Last Updated on Apr 14, 2026 @ 13:37:59 PM.
I’ve spent the last few weeks platinuming both WWE 2K24 (ahead of the server shutdown), and WWE 2K25, to get myself in the right headspace, but also the best place, to fully review WWE 2K26 properly. Having spent over 100 hours with the preceding two games in such a short amount of time, it’s given me a unique outlook on 2K’s latest wrestling release. What’s different, what’s not. What’s new, what’s not. What’s good, what’s not. And so on and so forth. There’s a lot included with WWE 2K26, but like a lot of annually released sports games, is there actually much to this year’s release that warrants stepping away from WWE 2K25 and shelling out $70 (or far more on the ridiculously priced special editions)?
Returning Modes Don’t All Miss the Mark, But Some Do
Two and a half years since his return, CM Punk graces not only the cover of WWE 2K26, but is also the central star in the game’s iconic Showcase mode. 2K24 featured 40 years of Wrestlemania classic, 2K25 was Roman Reigns and his Bloodline, and now 2K26 takes CM Punk’s two tenures of WWE, and throws you in the deep end of his career.
The fairly big elephant in the room is the 11 year gap between those two tenures, and the fact that there’s simply not enough big moments or matches over those two tenures to fill the Showcase mode as much as we’ve come to expect in the past. So with that in mind, not only will you be playing some of Punk’s biggest wins (and losses) that occurred in his history, you’re also going to be playing plenty of ‘What If’ matches, based upon the idea of his staying in the WWE, and not leaving in the acrimonious manner that he did. Some of these seem pretty inspired, and others a little like filler (see the Fantasy matches, for example), but all of them follow the tried, tested, and desperately in need of a major shake-up, Showcase formula.
If you’ve played a prior Showcase mode, you’ll know what to expect here, even if this year’s release does employ the fancily named ‘Slingshot Technology’ to give you those What If and Fantasy matches, but in short, you’re hitting the marks, accomplishing the objectives and completing each match in line. Interspersed is vignette’s of Punk talking to us, hyping us up and explaining what’s going on (and name-dropping Slingshot Technology A LOT), but in my opinion, the best bit about Showcase was always seeing the real-life footage cut in and out of the matches as we play, and for obvious reasons, just like last year, this is sadly absent in WWE 2K26. I’m not sure where 2K can go next year, when it comes to the meat and bones of the mode, but a tune-up is definitely needed, but it is serviceable, and as a CM Punk fan, it’s glorious seeing him center-stage.

Talking of center-stage, Punk was a significant part of 2K25’s MyRise mode, as he orchestrated an NXT Mutiny from behind the shadows. This year’s MyRise offering, without spoilers, is better in probably every way. Instead of some convoluted Mutiny storyline which twists and turns constantly, there’s a far more concise, and simpler story at play here, and whilst it does have twist, turns, betrayals and more, it ultimately works far better for the smaller scope. No longer about brand-on-brand warfare, but instead the return of the Archetype, your player character, as they leave behind their career in Hollywood to return and dominate the WWE again.
The mode is largely the same as before, but with some all-too-important alterations. You’re still building up your custom character, earning attribute points to mould your character, be it high-flying superstar or Oba Femi like powerhouse, but how you progress is different. Gone are the multiple smaller storylines designed to artificially pump up the hours needed to finish, instead, you’ll come to chapters where you need a certain amount of stars to progress. How do you get these? By simply putting on good matches that others will offer you, and there’s a lot of variety on offer. Want to take on Shinsuke Nakamura in a No Holds Barred match? How about El Mago Jr in a Finishers match? You can, and many more, just make sure to get as many stars as possible. Plus, there’s almost no Troy Simpkin involved, and as someone that couldn’t stand his previous involvement, this was a big boon to me.
The Island, last year’s new addition to the franchise, is back and more fleshed out and refined. More varied quests, storylines, more outfits, modes (straight ripped MyFaction’s Faction Run for one of them) and rewards left me wondering how much more that the mode would be supported beyond launch. It has moments of being irritating, and the voice acting is weak to good, nothing more, but the mode is one of the strong points for the release, this year.
Modes like MyFaction, MyGM and Universe are functionally identical to their predecessors, with a few changes throughout – the largest difference being Universe. MyFaction has added decks, and intergender teams, meaning randomly picked cards will be chosen for you, for the MyFaction runs, the roguelite-esque mode, but it stills falls short in a variety of areas. Match variety being the biggest, and the lack of any real difference in the runs is another. It’s something that could be a shining jewel for the game, rather than just a huge time sink that’ll end up being forgotten and unplayable once the servers shut in a couple of years. And don’t get me started on World Tour, a mode thrown together to artificially inflate the game’s playtime, offering very little.
MyGM’s biggest change is the extra weeks given to the schedule. No longer a 25-week-a-season-mode, pumped up to the full 50, with all Pay-Per-Views included, it’s never been longer and more extensive. A few new Power Cards thrown in to trip up your opponents, and the newly added match types available for use – 3 Stages of Hell, Dumpster, Inferno, and I Quit -, but the meat and bones is what you’d know if you played the last few versions. Play through seasons, accomplish challenges and accomplishments, level up your product and beat the other GM’s into the Hall of Fame.

