Re: UFC 4 CAF options
Build Upon The Striking, don’t remove
there's no reason to drop anything so instead EA needs only build upon this.
With more moves to throw, martial arts to pick from and unique fighter stances to play around with.
There's a decent variety of kicks and jabs, but any person who practices the sport will tell you there's a whole lot more that can be packaged in.
With some new additions, players can cater their fighter's stand up even more to how they wish to approach a fight and also give them the opportunity to test their mettle against an even larger range of styles coming at them.
UFC 3 only allows you to make a measly 22 characters. That's enough for a single event or two characters per weight class. When sports titles such as NHL 19 allowed you to make 666 players, or Madden gave you a staggering 3135 slots to fill at the last count, it makes UFC 3 feel like a downright Scrooge.
It would cost nothing to bump the number up to say, 150, though it's confusing as to why a limit is introduced at all in these games beyond memory issues. A superior, more varied character creator can lengthen the lifespan of the game as people conjure up their own fantasy leagues, and keeps the community fresh with ideas in UFC 4.
With that said, there is just a gigantic amount of material in EA's UFC series that is shockingly absent doctor stoppages, injuries, corner stoppages, draws. There are so many ways a fight can end that are nowhere to be found that add just a hint of realism and an extra sense of tension.
The rush of emotions and panic when the doctor is called in, and you hope and pray enough Vaseline can be smeared across your forehead to close a cut is palpable.
Having an epic duel that ends in a draw only to have to rematch once both your hands are raised is also sorely missed. The best you'll find is a rare majority decision win.
Every ground strike TKO having an opponent go limp, after a punch that wouldn't floor housefly, also needs to be upgraded to allow TKOs on conscious opponents who are not defending themselves intelligently.
Not to mention the lack of a Pride mode, where players can fight in a traditional boxing ring with fewer rules, which would toss in some variety to what we see on screen. After all, there's only so much you can do with an identical Octagon that has a different arena name sketched onto it each fight.
You could also use the boxing ring to play with the rules authentic of boxing and muay thai, that would be great, without abandoning the fight standing, and that all these types of fighting can be carried out in tournament mode, event mode and fight now.
I also look forward to the 2 new categories of female weight (featherweight and flyweight).
On the issue of creation and editing I also expect many more types of hairstyles, more styles, longer, loose hair, curly hair with large or small mane, especially in women who have less than men when they have more possibilities, more variety of hair colors, wicks in the hair, more variety of tattoos, more body types as in women so there are 4 different.
Which in an accurate blow you can see the mouth guard fly through the air.
UFC 2’s Knockout system was glorious and unpredictable, but far too weightless as bodies could be launched across the cage like a four-limbed pillow.
UFC 3’s on the other hand, is much too rigid and animation based to allow for rare moments to blossom as you get used to seeing the same tepid animations play out.
The knockdown system was a stroke of genius to heighten the excitement as a foe hits the mat without wonky rag-dolling getting in the way. However, when the final blow falls, there's a loss of satisfaction as your opponent lands on one knee and keels over the same as the last three guys whose consciousness you separated from their brain.
UFC 4 needs to find the right balance of animation to take into account human reactions with the endlessly enjoyable ragdoll physics of seeing someone completely enter the shadow realm.
The UFC community loves a good knockout compilation to the point entire YouTube channels are dedicated to them. A robust KO system that makes every fight ending sequence feel special and unique would be more exhilarating for players to create lasting memories, and allow the game to be praised and shared that much longer
It’s no secret that the weak link of UFC 3’s gameplay was when it hit the mat.
When all is said and done, it boils down to who has more stamina and who has higher grappling stats to determine the winner. If you're a striker that finds themselves against a high caliber grappler, you can pretty much kiss the fight goodbye the second you're double legged to the canvas and don't ace your takedown defense.
Going back to the undisputed era of UFC games, you could find a plethora of tactics to give everyone a chance of finding routes to gain the advantage. Swaying your body to avoid strikes, twisting your frame to escape a bad position through various controller inputs and a multitude of ways to reverse a position were all present.
EA's UFC has players hold a stick in one direction and pray the opponent doesn't notice in time that you have. It makes the player on the bottom feel totally helpless as they are peppered with strikes while the opponent on top simply waits for them to choose which way they are going, and block them in an evil game of rock-paper-scissors.
In UFC 4 a style of grappling game-play that matches the brilliant stand-up is what gamers need. One where skill is what wins the fight more than simply who’s got the better stats.
I also hope Spanish-speaking comments come back.
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