I still remember the first time I fired up GM mode back in the wrestling game days - that unique thrill of building something from scratch, watching my digital federation grow from a garage operation to a global powerhouse. There's something magical about the fantasy booking aspect that keeps me coming back year after year. The Wild Bandito Adventure isn't just a catchy title - it represents those unpredictable moments when your carefully laid plans get turned upside down by an unexpected rivalry or breakout star performance. In my current 2K24 save, I've been running what I call the "Untamed Frontier" universe, where I deliberately draft underutilized talent and see who emerges as surprise main eventers.
What fascinates me about GM mode compared to Universe is how it transforms wrestling booking into a competitive sport itself. While Universe mode gives you that sandbox storytelling experience where you can craft elaborate narratives without pressure, GM mode puts you in the hot seat with clear win conditions. You're not just creating stories - you're running a business where every decision impacts your bottom line. I've lost count of how many times I've had to bench a favorite wrestler because their contract demands didn't align with my budget constraints. The financial management layer adds this delicious tension between creative aspirations and practical limitations that really separates the mode from its more casual counterpart.
The drafting phase alone could consume hours of my time, and I love every minute of it. There's this strategic calculus involved in building a balanced roster - do I splurge on established main eventers or gamble on developmental talent with higher upside? In my current playthrough, I allocated nearly 60% of my initial budget to securing three A-plus attractions, then filled the rest of my card with hungry up-and-comers. What surprised me was how quickly some of those lower-card wrestlers developed into legitimate draws. One particular high-flyer I signed for mere pennies became my number two merchandise seller within eighteen in-game months.
Production upgrades create this satisfying progression system that mirrors real federation growth. I always start with the most basic lighting and entrance packages, then reinvest every dollar earned into making my show look more professional. There's a tangible difference between running shows in tiny venues with minimal pyrotechnics versus the spectacle of a fully upgraded production truck in arenas seating 15,000-plus fans. The visual evolution reinforces that sense of accomplishment when your federation levels up. I've noticed my shows consistently score about 0.8-1.2 stars higher once I've maxed out the production value, which translates to roughly 20% more revenue per event based on my tracking.
Now let's talk about the elephant in the room - the long-awaited online multiplayer finally arriving in 2K25. I've been begging for this feature since the GM mode renaissance began, imagining head-to-head booking wars against friends across the country. The implementation, however, feels disappointingly limited compared to what I'd envisioned. Rather than the fully synchronous experience where you can react to your opponent's moves in real-time, we got what essentially amounts to asynchronous play with minimal interaction. It's like being promised a steak dinner and receiving a nicely plated salad instead - technically what was advertised, but missing the substance.
Where the multiplayer particularly falls short is in the draft coordination and weekly show dynamics. I tried running a six-person league with friends, and the scheduling conflicts alone made progressing through seasons painfully slow. We eventually settled on running two-week intervals between shows, but that killed the spontaneous back-and-forth that makes rivalry-building so engaging. The milestone system also doesn't scale well for multiple human players - the objectives remain identical whether you're competing against CPU or real people, which creates this weird imbalance where some players achieve checkpoints almost accidentally while others struggle despite putting on better shows.
Despite these shortcomings, I find myself still drawn to the core GM experience. There's this addictive quality to the feedback loop of booking shows, analyzing metrics, and adjusting strategies. My current "Wild Bandito" save has been running for three real-world months, spanning over five in-game years of federation history. I've seen wrestlers I drafted as unknowns develop into legends, witnessed shocking heel turns that organically emerged from storyline momentum, and experienced both catastrophic budget failures and surprise financial windfalls. The mode captures that entrepreneurial spirit of wrestling promotion in ways no other sports game simulation manages to replicate.
What I'd love to see in future iterations is more dynamic relationship systems between wrestlers, deeper contract negotiation mechanics, and of course, that fully realized multiplayer experience we were hoping for. The foundation remains incredibly strong - I've probably sunk over 400 hours into various GM mode iterations across different wrestling games. There's this perfect blend of strategic resource management and creative storytelling that keeps the mode fresh through multiple playthroughs. Even with the disappointing multiplayer implementation in 2K25, I'll likely still lose another hundred hours to the single-player experience alone. Sometimes the wildest adventures happen when you're the one holding the booking pen, creating those unexpected moments that even surprise you as the creator. That's the magic of GM mode at its best - when the lines between planner and spectator blur, and you're just along for the ride watching your digital wrestling world come alive.