UFC 2010 Undisputed

Discussion in 'General' started by Griever, Feb 11, 2010.

  1. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk



    Yes its true [​IMG] Of course it is [​IMG]
    But at least you have the option of blocking to avoid further damage [​IMG] I gave clear examples in VF, like crumple, stagger, slam, etc, where once you get hit, there's nothing you can do, except sustain further damage(4 a short interval) [​IMG]

    My point to Manji is, the net effect of the recovery in UFC is not functionally that much different than VF. Think about itow many different types of hits in VF leave the opponent vulnerable to more damage and the opponent is absolutely powerless(4 a short interval) to do anything about it once the hit lands.

    At least in UFC you can block, and slowly retreat [​IMG]

    I further went on to say that UFC is a lot closer to what would happen in real life [​IMG] You get kicked in the head, U R gonna pause 4 a second [​IMG]

    C'mon Plague, You and Manji know I am VF fanatic. I have repeatedly said that VF is the greatest fighter on the planet.

    So if I now tell you that the UFC franchise is worth a look, you know its coming from someone who holds VF in the absolute highest regard.

    I happen to think that UFC has a nice interpretation of the idea of 'Recovery'. Not every hit or kick has the same effect, and the recovery is not the same for all contact. I don't think Manji is making that point.

    Whats confusing to me is that Manji doesn't see the similarities.

    In VF ONCE you get hit wit a slam, crumple, or stagger, your options at the moment are extremeeeely limited [​IMG]

    OKay in UFC 2009/10 ONCE you get hit with certain strikes your option at the moment are extremeely limited [​IMG]

    Manji makes it look like there is something wrong with the UFC
    game because ONCE you get hit, you have to deal with recovery,
    that's an odd position to take, because the same is true for lots of types of hits in VF.

    Within the context of the UFC game, the UFC recovery period is natural and realistic.

    Within the context of the VF game, the VF recovery period is
    natural.

    Manji has spent years dissecting and understanding the mechanics of VF. He just doesn't have enough experience with
    UFC to be so critical. A lot of his dissatisfaction is do
    to inexperience.

    The idea of balance in UFC is a very different animal than it is in virtua fighter. On paper, no character in VS is really any stronger than any other character in VF!

    But UFC has weight classes, heights, reaches, stamina and other attributes. Some fighters are definitely stronger, taller, heavier, faster, slower, more stamina than others. But of course, that's how it is in real life UFC.

    For example: Brock Lesner, is bigger and stronger than a whole bunch of people in the UFC, but he does not win every fight. That means there R ways to overcome his strength and size. That is also how it is in the UFC games. I may be up against a opponent that has more reach, and more power than I have, but I may be a better grappler, or submitter, and have more stamina. So the balance that Manji is used to in VF is not present in UFC 2009/2010 , at least not in the form he is used to it.

    Plauge: I am objective, I'm currently playin,

    VF 5, SC IV, Tekken 6, and Mortal Kombat for PS3, along with UFC 2009, UFC 2010 (demo) and Fight Night Round 4. And in the past have regularly played many many other fighting games. And with that in mind:

    I repeat, UFC 2009/UFC 2010 are extremely deep, sophisticated fighters. They represent the absolute best of next generation fighters. I feel they complement Virtua Fighter. I highly recommend them to any hard core fighting game enthusiast. And for VF players, They give you what VF cannot give you.

    I can't wait for UFC 2010 to come out. I get my money's worth out UFC 2009 reguarly. The new features of UFC 2010, just makes it that much more worth the money.


    @Plague, I'm sure the DVD will be worth the wait [​IMG]
     
  2. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    They also don't have any of the same options except blocking... Need I remind you that UFC chararacters cant even CROUCH let alone EVADE? How can it be functionally similar? And Im talking about the BASIC PUNCH here. Not dash punch, not 'heavy' punch, just basic goddamn punch.
     
  3. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk

    Here we can agree on a major omission. No CROUCH!, In real life you can duck a punch or a kick, in UFC 2009 no ability to duck(crouch) is a major missing defensive move. So we definitely agree there. No CROUCH sucks!


