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EA Sports UFC News Post


The EA Sports UFC demo is available now for Xbox One (queue it up here), it weighs in at 2.7GB. If you are up for it, you can also download from your PS4 by creating a European account, then downloading from this link.

UPDATE: The demo is now available for PS4 users in North America. Search for EA Sports UFC in the PlayStation Store or click here to queue it up.

The demo includes light heavyweight champ Jon “Bones” Jones vs. Alex “The Mauler” Gustafsson in a three round fight at MGM Grand Garden Arena in Las Vegas Nevada. The difficulty is set to normal with a walkthrough tutorial included.

Play a few matches and post your impressions!

Game: EA Sports UFCReader Score: 6/10 - Vote Now
Platform: PS4 / Xbox OneVotes for game: 7 - View All
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Member Comments
# 421 aholbert32 @ 06/06/14 09:13 PM
Quote:
Originally Posted by rafaelpaolo84
Thank you so much GameplayDevUFC for coming in and answering our questions..

Apologies if this has been answered or confirmed elsewhere, but can we edit fighter stats and move sets? If not, I hope that this is something that you consider in the future, along with gameplay sliders.

Also, and this is a long shot, but will WW BJ Penn look different (fatter) than LW/FW BJ Penn?
Can't edit either. Penn looks the same in every weightv class.


Sent from my iPad using Tapatalk HD
 
# 422 ManiacMatt1782 @ 06/06/14 09:14 PM
Quote:
Originally Posted by GameplayDevUFC
It's been lots of fun! I think higher skilled players do tend to tone down the arcadiness of the fights simply due to the fact that success standing up comes down to counter punching and combinations which are not going to happen if you spam strikes. In fact spamming strikes is the best way to set yourself up for a counter punch so a skilled player should shut that down pretty quickly. In addition, a lot of the flashy strikes I hear people complaining about are also the most obviously telegraphed visually. I really don't see spamming cartwheel kicks leading to anything outside of amusing youtube videos. Stamina management is also key for when it eventually goes to the ground, so all in all you see slower paced fights with more measured striking.

We did find and fix some exploits during internal testing. You can never know if you caught them all though until the game is out in the wild.

However I cannot comment on future plans for the title.
The problem with that is, those flashy strikes, most people could do without. Yes they are very telegraphed with the exception of the superman punch. The need for that flashy modifier on top of a power modifier, lead to the need for hooks to be placed on the D-pad with the strikes, eliminating the ability for us to have a walking jab, Most of us if polled would have probably said, ditch the 2nd modifier, no need for it. Throw hooks on to the power modifier, allow movement your jabs crosses and leg kicks. right now there is no way to throw a good stepping leg kick. nor is there a way to walk someone down with your jab. Also setting up a basic combo like Jab, Cross, Leg kick is that much harder because you have to let off of the stick. I know it is too late for this game, and something that would be impossible to patch, But something for the development team to keep in mind for UFC 2. Myself and a few other absolutely love the footwork, but feel it is not used to it's full potential due to this 2nd modifier taking up a bunch of extra conrtols for moves we aren't really gonna use all that often. I want to circle and and jab instead of hook, and I am stuck throwing a hook. Kinda frustrating for guys who do want to get technical, while keeping it simple.
 
# 423 rafaelpaolo84 @ 06/06/14 09:20 PM
Quote:
Originally Posted by aholbert32
Can't edit either. Penn looks the same in every weightv class.


Sent from my iPad using Tapatalk HD
Ah thanks! The player models look amazing in this game, I'm hoping this is something that they can do in the future, esp for fighters who have looked noticeably different in different weight classes.
 
# 424 GameplayDevUFC @ 06/07/14 01:09 AM
Quote:
Originally Posted by ManiacMatt1782
The problem with that is, those flashy strikes, most people could do without. Yes they are very telegraphed with the exception of the superman punch. The need for that flashy modifier on top of a power modifier, lead to the need for hooks to be placed on the D-pad with the strikes, eliminating the ability for us to have a walking jab, Most of us if polled would have probably said, ditch the 2nd modifier, no need for it. Throw hooks on to the power modifier, allow movement your jabs crosses and leg kicks. right now there is no way to throw a good stepping leg kick. nor is there a way to walk someone down with your jab. Also setting up a basic combo like Jab, Cross, Leg kick is that much harder because you have to let off of the stick. I know it is too late for this game, and something that would be impossible to patch, But something for the development team to keep in mind for UFC 2. Myself and a few other absolutely love the footwork, but feel it is not used to it's full potential due to this 2nd modifier taking up a bunch of extra conrtols for moves we aren't really gonna use all that often. I want to circle and and jab instead of hook, and I am stuck throwing a hook. Kinda frustrating for guys who do want to get technical, while keeping it simple.
I totally hear what you're saying, and this is very valid feedback. To play devils advocate, I think there is very satisfying payoff if you can execute something like the pettis/henderson showtime kick in the same context it happened in real life with our game, with the same setup and the same outcome. That would be an amazing moment.

