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#1 | |
Gaming Moderator
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![]() Hands-on: Is EA Sports UFC the pound for pound champ? Want to know what sports games are going to look like on this generation of consoles? Put it this way - in EA Sports UFC you will, we're told, be able to see the entire arena reflected in your fighter's retinas - if you can somehow get close enough. At the same time, muscles flex underneath the fighters' skin, veins stand out when you strain for a submission hold, and - the producers were very keen for us to see this when we sat down with them - your fighter's toes spread *slightly apart* as he shifts his weight onto one foot. This is the future, people. We've gone beyond. ![]() Fight fans, of course, will be less concerned about what shape your toes make on the mat, and more about what they do when they make high-speed contact with another man's ribcage. This is EA's first go at the UFC license - taking over after three games by THQ - though it has got a track record at this sort of thing, thanks to the middling-to-popular EA MMA. So first things first: the stick-flicking dynamics of EA MMA - originally ported over from the Fight Night series - have been ditched in favour of the more intuitive buttons-for-limbs dynamic that'll be familiar to players of Tekken and THQ's UFC games. Shoulder-button modifers allow you to throw harder shots, and there are over 100 striking techniques in the game, many of them specific to the fighters who use them in real life. You can use head movement to slip punches, and parrying's surprisingly easy - rather than timing your button press to intercept an attack, you just hold down the button to auto-parry high or low. This is where another of Fight Night's most memorable dynamics transfers across - a well-timed counter, say, lands palpably harder than a jab, and certain fighters punch noticeably 'harder' than others. Johnny Hendricks, for instance, has a sledgehammer of a left hook - GSP, not so much. And finally, yes, you will be able to launch off the cage for Matrix-esque aerial attacks - currently very much the fashion in the UFC, after Anthony Pettis stunned Benson Henderson with a flying off-the-chicken-mesh - kick. Crucially, and differing from earlier builds, we're assured that this ability will be restricted to player-created fighters and characters who've done it in real life, so you won't be seeing any heavyweights launching themselves through the air. Takedowns and ground transitions have been simplified slightly from the THQ series, but actually now feel more intuitive. Flick left on the stick while you're in your opponent's closed guard, for instance, and your fighter puts a hand on the other man's knee. At this point, twirling the stick in a hadouken-style quarter circle transitions into a guard pass, while your opponent can block the transition with a similar movement. ![]() Posturing up to throw heavy ground-n-pound is as simple as holding up on the stick, which makes much more sense than anything we've seen before. EA is also touting 'non-linear damage' - which, in practical terms, means that you can take twenty jabs to the face without much facial scuffing, while one nicely-angled elbow will slice your forehead open. The most difficult thing for MMA games to get right, of course, is the submission system. In the real sport, armlocks and chokeholds can be slapped on and finished in a split second, or turn into a technical struggle that lasts for half a round of fractional adjustments in position. More game videos from CVG: EA's system sits somewhere between those two extremes - actually going for a submission is as simple as pressing a button, but applying it requires victory in a minigame that's much more confusing to explain than it is to watch. We'll give it a go anyway: basically, an Octagon pops up on-screen, divided into four segments, and the player defending the submission holds the right stick left, right, up or down to 'escape' in that direction, while the attacker watches what they do and tries to match - or 'block' - the escape with their right stick. Occasionally a prompt will flash up for the attacker, at which point they have to flick the left stick in that direction to advance to the next 'stage' of the submission - getting the opponent's arm away from their body, say, or sliding the choke further under their chin. It's trickier for the attacker than the defender - much like choking someone out for realsies - but if the attacker gets through two or three of these transitions, the submission goes on and the match is over. At the moment, it feels a bit slow compared to the don't-blink action of the real thing, but we're assured that this'll be fixed - the speed of transitions and attack/defence will be determined by a myriad of factors including how tired/dazed both fighters are and how good their are at submissions, so it should be possible for, say, Demian Maia to slap a guillotine choke on almost as fast as he does it in real life. Also notable is that the game will feature 29 submissions - more than ever before - including the spine-contorting Twister (only used once in the UFC, by 'Korean Zombie' Chan Sung Jung), and the Ezekiel choke (nobody's ever managed it, although middleweight Chris Weidman gave it a good go against Anderson Silva). What we didn't see in the code we played (post-alpha, pre-beta) was the MMAi mode - which promises that fighters will act more like their real-life counterparts, going for the knockout if they're behind on the scorecards or coasting if they're ahead - or any of the outside-the-Octagon play options. There's also no confirmation of the final roster count, although it's set to be 'around 100 fighters', including a woman's division featuring the all-conquering Ronda Rousey. For right now, be content that it's going to borrow all the best bits of the THQ games, add the 'feel' of Fight Night, bolt on some EA Sports expertise and hopefully come up with a genuine title contender. The best fighters, of course, are nothing if not adaptable. |
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#3 |
Blu-ray Ninja
Oct 2005
England
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Not my bag, I prefer the Fight Night series though that looks to be finished now. EA are attracting too much negative attention for my liking from the gaming community so I'd think very carefully before handing over your money. Wait for reviews, then decide.