    But., UFC does have the 'step ', they do have that lateral movement also. While these are not the exact thing as evade in VF, in the context of UFC they perform a similar function. Think about it, how would evade translate in real life. Which is what UFC tries to do. Its all about simulating what happens real life. VF doesn't have to worry about that, all we need to do in VF is make the fight mechanic
    believable and balanced. UFC has to associate an animation or motion capture with their concept of evade, and that animation or motion capture has to 'look realistic and believable' or they've missed the boat.

    The step and sway in UFC 2010 improves the evade semantics quit a bit, But they are still missing a basic duck/crouch (at least I haven't found one yet) But the game is new not even 2 years old. Think about how long VF has had to perfect and balance its fighting engine. By the time UFC has been around 3 or 4 years, I'm willing to bet our basic criticisms will have been addressed.

    Manji, there is not a one-for-one concept translation between VF and UFC (I know you know that right?) Some of the concepts in VF, like launching, floating, juggling don't exist in UFC. Each of those concepts (launching, floating, juggling) require some kind of defensive counter part or option. Those would also be missing from UFC. It is natural after playing so much
    VF that when you get to a new fighter, you look for certain things e.g. evade, throw escapes etc. But in this case those concepts aren't applicable in the same way in UFC.

    UFC has reversals, and transitions. It has stepping, running, a lateral circling movement. UFC 2010 has new sway mechanic. UFC has submissions, and take downs. The concept of a VF style evade[/size] would be alien in a UFC type fight.

    The grappling, clinching, takedowns, and transitions are all not present in VF.

    Like I said these 2 games are complementary. One game gives you what the other does not. Yes they have a few features in common, but mostly they are different. That's why I suggest playing UFC 2009/2010. Its not a replacement for Virtua Fighter. It should be an addition.

    IMHO Tekken, DOA, SF, MK all do what Virtua Fighter does, just not as well. SC is different because its weapon based, so there is an argument for playing SC and VF, because VF does not have weapons, and SC gives you that. But there really is not a legitmate argument (outside of accessiblility to competition) for playing Tekken, DOA, SF, MK once you've started playing VF [​IMG] because VF is superior. On the other hand UFC 2009/2010 is a high quality next generation fighting simulation that gives you an experience that VF cannot. So, if you R looking for another fighting game, that is not just a poor rendition of VF, UFC 2009/2010 would be a smart place to start.

    Manji, you really have to try to leave VF at the door when playing the UFC games, try to use the concepts that are in the UFC games, as opposed to trying to find a VF equivalent. For example distance is used very differently in UFC. The options on offense and defense are different depending on if both fighters are in striking distance, or clinching distance.
    Once you really understand all of the mechanics of distance in UFC, then you'll realize that a VF styled evade[/size] wouldn't be very helpful. While there is a distance game[/size] in VF it is apples and oranges compared to the distance game[/size] in UFC

    VF has a life bar. It really doesn't address stamina at all. Character stamina plays no part in a VF match. On the other hand, Stamina is very important in UFC match, Without stamina its hard to transition out of a submission. Without stamina its hard to fight a take down, or perform a takedown against an unwilling opponent. So in addition to life bar, the stamina bar in UFC is a major part of the game play. Stamina also is related to the 'recovery problem'[/size] that you're talking about. In VF we really don't have to worry about does a player have enough energy to perform a move or get
    avoid a move, or get out of a move. But in UFC that's a big part of the match.

    Reach and character height is really not an issue in VF. Wolf vs Eileen, she can still do her jabs, clinches, and throws as if Wolf were her size [​IMG] But in UFC arm reach and character height really do affect strategy. Its alot harder for a shorter fighter to perform a muay thai clinch on a taller fighter than if the two fighters were the same height [​IMG] The point I'm making is that although the UFC game is missing some of the concepts that VF players have come to love, it does have other aspects that VF players don't worry about, that makes the game play challenging, deep, rewarding.

