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I'm not a sports or UFC guy but this is close enough to a fighting game to give the demo a few rounds.
- The input response, personally, is a tad too sluggish for something where a stray jab or knee will down your ass. Blocking is very sluggish and I swear normals (neutral attack) come out slower and less accurate than command normals (direction attack). What's perplexing is the movement and right stick functions are silky smooth and spot on, so this was some kind of intended thing that limb attacks are slow to the input.
- Perhaps you guys can help me... I'm a smart guy, I get shit. But the submission system is completely beyond me. It is not intuitive. I get what they're going for, but it just doesn't mesh in those do or die situations. Most egregiously, in one instance I honestly didn't know if I was applying a submission, getting put into one, fighting it, or applying pressure. The interface did absolutely nothing to clue in. I just moved the right and left sticks like a damn newb. Like, new to videogames newb. Maybe you guys get it, but I don't think it's the most intuitive thing. I got used to a lot of WWE gimmick mechanics, I give huge passes for this.
- I find the THQ UFC games to have made a greater emphasis on landing and receiving hits. Oddly enough, the Fight Night games of the studio's own pedigree even had clear effects of hits. There's a 'liquid-y' quality of contact in this game that never convinces me of the distinction of a wayward jab and a jab that shifts the momentum. In fact, I'm only informed of a good hit when the crowd FX and the commentators note as such. And yeah I guess the stun animation shows the guy reeling, but I am no closer to knowing what situation led to a good hit that I can apply in the future. So in the next game I'm just kinda throwing hits and timing my attack sort of hoping I connect during my opponent's weak periods. I need to know what a good and bad hit is.
- The ground game is, despite the hoopla of being a EA Sports game now, is largely emulated from the THQ games. This isn't a bad thing, and only cements that perhaps that's the optimum system such a thing. The transitions are very responsive (making the attack inputs being sluggish so strange!). Defending against transitions and taking control works well. Maybe the best thing about the combat engine (again, mostly lifted from the THQ games).
- I just don't agree that LB(L1) should be the power shiftkey. It's awkward.
- Power take-downs feels good though.
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