of WWE's brands Raw or SmackDown!.
The game features a control system similar to that of AKI's Nintendo 64 wrestling games, with weak/strong grappling attacks and strikes. Players can also counter to their opponents' attacks with a timed button press. One of the game's unique features is the "Momentum Shift" move — a desperation attack that gives a character an instant advantage during the match.[2] The game's Exhibition mode allows players to wrestle in various match types including Hell in a Cell and Iron Man matches.[3] The game's Story Mode allows players to take a created wrestler from WWE developmental to main event status by achieving various goals during matches.[2]
The player creates a new WWE developmental superstar and assumes their role in the game. The created superstar starts off as a new wrestler signed to a WWE developmental contract attempting to work his way up to the main roster, working matches on non-televised house shows against fellow up-and-comers. After this series of matches and storyline cutscenes, the superstar is allowed to perform on Sunday Night Heat, before he is finally allowed to join the main roster. There are two different brands to choose from, Raw or SmackDown!, each with their own distinct roster of wrestlers. As an effect, this will also choose which stable they will join. Choosing Raw results in joining Triple H's Evolution, and choosing SmackDown! results in joining The Undertaker's New Ministry.
The superstar goes on and works his way up the "rungs of the ladder" in a series of matches, ultimately resulting in the acquisition of the show's World Championship. If the player has chosen Raw, the player will pursue the World Heavyweight Championship. If SmackDown! was chosen, then the player will pursue the WWE Championship.
As the story progresses, Triple H or The Undertaker starts kicking people off the team as they fail him or (as in the case of the created superstar) become a threat to his championship. The final battle is an Iron Man match at WrestleMania XX for the championship.
The story is continued in the sequel, WWE Day of Reckoning 2, though under the assumption that the superstar chose Raw.
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GameSpot's Alex Navarro lauded the game for its improved story mode and graphics compared to the WWE's previous GameCube game WWE WrestleMania XIX, as did IGN's Matt Casamassina. However, both sites found fault with the game's limited selection of wrestlers.[2][3] The game itself received "favorable" reviews according to video game review aggregator Metacritic.[4] In Japan, Famitsu gave it a score of one eight, one seven, one eight, and one six, for a total of 29 out of 40.[6]
The game was followed by a sequel released in 2005, titled WWE Day of Reckoning 2.
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This lengthy approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
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