With the mess that is BF4, I won't be pre-ordering their games in future. |
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#4 |
Blu-ray Samurai
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This looks pretty good, but I don't trust EA. I recall them showing next gen Madden 25 with RG3 looking realistic and just amazing. Then the game releases and it looks like the PS3 version in 1080p. Also I'd prefer Fight Night, but I'll see how this looks once they release gameplay videos.
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#5 |
Blu-ray Guru
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This would be exciting if it wasn't EA. Madden and NBA Live are perfect examples of what EA's plan for next gen is. Partridge is dead on with his suggestion to wait for reviews, but ultimately EA can always buy reviews if they need to. I can't imagine that the final product of two of the most greedy companies around (EA and UFC) will be dedicated to providing the best possible experience to the consumer. I will be shocked if this ends up being anything more than a yearly cash grab just like Madden or Call of Duty.
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#6 |
Blu-ray Guru
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Everything i've seen on this game looks amazing, but then again it is EA one doesn't know what to expect when we get the final product. One thing I am interested in seeing how they implement is the ground game. Having trained Jiu Jitsu for almost 7 years, I just don't see how they can do it perfectly. They probably should and will just stick with the previous formulas that were a dumb down version of what really happens when a fight hits the ground. Just basic pass of the guard to half guard to side mount and so on so on. I would love a better system but I just don't see how it can be depicted in a video game, there is just WAY TOO much that goes on on the ground.
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#7 |
Gaming Moderator
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Been watching UFC for 10 years so I'm a pretty big fan, THQ did a pretty decent job with their previous games, they weren't perfect but they were fun to play.
EA's first entry in to MMA was absolutely shockingly bad due to the shitty control scheme, I hate the stick controls they try to work in to the sports games, it worked ok with Fight Night and skate but THQ had the best controls for their UFC game. Until I can get hands on I'm not gonna make a call on this one, reviews won't be worth anything to me unfortunately. |
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#8 |
Blu-ray Ninja
May 2010
Denmark
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More video here:
http://www.ign.com/videos/2014/02/10...ox-one-trailer |
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#10 |
Blu-ray Guru
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I might just buy this to stare at Ronda Rousey...also to armbar people. Many, many people. Everyone.
The animation is crazily good. Maybe it can be the Fight Night of this generation? Then again, I also taught Muay Thai and Brazilian Jiu-Jitsu for a while, so this is kind of right up my alley. Last edited by ariakon; 02-12-2014 at 05:12 AM. |
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#12 |
Blu-ray Samurai
Oct 2007
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#13 | |
Blu-ray Guru
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#14 |
Gaming Moderator
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The only thing that worries me is how EA are going to do the controls. Sticks in fight games suck, even with the old fight nights I kept reverting to face buttons. The only game that really pulled it off was Skate. So I hope we aren't forced to use sticks with this, EAs last MMA game had shockingly bad controls.
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#18 |
Blu-ray Guru
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Yes I have, Usually twice per year I make the trip to NYC and spend a week or two of training with those guys. Renzo is the man, he is such a nice person who just lights up the room with his smile and positive attitude. I've done many privates with him also and he is the same person you see in front of a large group of students. I am honor to say that he gave me my blue belt a few years back, a day I will never forget.
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#19 | |
Blu-ray Guru
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