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WWE 2K26

Platform(s): Nintendo Switch 2, PC, PlayStation 5, Xbox Series X
Genre: Sports
Developer: Visual Concepts
Release Date: March 13, 2026

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PC Review - 'WWE 2K26'

by Cody Medellin on March 6, 2026 @ 1:30 a.m. PST

WWE 2K26 is the next installment in the long running Wrestling franchise, featuring four new match types, upgrades to all game modes, and an unprecedented roster ensure the show never stops.

If you're more than a casual fan of pro wrestling, you would have found plenty of things to complain about regarding the WWE in the past 12 months: John Cena's poorly done heel turn to subsequent face turn and eventual retirement; Triple H's repeated and quick booking of predictable tropes and his relationship with the current administration; TKO's constant raising of ticket prices and more ads than actual matches; and fans having to subscribe to several different services to get their wrestling fixes. There have been a few bright spots, such as NXT still resonating with the more dedicated WWE fans and AAA getting some success in its soft reboot, but the negatives have outweighed the positives for the year. The high ticket prices mean higher revenue, and enough people are willing to pay, even if the crowd doesn't seem as passionate as in the past.

In the eyes of some fans, the WWE 2K games are starting to feel like the actual shows. The improvements have been marginal in some cases and barely noticeable in others. There's a wealth of modes and wrestlers available, and this is still the biggest wrestling game series out there. There's also the feeling that WWE 2K is matching NBA 2K step for step in terms of trying to squeeze more money out of its fanbase, despite already charging a premium price for the title. WWE 2K26 further cements this theory, and even though there's plenty for fans to like, there's also plenty for fans to hate.


We'll start things off with the roster, which 2K has stated is over 400 superstars deep for the game's launch. The roster is quite up to date, which is partially due to the lack of big firing periods that the WWE has done in the past. Except for Ridge Holland, who was let go last November, and Tomasso Ciampa, who left less than a month ago, everyone still in the company is present, whether they are part of the main roster or someone from NXT. This title excludes those who have only appeared on WWE Evolve, WWE LFG, or NXT Level Up. Almost all of the DLC wrestlers from the previous game are also present, so you have a healthy mix of WWE Legends like "Mr. Wonderful" Paul Orndorff, "Superstar" Billy Graham, and some of the newer wrestlers, like Rey Fenix and JC Mateo. There are some odd surprises, such as Abyss, who only appeared on WWE TV a few weeks ago when AJ Styles formally retired on RAW in Atlanta, and New Jack, who has never appeared in WWE programming. None of the previously featured celebrities are present, like Shaq or Bad Bunny.

In terms of modernity, it's certainly mixed just like before. For example, The Vision has all of the current members present, so we're talking after Seth Rollins got kicked out. Kit Wilson doesn't have his new theme song or Titantron video. Oba Femi is still listed as NXT Champion, even though he vacated it on the New Year's Evil PLE. The game has both the newer El Grande Americano and "The Original" version but neither Rayo Americano nor Bravo Americano, even though they debuted when "The Original" version returned. Again, it's much better when compared to how far behind the series was before 2K22, but there's still some work to be done.

Then again, that modernity ruins the entrances of some older wrestlers, especially when it comes to their Titantrons. Choose any of the older versions of CM Punk, for example, and his tron looks like badly animated clip art with poor font choices. Rob Van Dam just has his initials bouncing about. The Dudley Boyz have their name moving up and down, while Sid Justice has his static name written in the font they'd use to introduce any wrestler of the 1980s. Guys like D'Lo Brown come away fine, since they opted to use his old Titantron with a metal girder border, but it is baffling to see all of these guys get poorly done.


The 400 superstars number is impressive, but it starts to lose its shine when you thoroughly look at who's here. The wrestlers who are part of the upcoming AAA-themed DLC are already being counted, so you'll see wrestlers like El Hijo Del Vikingo, Psycho Clown, and Mr. Iguana counting toward the roster lineup, even if you never got the DLC pack. Strangely, the DLC is also supposed to feature past WWE wrestlers such as Chyna and Diesel, even if they never set foot in AAA before. The original wrestlers who appear in the various modes are also counted as part of the roster, and their numbers are significant. While the game still has a few variations of other big wrestlers like The Undertaker and Triple H, they pale in comparison to cover athlete CM Punk, who has roughly 11 different variations for this year's series iteration. More than ever, a good chunk of the roster number feels like padding.

