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IGN Goes Hands-On With UFC 2009: Undisputed

Ufc-2009-undisputed-hands-on-20081219032755107-000_medium

IGN is the first company to my knowledge to do extensive hands-on testing of the early version of the upcoming UFC video game.  Their first impressions are extremely positive, the whole article is worth reading for gaming fans.  The article is extremely long, so I picked out a couple interesting sections:

Last night we got our hands on UFC 2009 Undisputed for the first time, and, while the game's still far from complete and its control scheme has yet to be finalized, we can safely say that this game has all the makings of a future champ. 

The game's controls are still a work in progress, but the control scheme we played with was fairly intuitive and easy to use. The controller's main face buttons controlled right and left punches and right and left kicks, while the right shoulder buttons controlled blocking and the left shoulder buttons controlled attack elevation (L1 for high and special attacks, L2 for low strikes and takedowns). Grappling was handled entirely by using the right stick, and the grappling system itself was both complex enough to add an exciting strategy element to the game and simple enough that you won't feel overwhelmed or frustrated. 

Each fighter is assigned a striking style and a grappling style that dictates his moves in the Octagon, and each style is packed with a very nice amount of variety. However, gamers won't have to worry much about which type of punch or kick to throw at which range, as the game's AI automatically gauges the situation and triggers the appropriate strike animation. So, a simple left punch from the outside will automatically produce a jab, while the same punch button, pressed while in close proximity to your opponent, will produce a hook. Similarly, a punching special attack from farther away would trigger a spinning back fist, while the same command will trigger a spinning back elbow at close range. 

I am very excited about this game.  THQ is banking on this game to save them financially, and as a result I think we will get the best game possible.

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It certainly sounds promising.

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by Richard Wade on Dec 20, 2008 3:37 AM EST reply actions   0 recs

GameSpy had a hands-on preview yesterday as well and it also seemed promising. Eventhough the second page of it is file not found.

While we won’t find out for sure until THQ releases the game in early spring, UFC 2009: Undisputed looks like it at least has the chance to satisfy MMA’s legions of fans.

When did we come to this conclusion? Oddly, it was immediately after getting knocked out in brutal fashion.

Did you know we are in high demand, Laura?

by Eugene Schelfaut on Dec 20, 2008 11:00 AM EST up reply actions   0 recs

Yeah...

that preview also considered the lack of breaking bones a con. Which was a little…whatever.

The video they have up on gamespy is a bit old…but watching it made me hope they get rid of the blood that flies out from the fighters from any punch to the head. There was one point in the video where they were on the ground and tiny rabbit type punches were drawing blood…which I’m sure won’t be in the final build…or at least hope not.

Contributing Editor - BloodyElbow.com - SBNation's mixed martial arts headquarters.

by Brent Brookhouse on Dec 20, 2008 11:14 AM EST up reply actions   0 recs

Well THQ had to answer the question as to what happens when you don’t want to tap.
Their answer is you always tap.

I think injuries would be an interesting concept to navigate on Career mode.
If I push this any longer I’ll be out for awhile, lose character points, etc… But, if I win…

The lack of any bone protrusions doesn’t bother me, I just want consequences from a match on my ‘career.’

Did you know we are in high demand, Laura?

by Eugene Schelfaut on Dec 20, 2008 11:45 AM EST up reply actions   0 recs

The way they describe the graplling system makes it sound a lot like the PSX UFC games, just with more positions and submissions, and less complex button presses. Considering those games had really shitting grappling mechanics, that is somewhat disconcerting to read. And they don’t really mention any sprawling mechanic, which was one of the major failings or earlier MMA games. The binary process of takedowns succeeding or failing always felt like a cop-out.

Aesthetically the idea of automatically measuring the punches is a good idea, but I’m weary of how that will work… what if I want to do, say, a jab-elbow-high kick combo? The spinning back elbow option is nice though, because other than Lyoto I do intend on playing a lot as Jon Jones.