And given that our game will be what people are playing in the future when who knows what happens in upcoming ppv's, it's prudent for us to look ahead at where mma techniques are going and what things may come up in the future and give the user the opportunity to explore those techniques as they may very well show up as the next big highlight reel finish. Plus it's fun, exciting and that's what some people look for in the game.

Is that payoff worth it given the drawbacks you outline? Certainly a subjective thing that different people will have differing opinions about. It's a debate that was had internally as well. Perhaps there is a better approach that gives more people what they want, and I respect where you're coming from on this. Know that moving jabs have come up many times throughout development and is certainly on our radar, but are not something we delivered for this year's release as you've already discovered. I wish I could give you a more satisfying answer than that, but hopefully this at least give you a perspective on way things were done the way they were.
 
# 425 Gotmadskillzson @ 06/07/14 01:25 AM
FINALLY got a submission victory. I must say there are times where the CPU can escape completely out of a submission even though you have the submisssion 90% locked in. That should never happen when it is in that deep just from ONE slip up of the left stick. I prefer gradual escapes when it is in that deep. And what pissed me off the most was Jones was completely gassed each time he did that BS in the 3rd round when my guy half a tad bit more then half of his stamina.

I was on the verge of spiking the controller into the ground. I was saying to myself come on now, how many times is the CPU going brute force escape out my submission when I'm on the 4th freaking gate.
 
# 426 DaveDQ @ 06/07/14 10:25 AM
I better get my ground game going or the higher difficulties are going to destroy me.
 
# 427 Swamp Swagger @ 06/07/14 12:09 PM
Quote:
Originally Posted by Gotmadskillzson
FINALLY got a submission victory. I must say there are times where the CPU can escape completely out of a submission even though you have the submisssion 90% locked in. That should never happen when it is in that deep just from ONE slip up of the left stick. I prefer gradual escapes when it is in that deep. And what pissed me off the most was Jones was completely gassed each time he did that BS in the 3rd round when my guy half a tad bit more then half of his stamina.

I was on the verge of spiking the controller into the ground. I was saying to myself come on now, how many times is the CPU going brute force escape out my submission when I'm on the 4th freaking gate.

Hope on higher difficulties they don't break them even more
 
# 428 Swamp Swagger @ 06/07/14 12:09 PM
Quote:
Originally Posted by DaveDQ
I better get my ground game going or the higher difficulties are going to destroy me.

Same here....
 
# 429 ManiacMatt1782 @ 06/07/14 12:32 PM
Quote:
Originally Posted by GameplayDevUFC
I totally hear what you're saying, and this is very valid feedback. To play devils advocate, I think there is very satisfying payoff if you can execute something like the pettis/henderson showtime kick in the same context it happened in real life with our game, with the same setup and the same outcome. That would be an amazing moment.

And given that our game will be what people are playing in the future when who knows what happens in upcoming ppv's, it's prudent for us to look ahead at where mma techniques are going and what things may come up in the future and give the user the opportunity to explore those techniques as they may very well show up as the next big highlight reel finish. Plus it's fun, exciting and that's what some people look for in the game.

Is that payoff worth it given the drawbacks you outline? Certainly a subjective thing that different people will have differing opinions about. It's a debate that was had internally as well. Perhaps there is a better approach that gives more people what they want, and I respect where you're coming from on this. Know that moving jabs have come up many times throughout development and is certainly on our radar, but are not something we delivered for this year's release as you've already discovered. I wish I could give you a more satisfying answer than that, but hopefully this at least give you a perspective on way things were done the way they were.
Hey I appreciate the response. And just so you know. I am having an absolute blast with the Demo and fully plan on keeping my preorder. Just while we have a developers attention, I wanted to address what I feel are some negatives and flaws to the current scheme so those issue could hopefully at a minimum be discussed for UFC 2 project. I actually am pretty excited for the release being a big MMA fan. I would like to see this franchise be great, not just very good. If I can help with that by giving feed back, I am happy to help. Good luck with the release. And thank you for listening to our critiques, both positive and negative.
 
# 430 DaveDQ @ 06/07/14 01:16 PM
I do appreciate the input, GameplayDev. There was a developer that did the same for EA MMA and it was really helpful. It shows you guys care about the quality of product.
 
