Right off the bat, the first thing I noticed was the game's new and improved control scheme for entry level users. For the more casual fight fan who just wants to get in and start tapping out fools, a new "Amateur" control option allows for a simpler ground game. Instead of the sometimes complicated quarter- and half-circle right analog stick movements, the game replaces them with much simpler up-and-down movements. Going from top or side control to full mount is only a few well timed flicks of the sticks away.
already know it's not a good sign when Bunn ends the previous fight with the words, "the training wheels are coming off," but I accept the last and most humiliating fight. Bunn activates simulation mode: a hardcore modifier that forces you to fight a realistic pace and not waste energy.
Yep, that will be the mode I play on. One thing that has me concerned now that is you can just spam the punch button to get out of the muay thai clinch now.
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Bunn tells me that I can escape the clinch by holding away from my opponent on the analog stick, or I can punch my way out by continually pressing the punch buttons.
i have no problem with that. As long as the fighter moves in a realistic way so that if you hit the button 5 times in .5 seconds doesnt mean he throws 5 punches. But rather when his arm is back in position you throw another punch. It must take away stamina and if you're in a clinch in real life you might try and throw a lot of punches to try and get out. But if its 5 punches in .5 seconds at an unrealistic rate then that can be a problem.
In Muay Thai, whereas you COULD try to punch your way out of a clinch, it would be a remarkably bad move, because that would leave you too exposed. Hence why nobody does it. On the flipside, it's entirely possible to punch if neither fighter gains the upper hand in the Muay Thai clinch, but that's not simulated in UFC and even then it's better to throw short knees anyway.
From what I've seen and heard - it sounds to me like they're content with making minimal improvements on a fighting game with UFC fighters.
I guess I'm ok with this, as long as it's fun.
What I really want to see, though, is an actual attempt at an MMA simulation. I don't know why they appear to not want to attempt this. They had a great base to work on - but with each game they just seem to be going in the other direction.
Actually, Ive read the exact opposite from the dev team. They actually have a thread on the Undisputed forum stating that their focus is on simulation. They added a sim mode that factors in stamina heavily, added leg kick KO's, added finish the fight which significantly reduces one punch KO's and ground sways that adds realism to defense. All of those things are sim additions.
Actually, Ive read the exact opposite from the dev team. They actually have a thread on the Undisputed forum stating that their focus is on simulation. They added a sim mode that factors in stamina heavily, added leg kick KO's, added finish the fight which significantly reduces one punch KO's and ground sways that adds realism to defense. All of those things are sim additions.
I agree with this ^^ ^^. Also last year after my brother and I got pretty good at the game - 8 out of 10 fights (3 rounds) would go to the cards. We hardly ever had straight KOs, - the 20% or so of fights that were finished were mostly submissions or TKOs. Against the CPU that was a different story because the AI was not very good and were very easy to KO.
That was prob due to the fact that we were both good at the game and a a similar skill level. I guarantee if you go in to this years slugging out toe to toe- the same thing will happen that was in 2010- someone will get KO'd. It'll be as sim as you want it to be or not be.
It's nice they added in a few features to make it more sim . .. but my experience last year was fairly sim based on how we approached fights, could've used some tweaking but as our skill levels got higher . .. our KOs went down drastically , just sayin'
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