    Reach, Height, Weight classes, Stamina, Takedowns, Ground Games, Grappling, Clinch offense, Clinch defense, Striking Distance strategies, vs Clinching distance strategies, Flash
    knock outs, flash submissions, transistion strategies, side countrol, half mounts, full mounts, the back game (player's back i.e. anaconda) against the cage defense strategies, offensive strategies against the cage. Blood and damage strategies (referees pausing the fight to look at cuts) [​IMG]
    When you add customization in terms of body types, facial types, heights, reaches, add to that the ability to even choose move sets.

    All this makes UFC 2009/2010 every bit as deep as Virtua Fighter. And mastery of UFC requires the same kind of dedication, persistance, and time as Virtua Fighter. But UFC has an advantage, the moves and techniques you learn in the game tie into a real life sport. So the more you understand the game, the more you'll understand and appreciate the sport.
    VF has no such tie in.

    I won't mention the online team and training camp concepts, because I haven't tried them yet. But if they are as good as the rest of the game, I'm going to be spending a lot of time online playing UFC 2010.

    Virtua Fighter Fans, IMHO you should buy UFC 2010 not because it replaces VF but because it is the perfect complement. Its like Peanut Butter & Jelly [​IMG] Hamburger and French Fries [​IMG] , Abbott and Costello [​IMG]

    VF is the Yin and UFC is the Yang [​IMG]
     
  4. barn34

    barn34 Active Member

    i still fail to understand why anyone is trying to pigeon hole UFC Undisputed in the same category of VF. they are two completely different games and two completely different experiences. IMO, UFC Undisputed is a sports game (sim) first and a fighting game second. It is very much catered to UFC fans first, fans of their fighters second, fans of MMA in general third, and fighting game fans a distant fourth...and I think they are trying to cater to sports fans before fighting game fans because of the massive differences between their game and traditional fighting games, like VF.

    the developers have already said they are big VF fans and have taken some things from VF and tweaked them to fit them in their 'Undisputed Universe' and that's fine. i just don't think you should view undisputed as a fighting game in the traditional sense...think of it as either it's own identity all together under a new banner as a 'MMA game' or more like a sports title like Madden or NBA 2k. it seems they are going to make yearly updates like sports titles and that's completely fine by me. I'm a big UFC fan and these games are great fan service without question. I do have gripes about certain aspects of the fighting system and I have hopes that over the next couple of iterations they will get those aspects right. it's a very young franchise that's done a phenomenal job in it's infancy, IMO, and that should be commended.
     
  5. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk
    @barn34

    I agree with you mostly. You're absolutely right UFC is a sports fighting simulation. And there is massive difference between VF and UFC. But you're comment "traditional fighting games"[/size] is what I want to expand on.

    VF,SF, MK, Tekken,etc, are all more than a decade old. The fighting mechanics have evolved a little, and the animations have gotten better as graphics capabilities have improved, but the basic gameplay and fighting engines of these types of fighting games is still what it was in the 20th century.

    UFC 2009/2010, FNR4 are next generation fighting games. They represent what future fighting games will look like. If some
    game publisher was to come out with a brand new fighting title,
    the mechanics and concepts would be far closer to UFC 2009/2010 and FNR4 than they would to a SF or Tekken. Remember Fight for new york, or Def Jam Icon? I love VF, but to be fair, it is last generation. I think the first arcade release was in 1993! which makes the basic fighting mechanics of VF 17 or 18 years old. Why would someone launching a new fighting game for 2010 go back and try to imitate a fighting engine from 17 or 18 years ago?

    So yea, 'traditional fighting games' fit, but 'original fighting games' might be more accurate. If AM2 and Yu Suzuki were to come up with Virtua Fighter in 2010 instead of 1993, it would look and feel a lot more like UFC 2009 than Tekken [​IMG]

    So its not just that UFC is a sports fighting simulation that separates it from VF. Its the fact that UFC is a next generation fighter which separates it from VF.