# 431 Swamp Swagger @ 06/07/14 01:45 PM
Probably already been said before but why does the ref to absolutely nothing in the game? And what happen to after you knock someone down or KO them you can't pounce and punch them a few times like it old games

The game automatically knows what's a KO and what's just a knock down even though in some cases I noticed some of the knock downs look just as brutal as KO's. In real life when a fighter knocks his opponent down they always get on top of them just to make sure they are out and then the ref jumps in

Never happens in this game and it may be a minor negative but it does take away from the overall feeling in my opinion

Edit: Maybe it's just a demo thing
 
# 432 Panicshade @ 06/07/14 02:42 PM
Quote:
Originally Posted by Swamp Swagger
Probably already been said before but why does the ref to absolutely nothing in the game? And what happen to after you knock someone down or KO them you can't pounce and punch them a few times like it old games

The game automatically knows what's a KO and what's just a knock down even though in some cases I noticed some of the knock downs look just as brutal as KO's. In real life when a fighter knocks his opponent down they always get on top of them just to make sure they are out and then the ref jumps in

Never happens in this game and it may be a minor negative but it does take away from the overall feeling in my opinion

Edit: Maybe it's just a demo thing
I have pretty much the same question. Why does the ref just stand there? It's almost useless to even have them in the game at all considering they have no effect on the actual gameplay. It's like they are just there for presentation and nothing else. You see them get introduced and all of the pre-match stuff then after the match you see them in the cutscene. I guess since there's no ref/Dr. stoppages, eye pokes, low blows (accidental or otherwise), etc the ref doing nothing should be expected.

More than likely I am just going to skip getting the game. I have tried to like the demo and I just can't do it. There's just too many flaws that shouldn't be there. When a game makes it's marketing around stamina playing a major factor you shouldn't have a fighter who has just gassed himself beyond the limit be able to still shoot in for a takedown on an opponent with a full stamina bar and get the takedown with no problem whatsoever. Same goes for that situation and blocking strikes, takedowns, and clinches. It seems like a lot of stuff was left out to cater more toward the "rock em sock em" style. I know there are people that like that and if they love it then that's great. I'm sure this game will find it's audience but it's not for me.
 
# 433 DaveDQ @ 06/07/14 02:49 PM
Hopefully that is because of the easy difficulty. I do agree though. I am seeing knock downs that look like a KO and the fighter snaps back up rather easily.

But again, the demo is said to have some variance when compared to the final build. I am having fun with the game but am concerned with how online will play out and what difficulty it will represent.
 
# 434 N51_rob @ 06/07/14 03:15 PM
Maybe its me and my by own admission I am not very good at this game and have only played it a few times. But it seems like my stamina depletes way faster than the CPU. Gustafsson out threw me by 98 strikes over 2+ rounds but after every exchange it seems like I was always the one who had to retreat because my kicks and punches had nothing on them.

Obviously its a demo but this jumps out at me everytime I boot it up.
 
# 435 aholbert32 @ 06/07/14 03:43 PM
Quote:
Originally Posted by Swamp Swagger
Probably already been said before but why does the ref to absolutely nothing in the game? And what happen to after you knock someone down or KO them you can't pounce and punch them a few times like it old games

The game automatically knows what's a KO and what's just a knock down even though in some cases I noticed some of the knock downs look just as brutal as KO's. In real life when a fighter knocks his opponent down they always get on top of them just to make sure they are out and then the ref jumps in

Never happens in this game and it may be a minor negative but it does take away from the overall feeling in my opinion

Edit: Maybe it's just a demo thing
Here is the thinking. There is a difference between a KO and a TKO in the game. A KO is knockout where there is no doubt and the fighter is unconscious. There is no need for the ref to step in the game the fighter is not allowed to land follow up punches.

There are also TKO's and the ref does step in on TKOs because its the ref who is actually stopping the fight.

It doesnt match up with what happens in reality but since there is no "Finish the Fight" mechanic that allows a fighter to land punches there is no need to and an animation having the ref pull him off the fighter. Its something that they should add though.
 
# 436 aholbert32 @ 06/07/14 03:45 PM
Quote:
Originally Posted by N51_rob
Maybe its me and my by own admission I am not very good at this game and have only played it a few times. But it seems like my stamina depletes way faster than the CPU. Gustafsson out threw me by 98 strikes over 2+ rounds but after every exchange it seems like I was always the one who had to retreat because my kicks and punches had nothing on them.

Obviously its a demo but this jumps out at me everytime I boot it up.
You probably arent moving enough. I have no issues with temporary stamina when I get them to miss. I have issues with permanent stamina for both fighters because it doesnt seem to drop far enough.
 
# 437 Gotmadskillzson @ 06/07/14 03:46 PM
Quote:
Originally Posted by N51_rob
Maybe its me and my by own admission I am not very good at this game and have only played it a few times. But it seems like my stamina depletes way faster than the CPU. Gustafsson out threw me by 98 strikes over 2+ rounds but after every exchange it seems like I was always the one who had to retreat because my kicks and punches had nothing on them.

