Yet another good post over over at The UFC Undisputed community site. This one focuses on the revamped striking game that will be in this year’s game, and answers some very important questions that we have all had since last year.
We’ve done a great deal to revamp striking. Last year, many of the reactions that could be generated in the Octagon (like receiving a body kick/punch/ elbow) were tied to pre-scripted animations. This meant that if you were tagged by certain strikes from your opponent, you’d lose control of your fighter for a very brief bit as you recovered your footing or stopped wincing from a body blow.
This time around, we’ve made the stand up much more true to life. Now the reactions generated by dealing and receiving blows and strikes rely greatly on our physics engine. Tech speak translation: the game is faster, more fluid, and more intense, with the player maintaining a greater amount of control over his fighter due to fewer preset animated reactions to fists/shins/elbows meeting someone’s chin/face/obliques. We’ll bring you all a much more detailed post on this topic in the weeks to come, as it has some important standup implications that we want to go in-depth on.
I remember a specific moment in which I realized that as good as 2009 was, it needed work. After watching 3rd String loyal fan and friend Brandon Steinberger and I make a match between Josh Koscheck and Jon Fitch look like an elaborate dance, two of my non-MMA fan friends wanted to play. They picked up the controllers, ran to the center of the cage, and threw elbows at one another from clinch range. The problem was that once one hit, the other person was frozen in an animation, so he couldn’t do anything to block. It was horrifying.
It’s good to hear that this has been fixed. Physics appears to be a big focus this year, which should make for a much more realistic game.
We’ve brought a new layer of striking defense to Undisputed this year by way sways and counters. Why take a haymaker to the face from Wanderlei Silva when you can duck it, right? Mastering the sway in 2010 is going to be a very important key to you competitive Undisputed gamers. There’s more than one way to sway out of the way of strikes, but we’re going to let you discover which sway is right for the range of strikes that will be headed your way.
Also, be sure to keep an eye out for Sway Counters. On the dev team, we refer to a perfectly executed sway counter as “the magic moment”. Again, we’re going to let you find out why we call it “the magic moment”, but it might have something to do with it looking awesome, being a sure sign of elite skills, and being able to do some horrible things to the guy on the receiving end of the counter.
Here is a dirty little secret. When last year’s game came out, I was only about two or three months into being truly obsessed with MMA. Now, I know so much more than I did then. One of the things I’ve learned is that blocking in MMA is not a very functional form of defense due to light gloves. Head movement is what separates good MMA boxers from great ones. Now that this will be represented, it will create a whole new way to counteract all those stupid people online who try to run the center of the cage and overwhelm you with strikes in the first ten seconds of the fight. Duck, Counter Hook, Give me my check.