    Street Fighter 1987, Mortal Kombat 1992, Virtua Figther 1993, Tekken 1994, King of Fighters 1994, DOA 1996. That's why we can easily compare these fighters they're all from the late 1980's or early 1990's. With fighting engines that basically[/size] remain unchanged to this day. Next generation fighters have access to motion capture capabilities, hi res graphics, computing power that was only dreamed of 20 years ago. That's why if you're going to launch a brand new fighting title in the 21rst century, you have access to almost complete realism. So even if you're not releasing a sports game, the fighting mechanic is going to go for more realism. You would not have launchers, floating, bouncing and juggling in a next gen fighter, because realism is one of the hallmarks of next generation fighting games.

    Its the fact that UFC is next gen and VF is last gen which makes them difficult or unfair to compare.
     
  6. barn34

    barn34 Active Member

    excellent points. i agree, to some extent, that the fighting game mechanics of VF are relatively unchanged from the 1993 release of the orignal, that doesn't mean it hasn't taken a next generation leap when you look at VF5, 5R, and the upcoming FS. just because chess is thousands upon thousands of years old, it's gone through some small changes to its rulebook, but the core mechanics of that game remain unchanged because it's timeless and essentially the perfect strategy game. i look at video game mechanics in a similar way. just because games have gone through a 2d to 3d transition and graphically things have taken a surreal jump to borderline photorealism, doesn't mean that great game mechanics from yesteryear become bad or obsolete game mechancics in the next generation of gaming.

    keeping with VF as an example, i feel VF has gone through the perfect transition and evolution along it's development cycle. they've added more characters and fighting styles, as well as tweaked moves, expanded movesets, and added additional move situations and properties to continue to evolve and expand the game experience. just because the core rock, paper, scissors aspect of strikes, guard, and throws remains, doesn't mean that it's outdated or obsolete. that's the brilliance of VF, IMO. as long as it continues down the evolutionary path that it's currently on, it will remain one of the all time classic game mechanic systems as the genre continues to evolve.

    i also agree that if you are going to start a new fighting system from scratch for next gen systmes, you deffinitely wouldn't look at a system resembling VF or Tekken because there is so much more potential out there with the processing and coding power out there now. that is why i am so quick to heap praise on the UFC Undisputed team for what they've been able to accomplish in such a short time span. they had to create a backbone of a next gen MMA fighting game experience and then expand on that. look at 2009 in comparison with the original VF because that's essentially what it is. every iteration of the Undisputed franchise will be minor updates as upposed to the massive ones we see from VF1 to 2 to 3 to 4 to 5 because it's taken 15 years to go from 1 to 5...just imagine what the Undisputed experience will be like 15 years from now!

    personally, I can't stand when people look at games from the 8 or 16 bit era and consider them bad games just becuase they are 2d and sprite based with more symplistic control schemes when compared to today's 3d photorealistic uber polygon count models. just because a game was build on a system with 2 or 4 buttons doesn't mean it's bad. Super Metroid, for example, is a perfect game IMO and it's a shame that games of this type have gone essentially extinct because of every developer's obsession with taking things into the 3rd dimension. it's destroyed the brilliance of game design, on a lot of levels, and that's depressing to me. great game mechanics remain great game mechanics...i think there is a gold mine to be had by developers by looking back at the brilliant designs and systems of yesteryear and expanding upon them in the next gen environments.

    i might have gotten off on a bit of a tangent there. sorry. my point is, it is incredibly unfair and almost counterproductive to try and compare VF style fighting games with the new UFC games. they are absolutely completely different animals. the only thing connecting the two is they both feature one on one martial arts fights...that is all.
     
  7. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk
    [​IMG] Agreed!

    Spot on. VF is a standard, a classic, and I will play it until I
    no longer have the physical ability to play it. [​IMG]

    Your Chess analogy is exactly right!

    We need to give games like UFC their proper treament on VFDC because they do represent the next gen of fighting game. We are
    witnessing new classics and standards being born.