Obviously its a demo but this jumps out at me everytime I boot it up.
It's not just you, I noticed it as well and said it a couple of days ago the User stamina depletes faster and recovers slower then the CPU stamina. After 3 strikes, I always have to back way up and cover up because my stamina be completely gone. But yet the CPU be on strike number 8 in a row and his stamina still be more then half full.

Just non stop barrage of strikes from them and them not getting tired as fast as you. It has gotten to the point now that I know my stamina will be completely gone after my 3rd strike, I just automatically take the CPU down after my 3rd strike for I can rest for a seconds.

I also will like to say the CPU does the flying knee and super man punch way too often for my liking. In real life fighters use those type of moves maybe once or twice an entire fight. In the demo they use those 2 moves as though they are jabs.

And finally, I really hope they increase the effectiveness of leg kick damage. I'm tired of me damaging their leg, just for it can heal 100% 2 seconds later and stay healed for the rest of the fight. From what I see, then only parts of the body where damage lasts the entire fight is head damage and torso damage. Legs always completely heal 100% and the damage never last longer then 2 or 3 seconds.

If I severely injury your leg, then damn it should stay injured for the rest of the fight. Not automatically heal 3 seconds later and you go about moving at your regular pace as though your leg was never injured.

They also really need to do something about the ease the CPU breaks out of submissions. Because I swear, let the CPU lock in a submission on you 90% of the way in, you aren't breaking out of it, but yet the CPU breaks out of your submissions when you have it 90% locked in.
 
# 438 Swamp Swagger @ 06/07/14 04:01 PM
Quote:
Originally Posted by Gotmadskillzson
It's not just you, I noticed it as well and said it a couple of days ago the User stamina depletes faster and recovers slower then the CPU stamina. After 3 strikes, I always have to back way up and cover up because my stamina be completely gone. But yet the CPU be on strike number 8 in a row and his stamina still be more then half full.



Just non stop barrage of strikes from them and them not getting tired as fast as you. It has gotten to the point now that I know my stamina will be completely gone after my 3rd strike, I just automatically take the CPU down after my 3rd strike for I can rest for a seconds.



I also will like to say the CPU does the flying knee and super man punch way too often for my liking. In real life fighters use those type of moves maybe once or twice an entire fight. In the demo they use those 2 moves as though they are jabs.



And finally, I really hope they increase the effectiveness of leg kick damage. I'm tired of me damaging their leg, just for it can heal 100% 2 seconds later and stay healed for the rest of the fight. From what I see, then only parts of the body where damage lasts the entire fight is head damage and torso damage. Legs always completely heal 100% and the damage never last longer then 2 or 3 seconds.



If I severely injury your leg, then damn it should stay injured for the rest of the fight. Not automatically heal 3 seconds later and you go about moving at your regular pace as though your leg was never injured.



They also really need to do something about the ease the CPU breaks out of submissions. Because I swear, let the CPU lock in a submission on you 90% of the way in, you aren't breaking out of it, but yet the CPU breaks out of your submissions when you have it 90% locked in.

I agree 100% on the healing thing. If you ever wanna get the animations where they limp, hold there side, ect you have to hit that part of the body non stop other wise it heals up. If you even target another area then try to strike that previous area they probably already healed

Saying that doesn't mean they should just stayed injured all match but it should heal way slower during mid round. Then heal even more in between rounds while that particular body section still being more at risk to be injured more

If that made any sense lol
 
# 439 Gotmadskillzson @ 06/07/14 04:17 PM
If I damage a limb, I want that limb damaged the entire fight, like it is in real life. Force them to completely change their fighting strategy. Like when Faber broke his hand in the 1st round, the rest of the fight he threw nothing but elbow strikes and his take down was no where near as good either. In this game, your leg can turn dark red and buckle, you can instantly not just take down somebody with a single leg, but lift them up in the air for a power slam.

Like, wow, how can you power slam somebody when I just saw your leg buckle and turn dark red a second ago ? Unrealistic.

To me that just makes the strategy of leg kicks USELESS if the damage isn't permanent and carries over to the next the round. The way it is in the demo, it is like don't even worry about leg kicks, just back up, in 3 seconds your leg will be 100% completely healed like nothing happened. Hell don't even back up, leg kicks don't effect your movement what so ever, just shoot in for a power slam.
 
# 440 DaveDQ @ 06/07/14 04:27 PM
I agree on these things mentioned. It's like the arsenal is endless and can be used irrespective of current fatigue and physical damage.

There has to be consequence for a fighter that is as aggressive as the CPU is in this game. And there has to be consequence for absorbing specific hits to the body.

Edit: I did think though that the legs would in fact get worse faster if you already damaged them. So if you already hurt the legs, and they healed, they then would get red faster the next time you kick there.
 


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