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Game: UFC Undisputed 2010Reader Score: 6/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 17 - View All
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# 21 judgejudy @ 03/30/10 03:08 PM
Quote:
Originally Posted by MC Fatigue
If you only see a few different things, I'm not sure what to say. There are a ton of very obvious changes in there. A lot more positions on the ground, a lot more attacks on the ground, the all new cage system, new take down methods/animations, new fighter stances, new fighter skill systems, apparently fighter skill level (like level 3 guillotine, etc), all new sway system, lessened strikes from out far, etc, etc.

So I'm not sure what you're talking about. Sure it looks very similar to 2009, and that's because it's the same engine, just with a lot of additions to it; and there are A LOT of additions.
I understand everything they added, but my biggest gripe with 09 was that nothing looks fluid at all. All the animations look the same for their particular move. Shooting for a takedown for instance looks exactly the same for every person, everytime (except near the cage this year). I don't really know how to explain it, but everything looks super robotic to me. I'm probably asking for too much The game is still fun and I'll most likely end up getting it, but I was hoping to see more improvement in the fluidity of the game and improving the things already in the game aside from just adding more.
 
# 22 DueceDiggla @ 03/30/10 03:53 PM
Did anyone see any specific fighter stances? They didn't really look much different then each other.
 
# 23 Vast @ 03/30/10 07:13 PM
Quote:
Originally Posted by DueceDiggla
Did anyone see any specific fighter stances? They didn't really look much different then each other.
I did, Shane Carwins stance was completely different from anybody last year and from Big Nog.

I read about the passive ground defense. Looks like we dont have to hold back or front on the analog stick this year.
Thats a pretty big change, that might make the game better. If implemented correctly of course.
 
# 24 BlueNGold @ 03/30/10 08:21 PM
Quote:
Originally Posted by MC Fatigue
What's this passive ground defense stuff? I haven't heard about it - but it sounds like something I sort of suggested a while ago.
http://xbox360.ign.com/articles/108/1080380p1.html

Quote:
A less apparent change to the ground grappling is the addition of passive transition defense. In last year's game, fighters on the ground defended against transition attempts (i.e. efforts by the opponent to improve ground position) by holding back on the right analog stick. In Undisputed 2010, fighters have a passive defense system that requires no input from the player. To sample it, I took down an un-manned second player and attempted to pass guard. Automatically, the bottom fighter resisted the guard pass, relative to the fighter's ground skill versus mine, though successive guard pass attempts eventually wore down the opponent's defense. This automated defense should allow players to focus more on improving position and mounting an offense, rather than wasting effort on transition defense and stalling action.
 
# 25 allBthere @ 03/30/10 11:28 PM
Quote:
Originally Posted by DueceDiggla
Did anyone see any specific fighter stances? They didn't really look much different then each other.
in the fighter creation screen they looked significant. they have that low lead hand style some boxers use (especially from philli i believe) ...two different muay thai ones (although one looked nothing close to authentic) ...i think the variation is somewhat subtle, but enough to give lots more personality and reflect what you usually see in the UFC.
 
# 26 Bad_Intentions @ 04/02/10 12:57 AM
Agree that transitions should be tougher and ground/takedown/takedown defense stats should count for a hell of a lot more.

Also the amount of Knock Outs should go down, and should be more TKO's like in real life. I mean how often does a guy just get cleanly knocked out with a single strike, as opposed to the ref having to stop a fight due to a fighter getting pummeled by consecutive unanswered shots?

Also yes, i know it's a video game, but if they are going for realism, Congo shouldn't be able to take down guys like Nog or Cain, and just go to town hitting transitions, getting into mount, etc etc.
 
# 27 Gotmadskillzson @ 04/02/10 01:07 AM
All I want to know is..............will leg kicks mattter ?????? That took the wind out of my sail last year when I could leg kick a guy 50 times and it did no damage at all. Made it really boring playing as Jardine, Florian, Machida, Rua, etc.
 
# 28 jb12780 @ 04/02/10 09:18 AM
Quote:
Originally Posted by Gotmadskillzson
All I want to know is..............will leg kicks mattter ?????? That took the wind out of my sail last year when I could leg kick a guy 50 times and it did no damage at all. Made it really boring playing as Jardine, Florian, Machida, Rua, etc.
Yes they do matter. You can buckle, get taken down easier, and even get the fight stopped if it gets bad enough.
 
# 29 Vast @ 04/02/10 07:30 PM
Quote:
Originally Posted by Bad_Intentions
Agree that transitions should be tougher and ground/takedown/takedown defense stats should count for a hell of a lot more.


Also yes, i know it's a video game, but if they are going for realism, Congo shouldn't be able to take down guys like Nog or Cain, and just go to town hitting transitions, getting into mount, etc etc.
Maybe the passive defense which relies purely on stats, is the answer to that problem. Hopefully.
 
# 30 DueceDiggla @ 04/02/10 11:02 PM
Quote:
Originally Posted by Vast
I did, Shane Carwins stance was completely different from anybody last year and from Big Nog.

I read about the passive ground defense. Looks like we dont have to hold back or front on the analog stick this year.
Thats a pretty big change, that might make the game better. If implemented correctly of course.


I was expecting certain fighters to have their own signature style and stance in the game. I'm expecting Machida (who has a very unique style) to still look just like Tito.
 

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