Each week, THQ has decided to answer some questions that the public has about UFC 2010: Undisputed. Since most game sites aren’t exactly versed in Mixed Martial Arts, We’re here to breakdown what the answers mean to us fans.
A quick note before we get started this week. If you are amongst the people leaving questions (which you should do), then please think about what you are writing. Far, Far too many people are focusing on the wrong things. I’ve seen some pretty rediculous questions on the thread, including beating on already unconscious opponents, and having UFC 1 style matches with no rules. Let’s think people.
Now, on to the questions!
XPlicit asks, “When you notice your opponent is rocked can you rush them as hard as you can and throw with all your might wasting every last bit of energy just to finish that person.”
You will get a bonus after you rock an opponent. We implemented the new “Adrenaline Rush” system into fights which should make things pretty interesting. You will not be conferred a movement speed bonus, but your fighter will have his energy replenished. This means you can execute the full array of moves without worrying about getting gassed yourself. We wanted to give the player that feeling of mastery and dominance that comes with rocking an opponent and following through on it in the real Octagon — from playing with it and testing it, it brings a ton of excitement to Undisputed 2010.
Interesting development. One of the complaints that was common last year is that every rocked situation ended the same the way. The winner would just stand over the helpless loser throwing bombs until the fight was stopped. The “Adrenaline Rush” would seem to indicate that the stamina boost will be necessary to try and finish fights, which means there will be someway to recover from being rocked.
Fornez1 Asks “How will escaping submissions work with the new system? will you always wind up in an advantages position or will sometimes you escape to standing and sometimes escape to side mount(for example)”
Last year, when you failed a submission, you’d almost always end up in a tough situation — usually on your back or with a player in control. We wanted to move away from this system and towards more of an organic, and realistic submission escape system. There are a number of positions that you can escape into that are beneficial, neutral, and even disadvantageous depending upon what has been happening during the fight. In keeping it real as it gets, escapes will never result in only side control or a full guard.
Another complaint from last year addressed. Fighters never really escape submissions and wind up in dominant positions. Last year, so many subs would be reversed into side mount that it often was worth it try for the submissions. This should also take away some of the predictably from a game that was stiff last year.
SleepyWeasel asks “In the new Career mode, does your fighter age at all? Or does he stay the same age throughout the entire career?”
Your fighter, and all other fighters will age. Aging occurs in two ways. As your fighter becomes more experienced at certain skills and moves after training, it’ll become easier and easier to better maintain your proficiency in that field. For example, once you get so good at wrestling, you don’t have to train as extensively to keep up your skill as a wrestler. On the other hand, we’ve implemented a decay system that’s a function of your age. Once your fighter gets up there in the years, you’ll find that you need to focus on maintaining your core stats through your weekly training routine a bit more to stay fresh in the Octagon. Along your career mode playthrough, you’ll even see the greats of the UFC retiring.
Yes. Thank goodness. Last year’s career mode was underutilized in many different ways. One of the main ones was that once you became champion, you fought the same people over and over again. As fun as it is beating down B.J. Penn, I wanted some new blood for my fighter to face. This year, it seems that the divisions will be thinned out by retiring fighters and re-stocked with new talent. One big step for a better career mode.
Kurowski God asks “Are there different “rocked” stages, like you hit with a head kick, maybe he gets more rocked then a good right hook.”
In this year’s game, we shared that you can be rocked from any position and by almost every move. While these moves, and by extension the rocked states that they’ll be causing, will look different depending upon what you do (head kick, uppercut), being rocked will not have varying degrees of ‘rockiness’ or grogginess. What’s important is how the player who rocked the other executes his next few moves. If you have your combos down and have excellent timing, you’ll be able to quickly level some devastating moves on your groggy opponent — you might even knock him out. These ‘follow up’ combos are going to be tough to execute, as any other button inputs after the rocked animation will derail the combo. But the skilled player who uses caution and foresight when he knows his opponent is struggling will get an awesome payoff.
This seems to relate to the first question of the day. It seems that some skill will be needed this year to finish a rocked opponent. It’s no longer enough to just land the big punch and pound out every opponent. This should lead to longer fights and more decisions.
Check back Tomorrow afternoon for the full B.J. Penn Trailer!