    Hopefully I'll see you online. Or if you need an extra person for your training camp and I haven't joined anybody else by then let me know [​IMG]
     
  8. sixtwo

    sixtwo Well-Known Member

    I do think what masterpo calls, "original fighting games" suffer from some stagnation, but I don't think it's that uncommon for a genre as old as fighting games. I would argue that first-person shooters have not evolved greatly from their earliest iterations either. One advantage that first-person shooters have is that they were never that difficult to play, whereas fighting games have always had a high barrier of entry from a gameplay standpoint.

    One area where shooters continued to evolve and push the envelope is in the field of graphics; chances are the best-looking game you own this side of God of War 3 is a shooter; as recently as a generation or two ago, fighting games were the best-looking games on earth, and that they've lost this distinction has hurt them considerably in my opinion.
     
  9. barn34

    barn34 Active Member

    there's a common saying/philosophy that history has a tendency to repeat itself. i see a lot of similarities to the current generation of fighting/MMA games and what happened way back in the early 90's after Street Fighter 2 took off in such a huge way creating the 'traditional' fighting game genre.

    SF2 exploded onto arcades and ate up quarters at an alarming rate. when something is such a success, there's bound to be clones coming up in some way/shape/form. the biggest one of these was Mortal Kombat. Street Fighter responded with Super Street Fighter 2...Turbo...Hyper...etc. Midway responded with Mortal Kombat II. Then Killer Instinct came out from Rare...and then more and more MK clones showed up. The genre evolved through this competition, but Street Fighter (and SNK, I never played their games really, but I can't deny their own brilliance and appeal) systems evolved at their own pace and set the bars, pretty much, for competitive fighting games on the arcade scene. Street Fighter started it off and was a huge success (still is, obviously), Midway took most of the publicity with Mortal Kombat (both good and bad), and then the plethora of clones popped up everywhere...some good (Killer Instinct) some bad (Primal Rage).

    this traditional fighting game genre was then busted a new one when VF took things from 2d to 3d in 1993. on paper this may seem like a small or minor change to the traditional formula, but it really opened the door for a whole new ball game. graphically, things got kick started by moving the character models into polygons instead of sprites. systematically, this added sidesteps, evades, tech rolls, etc. to the standard formula and really enhanced the strikes-guard-throw rock, paper, scissors formula. SF kinda started it, VF really expanded and build on it, Tekken followed shortly after. As VF and Tekken competed, both games improved by leaps and bounds over the years. 15 plus years later, both franchises are still out there with an extremely advanced and evolved playground based on their original fighting framework that was set in the early 90's. of course, the clones and spinoffs have run all over the place...even pulling the beloved ancestors into the 3d relm with the horrible MK4 (and everything MK since) and that abomination of a 3d SF on the Dreamcast, I believe. obviously, those were both huge failures. MK was forced to reboot itself again...and failed horribly. SF took a long time to make the official jump, but did it right...mostly by going nearly 100% back to its initial roots from SF2 and traditional 2d gameplay.

    now, I believe, we are on the event horizon of the next evolution of the 'fighting game' genre. initially, we went from 2d sprites with flashy projectiles, lengthy crazy combos, and maybe some fatalities/blood, to 3d polygons with more traditional martial arts, massive character specific movesets, and a lot of flashy style to go along with it. 2d to 3d added another layer of realism to the core mechanic...then continued to compound that with more and more real world martial arts styles being accurately represented and portrayed in various games. now, we're taking that next monumental jump up in realism by essentially simulating the real world equivalent of the traditional fighting game - the sport of Mixed Martial Arts.

    THQ has started this next gen evolution with a bang with last year's UFC Undisputed 2009...and is now taking that up another notch on the realism belt with 2010 set to release on May 25th. Once 2009 became a massive success, EA decided to jump on the MMA bandwagon and is developing their own self-titled EA MMA. Doesn't that sound a bit similar to MK in relation to SF or Tekken and VF? We are witnessing the next step of the fighting game genre evolution right now.

