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EA Sports UFC News Post


Gaming Trend has posted their EA Sports UFC hands-on preview, as they took Jon Jones and Alexander Gustafsson into the octagon and talk about presentation, controls, atmosphere, ground game and much more.

Quote:
The interface is simplicity itself, showing a stamina gauge, a clock, the current round, and a silhouette of a fighter in the upper corners. This character representation shows a gradiated damage model for all four limbs, the torso, and the head. Taking damage on an arm makes it less effective at blocking and striking and also causes redness and chafing. Taking repeated strikes to the legs will make your fighter move slower and with a limp, less likely to fire off a kick in a rapid fashion. Shots to the torso tend to wobble the fighter, sapping their stamina. Given that EA Canada is the team behind the Fight Night series, it’s not surprising to see such a simple yet elegant approach.

The stunning presentation aside, it was time to pick up a controller and see the game in motion. Marching the fighters in the ring, Brian Hayes gave us a preview of the striking controls. The four buttons on the controller control the four limbs on your fighter. Pushing forward or away or using L1 and R1 act as modifiers. L1 makes your fighter deliver a “heavy” version of the strike on the limb you selected. Bouncing off a cage wall, a Superman punch, a leaping knee, and other highlight reel-worthy strikes are all delivered with the more “animated” delivery via R1. Defense is as simple as holding down the right trigger to quickly block, but it’s not 100% effective. If you hold the trigger and then hit a punch or kick button to provide a high or low block you’ll stop that incoming strike, if you are quick enough to predict and intercept it.

Read plenty more here.

Game: EA Sports UFCReader Score: 6/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 7 - View All
EA Sports UFC Videos
Member Comments
# 21 allBthere @ 03/13/14 09:08 PM
Quote:
Originally Posted by DaveDQ
I'm one who thinks the hud is actually Sim. If you are playing a military shooter, don't you need a hud to tell you how many bullets etc. you have left? I see it as the same, specifically with stamina and injury to certain parts of the body.

Maybe if they incorporate particular animations that show fatigue, that would give an idea of where things are.
They already had this and it worked!

once you can see under the hood, it changes everything, you (or other games) look at things differently - and many times in contrast to how you would have viewed it before relating it to the sport, rather than the understanding how the game works.

For example, knowing a jab is 2 damage and a straight is 4 damage and the animation is executed in the same time and has the same reach... guess who's not jabbing online? Everybody.

To be clear that example isn't from anything in particular, but just illustrates how HUD's, Stamina indicators etc.. getting under the hood can and will alter perceptions and in many instances for the negative. When the controls are sluggish and my guy starts huffing air, I'm throwing too much (or spamming high kicks) ... what's wrong with naturally learning to conserve more rather than having an exact meter that fills and depletes, that your eyes shift to etc. It's not more 'sim', to me having a sense of what you've been doing, and strategizing, plus a bit of the unknown is more exciting.
 

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