To be honest it sounds slightly better than I would have expected, but they’ve got a pretty tall task to satisfy the crowd that wants accurate control of a truly technical MMA game. As someone who has a small amount of experience in videogame authoring, the idea of trying to adapt all the complex dimensions of fighting into a workable model is pretty frightening. Thats why I have never seriously entertained making even a small demo of a 2D homebrew MMA game. Making a fun, comprehensive grappling system would literally take 10x the effort of making a decent, semi-realistic kickboxing engine.

by smoogy on Dec 20, 2008 4:01 AM EST reply actions   0 recs

Did you not read the part on how all of the grappling will be controlled with the right analog stick? I garuntee you to sprawl out from a takedown you’ll just press the opposite direction of the opponent on the right analog stick and you’ll sprawl out, or if it’s a single leg, press it towards them to try to stop them from getting the takedown. And my understanding is that all the submissions will be controlled with pressing in the right analog stick when a submission presents itself. Meaning, if you want to armbar someone , you got to wait for a punch to come in or an arm to be ungaurded. If they keep their head low on the takedown on the other hand, press in the stick and you lock in the guillotine.

Of course theres going to be a lot of chance and skill measurments done under the hood, but it sounds like a great idea. I only said so much because I don’t think the grappling will be anything like the old games. Oh and on the jab-elbow-high kick thing, since the level of the attack is controlled with one of the left trigger/bumper buttons, one would think it would be rather easy, maybe not against the cage, but if you tried it in the center of the octagon I see no reason why THQ wouldn’t let you bust out that combo.

by kyfm621 on Dec 20, 2008 7:48 AM EST up reply actions   0 recs

There is a sprawl feature…

Very few will be disappointed with this game.

by mmalogic on Dec 20, 2008 9:09 AM EST up reply actions   0 recs

: ]

Did you know we are in high demand, Laura?

by Eugene Schelfaut on Dec 20, 2008 10:04 AM EST up reply actions   0 recs

Hope they get it right and don’t just make it as stupid as the boxing games I’ve played.

Also are they going to have people limited to their casual routine or are they going to have the possibility of a rare trigger of a move that people rarely see them do?

For instance…

by DirtyML on Dec 20, 2008 6:03 AM EST reply actions   0 recs

Boxing games?

I hope you’re not referring to Fight Night which is an amazing game…

Contributing Editor - BloodyElbow.com - SBNation's mixed martial arts headquarters.

by Brent Brookhouse on Dec 20, 2008 11:17 AM EST up reply actions   0 recs

My complaint with Fight Night

is it’s simply too easy. I can destroy any fighter with Manny Pacquiao, whilst A) never blocking, B) never countering and C) never using signature moves. I do absolutely love the animation and border resolution the fighters have. It’s pretty rare to see an egregious instance of clipping.

There is no such thing as innocence, only degrees of guilt.

by misterjonez on Dec 20, 2008 11:21 AM EST up reply actions   0 recs

Yeah...

It’s certainly a better multi-player game. Round 2 for the PS2 had better difficulty scaling where on hard you would have a touch of trouble every now and then. But Round 3 is pretty shockingly easy against the CPU.

Contributing Editor - BloodyElbow.com - SBNation's mixed martial arts headquarters.

by Brent Brookhouse on Dec 20, 2008 11:23 AM EST up reply actions   0 recs

Who’s the guy getting kneed? He looks like Couture.

by Johann on Dec 20, 2008 12:00 PM EST up reply actions   0 recs

Matt Lindland.

by DirtyML on Dec 20, 2008 3:34 PM EST up reply actions   0 recs

Yeah

Thanks. I was just about to watch their fight..

by Johann on Dec 21, 2008 10:12 PM EST up reply actions   0 recs

I’ve yet to see this style of gaming done well. Even all the WWF game titles are pretty bad.