    While VF5:FS is rumored to be on the horizon (and we all couldn't be happier as long time VF fans)...as fighting game fans, in general, I couldn't encourage you more to at least take a passing look at this year's UFC game. At least become familiar with the general mechanics. That way you can appreciate how they evolve over the next several years and keep your learning curve on the shallower side once the MMA game genre really takes off. History has taught us that there's a very good chance that it will...soon. As fighting game fans, that's the future of the 'cutting edge' in the genre.

    VF's mechanics will always be classic and timeless in the same form that SF's mechanics have remained classic and timless (SF4 is proof). because of this and what we saw when MK and SF tried to enter into that new 3d world...I'm hoping that VF doesn't try to reinvent their wheel by jumping into a MMA world. it took them 15+ years to get where they are right now with VF5:FS...why throw all that away by starting over, esentially, in the MMA relm...with, more likely than not, a horrible and franchise scarring failure? Hopefully, they won't make that massive mistake and destroy one of my favorite franchises moving forward...even if it is SEGA...

    appologies for the length of the post, but hopefully it encourages some more people to check out the new UFC game(s). the more support/feedback THQ gets, the better the game will become moving forward. it deffinitely has a lot of promise.
     
  10. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk
    [​IMG] Amen


    I'm thinking that it is a good idea for VFDC to support UFC because among all those new millions of new UFC players some percentage of them would be new Virtua Fighter players. The realism that attracts them to UFC, could potentially attract them to VF.

    Everybody knows Virtua Fighter is the most realistic out of arcade fighters. The fighting styles in VF are clean, balanced, and believable.

    We could probably grow the VF base by mingling with the UFC base [​IMG]

    Since, VF is the original mixed martial arts fighter, it will be a nice addition to people who have bought UFC but have never heard of VF.

    has anyone checked out:

    http://www.ufcundisputed.com

    This should be our sister/brother site [​IMG]

    UFC is going to bring millions of new players to the fighting genre. The Virtua Fighter fanbase should be able to grow some, from all those new fighting game fans because the two games are complementary.
     
  11. barn34

    barn34 Active Member

    that brother/sister site idea might not be totally implausible. the official site is a THQ site, though, so they may not be too keen on having a SEGA product inspired fan site as an affiliate...even if it's unofficial or whatever. i do know that there's at least one developer for Undisputed that's a member of this site and around on occasion. he was here talking about the intricacies of the 2009 game when it came out. not sure if he's been around any lately, but he is a card carrying member of the VF fan club, so to speak. we might be able to get a link somewhere in their forums or something like that. deffinitely an interesting idea, at least, because i've actually gotten more people into VF by putting in 5 after playing some Undisputed sessions. the cross over potential is deffinitely there since they are complimentary games in a lot of respects.
     
  12. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    MasterPo: you win. I cant read your walls of text.

    Incidentally: I just tried UFC online again. The first (and last) player I played had skill average of 107. Naturally, I lost.

    edit ok I read a little.
    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">So even if you're not releasing a sports game, the fighting mechanic is going to go for more realism. You would not have launchers, floating, bouncing and juggling in a next gen fighter, because realism is one of the hallmarks of next generation fighting games.

    Its the fact that UFC is next gen and VF is last gen which makes them difficult or unfair to compare.</div></div>

    Yeah right.
     
  13. ChiefGutti

    ChiefGutti Well-Known Member

    PSN:
    ChiefGutti
    XBL:
    ChiefGuttiWolf
    Hi guys,

    I got this game today on the PS3 and try to see if it was fun. I thought it look very realistic with lots of blood and gore. Don't know if there are any fatalities yet but they break arms and legs.

    I played title mode but could not beat the last boss. He was Japanese with lots of flashy kicks and always broke my arm. I tried doing lots of motions to get out but he always broke it. Also, I played him maybe 10 times but could only get to round 4. I need to win 5 rounds.

    I play the guy who is called Bisping. He has lots of kicks too. Do you know how to do throw escape? I gave up trying to beat the boss and the game does not save, meaning I have to start all over again from the beginning.

    Also, I have to use a code to play the game online which is in the cover but not sure if I will use it. It is probably even harder online.
     