Speaking of DLC, WWE 2K26 is set to feature it in a new but unexpected way. The game will still offer up both individual DLC packs and a Season Pass that gives you access to all six DLC packs that will come out throughout the year. However, you can't just buy the DLC and get everything unlocked in one fell swoop. Taking inspiration from most free-to-play games, all of the DLC packs are presented in a Battle Pass-style format, where you need to earn XP to slowly unlock everything in the DLC pack. The pass is also broken down into two tiers, where those who bought the DLC get access to the premium path while everyone else gets access to the free path, which is somewhat nice in that people who don't pay more still get something out of the system change. XP can be earned in any mode if you're online, so you can grind your way to unlocking everything however you want. Therein lies the problem with the system: You need to turn this into your "forever game" if you want to ensure that you squeeze every bit from your passes, especially since 2K has demonstrated ruthlessness in ensuring the online parts of its annual games only live for an average of two years. The only slight positive from the new system is that the team seems to have taken a page from Among Us or Halo Infinite in that the passes don't expire, and you can jump in and out at your leisure.

Regarding the combat mechanics, the changes are small at best and deal mostly with weapons. You now have a shopping cart in the arsenal and a bag of thumbtacks that can be swung around like any bludgeoning weapon. Tables can also be stacked on top of one another, which is actually a difficult thing to do, considering how fiddly the controls are for setting up tables in the first place. Beyond this, the combat plays out exactly the same as last year's game, which is both good and bad. The system remains pretty simple to execute yet deep in terms of the number of moves go, but you have to get used to the fact that the game sometimes allows you to be magnetic and connect blows for a good distance. It lets you whiff on those very same blows in other instances. However, the game will go into Chain Wrestling and Trading Blows sequences far more often than you'd see in matches both inside and outside of WWE. You will want to turn down the frequency for this in the options, as they occur so much by default that it becomes an annoyance, since it breaks the combat flow of the match. The bug where Trading Blows sequences can be initiated when wrestlers aren't facing each other is still present. What feels different on PC is how much harder it is to pull off a reversal. It seems as if the timing windows have tightened up when compared to last year on the PS5, so unless you're quick or lucky with your button presses, expect your reversal efforts to be futile.


For match types, the new types are actually things that have been featured before. Two of those, Inferno and Dumpster, haven't been on TV or a PLE for quite some time, so some fans will see this as brand-new. I Quit is self-explanatory, while Three Stages of hell is your two-out-of-three falls match, with escalating stakes that eventually end with a cage match. With all of the previous match types returning, this covers just about everything you'd expect to see on a modern show.

Some of the modes in WWE 2K26 are in the same boat as the combat in that the changes are minimal at best. MyFaction adds the ability to do intergender matches. MyGM does the same but lets you also throw in up to eight-man matches while increasing the number of shows you manage per season. The creation suite now gives you 2,000 image slots and 200 superstar slots. Again, they're small but welcome changes.

The other three major modes are the lion's share of the title. MyRise can be thought of as a more serious story mode for WWE. Subtitled "The Comeback," you play the role of The Archetype, a wrestler who has returned to WWE after a two-year absence. Your first match is against a champion managed by Paul Heyman, but things don't go according to plan, as you lose that match. From here, it's all about your road to redemption as you return to training and reacquaint yourself with the WWE landscape as you try to get back to the top for another championship shot. Like last year's mode, you can choose to play in either the men's or women's divisions, and the story will be the same with different players involved. Combined with callbacks from previous iterations of the mode, it's solid all around.

The 2K Showcase for this year is all about CM Punk, and the mode already starts by repeating the same mistake that the previous year's version did. In last year's WrestleMania match, you needed to hit all of the objectives to reach the "meat" of the mode. That means going through a combination of replaying some of Punk's most memorable WWE matches, rewriting the outcome of other matches, and participating on some "what if?" fantasy matches. Just like before, there's an optional checklist of tasks to complete per match if you want some bonus unlocks. Beating the match is fine if you want to just finish the mode.