As mentioned, Universe may play the same, but there are a long list of changes that made my time with the mode all the more fun. If you’re unaware, Universe is the mode you’ll play if you really want to get into the minutiae of a WWE storyline. You can control absolutely everything, from the roster, to the matches on a card, to the winners and progression of storylines involved with those matches. You can control promos and who says what, to who, and when, creating roster-rifts and single night rivalries. In short, if you’ve ever thought you could do a better job than Nick Aldis or Adam Pearce, then this is the mode for you. It’s the simulation and single player version of MyGM, and it’s great fun, and 2K seem to have wanted to give it some special attention this year.
The new Universe Wizard makes starting a new run through far less daunting than previous iterations, holding your hand if you need or want it, but allowing veterans the opportunity to skip, ensuring new players don’t get put off the mode out of a lack of experience. In a time where we need more accessibility options, this is a big win. Add to that the new Draft options, where we can draft wrestlers across promotions in the same, exciting way they do semi-regularly in the WWE, and the post-match promos (huge addition) you’ll have real control over your universe now, far more than ever before, and you’ll regularly feel like you’re watching a real episode play out in real time.
Gameplay, Ringside Pass and That Bloody Purple Ring
After all the above, the real question is how has the gameplay changed from last year? Well, more or less it hasn’t, if we’re being honest. Every punch feels the same, most of the grappling moves have the very same animations and controls, and the crispness of a good punch is still there, but there are some changes, and some returning issues from previous entries.
The biggest change to the gameplay, one that we can’t ignore and that regularly pissed me off during my time with the game (and it will going forward), is the new stamina ring that’s been added. An add-on to the yellow one we all know, love and understand, the new purple ring indicates an over-exertion of your superstar. Be it too many thrown punches in a row too quickly, or too many dodges/reversals, if you’re not careful you’ll end up triggering it, and waiting desperately for it to go down as you’re pummelled out of existence with no form of defence. It’s obviously intended to make you think twice about what moves to use, punches to throws or when to reverse, but in fact it feels like a more convoluted stun bar, and if nothing else, punishes you for trying to play the game and go on the offensive.

It’s the worst mechanic added by some distance, and the fun of the game is impacted, at least in my time. It’s much more than a skill issue, and more a mechanic I had to figure out how to get round, rather than embrace. There were times I’d stand over my opponent getting my energy back, rather than going on the attack, therefore pulling me out of the simulation-like aspect of the gameplay. It certainly needs to be refined.
WWE 2K26 also sees the addition of the Ringside Pass, an XP-based battle pass that, as you play matches in the various modes, allows you to unlock a multitude of different rewards. This is definitely a controversial addition, if for no other reason than some wrestlers are locked behind these tiers. Don’t play it enough? Well tough, you can’t play with your favourite wrestlers… unless of course, you decide to pay to skip them. It’s not so invasive it’ll completely alter the way you play or your enjoyment, but it can and does leave a bad taste in your mouth. It doesn’t need a battle pass, yet as is the way of the annual sports release, here we are, WWE 2K26 unfortunately has one.
WWE 2K26
The show never stops in WWE 2K26! Step into CM Punk’s 2K Showcase, dominate with 400+ Superstars and Legends, and unleash chaos with all-new match types.
Summary
I loved WWE 2K25, and considered it a massive leap forward for the franchise. For the most part, WWE 2K26 is more of the same. Some additions are good, some not so, and the overall package, whilst arguably having more content and time to play with it, isn’t as valuable as its predecessor in the sense of what it’ll bring you. The attempts at changing up the gameplay with the new Purple Ring fall short, but additions to match types, modes, promos, accessibility options and the absolute size of the library available for customisation more than makes up for it. It’s more than good, but there’s room for some improvement next year.
HOURS PLAYED: 40
PLAYED ON: PS5
- New matches, customisation options, Draft and more making it closer to real life.
- Increased roster size, good represenation of present and past.
- That damn purple bar is a punishment, not a plus.
- Not enough innovation in most modes.
Luke Addison is the Founder and Editor-in-Chief of Thumb Wars. Having previously been a part of multiple outlets over the years, including building an entire gaming team from nothing to something, he thought it best to forge his own path and answer only to himself. As likely to be found playing the latest game as he is in the kitchen relaxing (by cooking), he always brings the same bold and brash attitude to everything he does, with a heavy leaning on sarcasm and dry wit!