  14. ChiefGutti

    ChiefGutti Well-Known Member

    PSN:
    ChiefGutti
    XBL:
    ChiefGuttiWolf
    Haha, ignore the previous post. That was a friend of mine who posed as me and made me look like a total spastic, lol.

    He was playing it over at my place yesterday for many hours screaming that he could not beat Machida. I watched in the background laughing my head off but obviously decided to mock me by posting on here.

    Basically, he was playing Title Mode where he had to win 8 matches. He was playing Michael Bisping and knocked out several players, including Jon Jones, Matt Hamill, Shogun Rua, Rashad Evans, among others. The last title match was against Machida and he always ended up having to tap out, despite doing heavy blows to Machida while standing up. He once got to the 4th round but was caught in a triangle just at the end. The guy broke my controller, lol. And then quit.

    While watching though, I must say that I was extremely impressed with the realism. The commentary was superb, and I always felt like I was really watching the real UFC. I never played 2009 so cannot really say what's different between the two, but the graphics and flow of the game was extraordinary. We played some matches against each other but could not really figure out how to get out of chokes. The tutorial said something about circling the R-stick anti-clockwise while being choked, but probably was wrong cause we ended up having to tap anyway. I am guessing there's plenty of strategy to get away, but we did not figure out how at the time.

    It seemed like you had to do lots of transitions while lying on your back in order to get out of tough spots, but once you were caught in the choke or triangle, we could not get out. Does anyone here know the technique? Will look through the posts made to see if I find any info.

    I am on the PS3, but haven't activated the online code yet. It's a smart idea. This way they can finally get a piece of profit when losing out on a sale due to second hand games. Since you can purchase the online feature separately, I guess shops selling these types of games will have to lower the price compared to other games that do not have this feature. Otherwise the price will probably be higher than buying it brand new. Guess this is good for the dealer/producer.

    PSN is ChiefGutti if anyone wants to play once the game hits its release.
     
  15. FatalRose

    FatalRose Well-Known Member

    Your friends post was hilarious.

    EDIT: [​IMG] Seriously I just read it again, can't stop laughing!!!
     
  16. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    No, its right. You have to rotate, but some characters simply have less "submission defense" so its harder for them. (example: Brock Lesnar has weak sub defense) When I get caught in a submission, I just change grip on the pad completely and use my entire palm of my right hand to rotate the right analog. All the way until either I tap or get out. You have to react quickly to the submissionhold too. I think I do it clockwise though, Im not sure if the direction has meaning or not.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">
    I am guessing there's plenty of strategy to get away, but we did not figure out how at the time.
    </div></div>

    Theres basically just two: rotating the stick for those who have good sub defense, and mashing attacks for those with high strength. Thats my understanding. Ive always rotated.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">
    It seemed like you had to do lots of transitions while lying on your back in order to get out of tough spots, but once you were caught in the choke or triangle, we could not get out. Does anyone here know the technique? Will look through the posts made to see if I find any info.
    </div></div>
    While on the ground you have several options. Hold back to prevent opponent transitions but he can punch you; block to neutralize punches and kicks but they can transition; transition yourself by doing quartecircles with the right stick; or reverse opponents transition - needs good timing. In online I have found that reverse happens pretty randomly in practise, just like anything that requires timing. Even though it has most effect (you go from bottom to top straight) Ive found its notreally that usefulin laggy situations.

    <div class="ubbcode-block"><div class="ubbcode-header">Quote:</div><div class="ubbcode-body">Since you can purchase the online feature separately, I guess shops selling these types of games will have to lower the price compared to other games that do not have this feature. Otherwise the price will probably be higher than buying it brand new. Guess this is good for the dealer/producer.

    PSN is ChiefGutti if anyone wants to play once the game hits its release. </div></div>

    The latest trend in games is copyprotection that requires you to have online connection every time you play even if you just play locally and not online at all. (google for Ubisoft DRM for example)

    I have the this game on xbox.
     