Since the number of unlocks you get from completing tasks has been whittled down to one, trying to accomplish those specific tasks is more of a chore than before. WWE 2K26 offers up an alternate way to unlock everything, but it is more grueling. You can skip over all of these matches and participate in a no-DQ gauntlet match, where you can face 20 opponents in a row to get everything done with no breaks or stamina refills. You can play as CM Punk or, in a nice surprise, you can play as AJ Lee. Since the pool of competitors is random and the game has allowed for intergender matches, there can be some fairly humorous situations where AJ Lee faces off against the 10-year anniversary version of John Cena and then go up against the version of Triple H when he first shaved his head. For those tired of the same 2K Showcase structure, this is a very welcome addition to the mode.

The final big mode is The Island, and it marks the first time that PC players will get to experience it. The mode starts with a recap of what happened in the last game, as some unknown power started to seep from the island into Roman Reigns, with Paul Heyman taking control. The island has since been off limits, but that hasn't stopped three groups from trying to control of the island to find the supernatural power for themselves. You have the Order of Tradition led by Cody Rhodes, Order of Anarchy led by CM Punk, and Order of Shadows led by Rhea Ripley.

If MyRise can be considered WWE's version of a serious sports tale, then The Island is more like a WWE version of Mortal Kombat's storyline. There's the right level of camp in the storyline, where the premise is outrageous for what is supposed to be a sports simulation. It remains endearing if you throw out all logic and are just in it for the ride.

Much like before, the Island is meant to be a pseudo-MMO that takes place in what would be an infinite money version of a WWE theme park. The various divisions of the land and clutter indicate that this island is wrecked, which goes a long way to explaining why you can't interact with some parts of the world. It's unlikely that there would be  active shops in a place that's considered to be a disaster zone, though. Your walking speed is improved, so it won't take so long to get from one destination to another, but the big flaw is that the game contains objectives for some matches, like 2K Showcase does. However, they can't be skipped, so you really need to play things the way the game wants you to if you're trying to progress the story and not just engage in endless matches. At least you can now go through the mode with a friend as a tag team rather than going solo.


With WWE 2K25's first iteration of The Island being directly inspired by The City in the NBA 2K series, it should come as no surprise that the world is filled with microtransactions. Every cosmetic item in the game, from WWE branded shirts to Jumpman shoes, costs real money converted from VC, so there's constant temptation to spend. This is intensified by the fact that VC is also used to power up your character's stats. You can level up and complete daily and weekly objectives to start earning some XP and VC, but the payouts are pitiful if you're trying to save all your VC to power up. Compared to last year's iteration, the system is worse because of the three factions. You have to choose one at the beginning, and you can't switch midway through the journey, forcing you to create a whole new character if you select a new faction, and then you must restart the journey. With a minimum of three characters to create, the temptation to spend real money gets multiplied, and this feels pretty scummy for a full-priced game.

When it comes to the sound, the execution is mostly fine. Complaints about Def Rebel's musical chops aside, the entrance music is authentic for everyone (except for the older wrestlers), while the main licensed soundtrack is good if you're heavy into rock. The sound effects are nice, and the crowd can sometimes be heard uttering stray lines that make them feel like more than just white noise. The commentary team got a shake-up this time, with Byron out and both Wade Barret and Booker T in alongside Michael Cole and Corey Graves. The four-man booth can feel busy at times, and your mileage may vary on the additions to the commentary team. Wade Barret sounds like a more amplified version of Corey but with an English accent, while Booker T is an acquired taste. They sound invested in the matches and commentary. Corey is the same, while there are still moments when it sounds like Cole delivers a few lines with disinterest. Overall, this is a good video game commentary team.

The one aspect that doesn't work so well is the sound mixing for the crowd. This is noticeable during many of the entrance and also when you expect to hear a big chant that should be coming from the crowd. If you set the match in an NXT setting, then you'll always get the crowd chanting "NXT" very clearly. If Trick Williams comes out, there is no "Whoop That Trick" chant. The same thing happens when Penta comes out, as the crowd becomes unintelligible when he does his "Cero Miedo" taunt. Considering that even the deadest crowd at a WWE show still participates in big chants, it is disappointing that this part of the experience is done at a mediocre level.