The best example of complex and dynamic controls for a game like this would be something like the Pro Evolution Soccer titles; the amount of controls and level of technical detail in that title is mind boggling.

I’m a hardcore gamer so fingers crossed.

by Benicio on Dec 20, 2008 6:18 AM EST reply actions   0 recs

This is alot more promising than I thought it would be, and to think everything is still in concept form…the finished product is going to be amazing. It sounds like they have the right idea with the grappling, especially with them saying there was an improve position minorly and majorly, thats a huge deal when you really think about it. Old MMA games didn’t have the ability to go to half gaurd and stay there or bypass half gaurd and go straight to the mount.

Not to mention yesterday I was wondering how they would handle TKO’s when the opponent isn’t defending himself…sure enough, they said that the ref will jump in and stop it if you drop the opponent and pounce. Realistic much…

Also, the way they handled high and low attacks really made my day as well. Instead of designating a button for a specific attack to an upper or lower level of the body and always executing that specific attack, you just press a button mid combo to throw head kick for example. Or start off the the shoulder button pressed and you can throw some leg kicks.

Lastly, the game determining which attack to do due to your distance sounds good in theory, but i’d like to see how this works exactly. But if they do it right, I think we’ll have no problem.s

And am I the only person who was happy they paid attention to minor details like blood from your opponent getting on you? I hate unrealistic blood and such in games…that makes me rather content.

by kyfm621 on Dec 20, 2008 7:58 AM EST reply actions   0 recs

Career mode would make this game. Any word if there is one?

Brad Ziegler had a scoreless inning streak. Brad Ziegler had not met BJ Upton.

by P Brady on Dec 20, 2008 9:41 AM EST reply actions   0 recs

CAREER MODE: Develop attributes, perfect moves and fight for entry into the UFC Hall of Fame through a series of dynamic storylines that build friendships and instigate intense rivalries

The main game mode will allow the player to take one fighter that’s ranked low and fight his way to the UFC Hall of Fame, while dealing with most of the issues real fighters do in their careers, like injuries and negative publicity.

Details are still sketchy on the career mode and create-a-fighter feature, though we do know that you’ll be able to assign multiple fighting styles to your created brawler. It seems as if the real challenge for the team now until the game’s release will be finding balance between all of the available styles in MMA and making them work evenly in the game.

Did you know we are in high demand, Laura?

by Eugene Schelfaut on Dec 20, 2008 10:16 AM EST up reply actions   0 recs

I guess...

the thing I’m most excited to hear is that damage is not a constant. It isn’t “if you land a high kick it takes 10% of the health bar” or anything like that which just makes it feel like a fighting game rather than a sports title. It is good to hear that there are quick KO’s..etc.

Contributing Editor - BloodyElbow.com - SBNation's mixed martial arts headquarters.

by Brent Brookhouse on Dec 20, 2008 11:24 AM EST reply actions   0 recs

Whatever, it's no Cro Cop: Beyond Reality!

But seriously, this game is going to be the one that makes me buy another controller for my PS3. $60 for a fucking controller!?!?1

by subo on Dec 20, 2008 2:23 PM EST reply actions   0 recs

Yeah...

that’s some bullshit. I have a 360 but it’s the same song and dance with the overpriced accessories.

Contributing Editor - BloodyElbow.com - SBNation's mixed martial arts headquarters.

by Brent Brookhouse on Dec 20, 2008 6:29 PM EST up reply actions   0 recs

As a guy who routinely throws controllers against the wall

when things don’t go his way, I third this sentiment ;)

I might have spent as much on controllers as I have on titles for my ps3. God damn Madden ’09’s “Auto success” bullshit for supposed ‘game balance.’

There is no such thing as innocence, only degrees of guilt.

by misterjonez on Dec 22, 2008 2:12 AM EST up reply actions   0 recs

Must buy for me.

by IHateMMA on Dec 20, 2008 2:38 PM EST reply actions   0 recs

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