  17. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk
    Yeah right. </div></div>

    Walls of Text [​IMG] , Like the great wall of china [​IMG] I see

    I don't pay attention to skill levels. I've been beat by players whose avg skill levels were lower than mine, and I've beat people with avg skill levels higher than mine.

    Don't let the numbers get you down, use the force [​IMG]

    If I recall 107 average might be a cheater. If someone cheats to win, their victory is empty and they know it. Everytime they win by cheating they loose a little more of themselves. They eventually end up angry,bitter,agitated players who never really find enjoyment playing or competiting, they see everyone else as the suckers, when in reality it is they who are the suckers.

    I hope you give UFC 2010 a real chance, remember its not a replacement for VF and doesn't try to be. I kind of look at it
    as VF's real world counterpart [​IMG] .

    The new UFC 2010 is plenty deep, it has incredible replay value, Its a very high quality fighter. Although it might not
    be someone's type of fighting game, I can't see any reasonable fair person doggin it. I just got my copy last night, and its
    much much more than I expected [​IMG]

    The training camp idea where you learn moves is just awesome,
    the practice mode awesome
    The career mode awesome
    The cpu vs cpu mode awesome
    The CAF AWESOME!

    I'm sure after I play it a while I'll find some criticisms, but
    whatever they might be, they won't out weigh all the strenghts this game has.

    It is missing a save replay feature (or at least I havent found one) hopefully it will be added a DLC

    This fighter is going to keep my attention until Final Showdown , Finally Shows UP for consoles [​IMG] but until then,

    its gonna be some MMA action in the Octagon [​IMG]
     
  18. FrakimusGrime

    FrakimusGrime Well-Known Member

    Masterpro's chi is incredible
     
  19. Hazzerone

    Hazzerone Well-Known Member

    Played the demo round my friends house. Me and my friend love watching UFC matches and the TUF series and he had UFC 2009.

    Couple of things we concluded whilst playing the demo:

    1. Machida has a fucking instant takedown - WTF!
    2. Submissions are pointless as you can easily shake out of submission even when your guy is totally gassed.
    3. Transitions, namely in clinch, are sloppy as fuck. (You can only push out of clinch in an advantaged situation and even if you do get to an advantaged situation you don't get to land any blows as all the other player has to do is input transitions and then you are both stood there transitioning randomly which is dumb as fuck).

    Yeh, I'd say that UFC is a very very sloppy game. Other bad factors include bad hit detection of moves in which my limbs have clearly gone through the other characters head.
     
  20. Manjimaru

    Manjimaru Grumpy old man

    PSN:
    manjimaruFI
    XBL:
    freedfrmtheReal
    Demo has just two characters, right? Heres what I think:
    1. Everybody can shoot for takedown. However, you can defend against it if youre sharp by tapping backwards, and my BJJ character has won more matches from being taken down than from anywhere else propably.
    Opponent shoots for takedown -> rubber guard -> triangle choke -> win. Ive won noooby online Lesnars in like 5 seconds that way.
    2. submissions are far from pointless, its more likely that the character you were playing with has crap submission skills, or opponent had good sub defense. Dont forget that characters have differing skill values in RPG-style. Its also likely that you didnt rotate the stick when going for it.
    3. clinch is bit bad, I give you that. Clinch is one thing that Im not sure how to deal with properly, but on the ground at least dont forget that you can defend against a transition by holding back. CLinch is different where you need to either block or choose from 2 directions to defend against opponent swinging you around in clinch. You dont get out of it as easily as with Brad, and I admit that that it feels bit too strong to deal with. The problem I think is that you need to choose from 4 options when defending against it, which is kind of wrong. The 2 different defenses on the ground works much better.

    Its not easy to figure out the right timing and right options in this game, making the end result look sloppy. Kind of like that a new player cant automatically move around like a pro in VF making the match look slow-paced and choppy.

    I got annoyed in this game in online at custom characters taken to extremes with their onetrick-pony playstyles that you couldnt do much about cause of how their skills were distributed; and that the UFC characters didnt feel very balanced in their skillsets.
     

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