Graphically, WWE 2K26 is fairly good. The character models look nice, and most of the faces look exactly like their real-life counterparts. The entrances sport the correct lighting, which makes wrestlers like Blake Monroe really pop when she's looking at her vanity mirror. The animations are also solid if you can forgive their sometimes-magnetic nature, while some of the particle effects also look good.

Unlike the sound, the issues when it comes to the graphics are more plentiful. Just like the Titantrons, the use of CG renders for some wrestlers are terrible; it's an odd decision when you'd imagine that WWE should have all of the original pictures available. This is an especially baffling choice when they decide to use Alundra Blaze's much older-looking face on her much younger body. From a technical perspective, you'll still see hair obeying its own physics and clipping through various clothes and limbs. Belts are so stiff that all of them hover over everyone's shoulders, no matter how big they are. The same can be said for other objects, like the thumbtack bag, which looks terrible when you open it and pour out the tacks. Fire looks fine as far as pyro goes, but it doesn't look like the effect has evolved much from the PS2 days. The intros are where you'll see some very bad things. For example, when the crowd raises their fingers in the air for Roman Reign's entrance, they do it so slowly that they all look sleepy. By contrast, pick Jey Uso, and the crowd's yeeting animation is so rapid and out of sync that it also looks awful. Considering how presentation is a big part of WWE, this facet needs more fine-tuning before it can look even halfway decent.

PC players will encounter some interesting scenarios. The game gives you a warning about how it wants you to use a 60Hz refresh rate instead of going higher. While the game seems to run fine if you go to 120Hz, it could be the reason why reversals seem tougher to pull off. The game features upscaling, but only with FSR1, which feels ridiculous considering that FSR3 has been around for a while now and is much better for image quality. Those on Linux will be happy to see that the game works right out of the box with no tweaking. That has been the case with most games nowadays outside of the obvious ones that go for kernel-level anti-cheat. With various Linux distros becoming more popular, it's worthwhile to mention this information.


If you're on a Steam Deck, then some expectations need to be tempered. WWE 2K26 runs at 1280x720 for the menus but goes to 1280x800 for the match. This is fine until you transition from a match to a menu, as you'll see the match screen still moving while the transition movie plays. The game is set to a wide mix of Ultra to Low settings with FSR1 automatically applied, which means plenty of smearing when something like a sign moves against finer details. There's a very noticeable amount of blur applied to things that are far from the camera, which seems OK in a match but looks really bad during an entrance. The frame rate is where things start to go haywire. In a normal 1-on-1 match, you'll get roughly 60fps with a drop to 30fps when you do big moves and during entrances. That 60fps isn't very consistent, though, as any frame rate drops result in the game slowing down the action. Bump up the number of superstars or start doing specialty matches like a Steel Cage match or Inferno match, and the frame rate drops, but the game will start to move more slowly. Go with the worst case scenario as seen in the built-in benchmark, and the game will hover around 30fps but run in slow motion. This game really needs some better hardware if you're trying to run anything but the most basic of matches. If you're wondering about battery life, you're looking at an average of roughly 90 minutes of playtime on a full charge on the LCD version of the Deck, further reinforcing how heavy this game is.

Both Linux and Steam Deck players suffer from one big negative: the inability to access anything requiring an online connection. During the review period, the title kept displaying an error stating that it couldn't go online but only when you're on Linux or SteamOS. If you boot the game on Windows 11, the full suite of online options shows up. It is an unusual thing to see, since the online functionality of all of the older WWE 2K games worked fine, up to 2K25. Considering that the DLC is completely reliant on an online connection to unlock, anyone who wants to get away from Windows 11 will be getting a fairly incomplete experience.

Like many yearly sports games, WWE 2K26 works best if you haven't played the previous title. If you skipped a year or two and decided to return, you'll find the new modes, big roster update, and further solidification of the gameplay mechanics to be big improvements over what was available before. For everyone else, the slight improvements to existing modes are far outweighed by the increase of nickel-and-diming players who've already paid money for the game. The changes to the Season Pass system make the game too grindy for anyone who won't dedicate all of their free time to this title. This isn't bad, but only die-hard fans will get excited over WWE 2K26.

Score: 6.0/10


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