With the recent release of WWE 2K20, fans have had a chance to voice discontent with certain aspects of the franchise. With a specific focus on character models and gameplay bugs, many have been invoking iterations of the past as reflections of what wrestling games should look like.

In looking at past games, THQ is probably the most iconic publisher of WWE games. Spawning such titles as Smackdown vs Raw 2010 and the beloved WWF No Mercy, longtime fans will undoubtedly give the company consideration as one of the best to do it. Despite this, the grass isn’t always greener on the other side. While THQ has their victories, there is reason to consider the 2K games far superior. Here are 5 factors in favor of each.

10 Character Models (2K)

Yes, yes. The Rock looks horrible in 2K20. We’ve all seen it plastered everywhere, and it is an undeniably inaccurate portrayal. Nonetheless, the graphics presented today are unlike anything which was available when THQ was producing the WWE game series. And people like pretty games.

Regardless of certain characters inside the game being a bit off, the presentation is immaculate. Fans have bodies. Entrances are true to life. Belts are mostly wearable. Fabric and hair have lifelike physics. While technological advancement has made this available, it’s still a point in 2K’s favor to say that they have it and THQ didn’t.

9 Story Modes (THQ)

To say that 2K’s story modes have been lackluster is an understatement. Until the most recent installments, the extent of a story mode was a poor story mode which saw a player develop a character through a primitive ladder system all the way from developmental to the world championship.

While the story mode improved tremendously in WWE 2K19, it still didn’t reach the mark of past titles. Take, for instance, the story options from the aforementioned SvR 2010. Not only could you play through various story options, you could actually create your own custom storylines.

8 Roster Sizes (2K)

2K games have massive rosters. 2K20 sports 238 superstars to choose from while playing the game. The most recent THQ game was WWE 13, which featured 108 superstars. While both receive criticism for their numbers reflecting multiple versions of the same individual superstar, 2K easily has the edge in terms of volume.

Not only is the roster size important for diversity, it adds depth to modes like MyUniverse which allow the management of different brands. Despite any complaints on models or options, there’s no denying that the bulked-up roster adds to the options available in this mode.

7 Game Modes (THQ)

Especially considering the new female centric MyCareer mode introduced with WWE 2K20, this entry gets a bit of an asterisk. The 2K games have done a wonderful job of refining and calibrating game modes available. With a few more entries, there is a chance that they will win this category outright.

But they don’t have GM Mode.

Appearing in the Smackdown vs Raw titles, GM Mode allowed players to manage one brand in competition with other brands. It took ratings into account, featured a budget, and basically forced players to manage their brands. And fans want it back. Until something similar arises, THQ will always have the win in this category.

6 Packaging (2K)

This one isn’t going to be universal, but it is something which deserves consideration when discussing retail products which undergo scrutiny from consumers. And when held side-by-side, 2K games aren’t only prettier than the games which THQ presented, they are more consistent.

At times, THQ’s entries featured several superstars on the cover, with various chaos supplying a backdrop. This isn’t the case for the 2K series. Each game features a similar red backdrop with one (or recently two) cover superstars, giving them a similar feel to Madden games. They’re just prettier.

5 Playability (THQ)

Ask anyone who has a wide berth of WWE gaming experience which title they feel is the best, and most will respond with WWF No Mercy. This isn’t simple nostalgia, this is because the game played much better than anything else before, and almost anything since.

For starters, the storyline in No Mercy featured a unique interaction system which allowed for multiple playthroughs with different results. This boosted replayability. Not only that, but the title pioneered an amazing control system which would have lasting ramifications for future installments. Top that off with a deep roster and in-depth Create-a-Player system, and you have an undeniable classic.

4 Arenas (2K)

Continuing the trend on visuals, WWE’s 2K series takes the win on arenas. This is a mixture of the available arenas and the variety of customization options available for arenas. Even if you aren’t creative enough to build your dream arena or your favorite from the past, you can bet someone else has – and it’s likely available for free download.

Again, not specifically a knock against THQ. It’s perfectly possible that they could easily produce something comparable given current technology. But looking at the body of work, it just isn’t possible for them to own this category.

3 Move-Sets (THQ)

One thing which THQ can own, despite technological advancement, is moveset options. This doesn’t apply to actual superstars, but rather created players. So much of the 2K series is hidden between unlocks and acquiring moves rather than just offering things up front.

THQ created an environment where moves were available and could be intuitively used. They could be assigned easily based on an identity the player was going for. And finishers mattered. One of the biggest issues with moves in 2K games is that anything can be a finisher, and finishers aren’t completely restricted to that slot.

2 Soundtracks (2K)

Closing out WWE’s 2K series is the audio backdrop you hear when navigating the menus.

WWE games are always going to have nice soundtracks given the nature of entrance music. There is enough variety that most of us will enjoy a few of the songs which play at some point. But the 2K series takes that a step further by adding dedicated songs that are only part of the game presentation.

While THQ included additional songs in their titles as well, these existed to provide you with unique entrance music for created characters. It didn’t add to the package in the same way that the 2K series uses its soundtracks.

1 Availability of Content (THQ)

Possibly a sign of the times, but additional content has become the plague of the gaming community. Whether through DLC or microtransactions, video games in general are always hounding players to buy more. WWE’s 2K series does this through their accelerators, DLC, and the need for in-game currency to unlock certain customization items.

THQ hasn’t published a title which required this to the same extent. Of course newer generation titles offered DLC, but it wasn’t as extreme or rampant. Even looking at content coming for 2K20 such as the Bump in the Night DLC, players can see unusually gimmicked content geared at garnering additional revenue which is inconsistent with the nature of what is being sought.

NEXT: 10 WWE Video Games That We Completely Forgot About