02-18-2018, 03:59 AM
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#1
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MVP
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Headmovement in EA UFC 3 seems to be Parries 2.0
With the new downgraded/arcadey/unrealistic Headmovement, when timed properly, an automatic and scripted dodge animation plays out, and it looks and feels, just like it did with the rightfully hated parries, of EA UFC 1 & 2.
The Look:
Some Animations, particularily the Head Kick Ducking or Body Kick Back Dashing Evasion or spinning fists/kicks ducking etc., seem copy and pasted right out of EA UFC's 2 parries.
The Feel:
- Exaggerated Stamina Loss. An unrealistic, nonsensical and arcadey/gamey mechanic. Simillar to the parries.
- Unresponsive, Open Window of getting countered, with artificially increased damage. Exactly like the parries.
Overall resulting in feeling like that unrealistic and unresponsive stun phase, that you had after EA UFC's 2 parries.
Am i the only one seeing the parallels here? This series, doesn't seem to know where it is headed and that's what is most worrying about it.
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We went from having strategic range management and physics based striking and evasions of EA UFC 2's 360 headmovement, to overall a very close/scripted experience with EA UFC 3. Just like that stupid timing based grappling system we got from EA UFC 1 going to EA UFC 2 and remaining at that state now for EA UFC 3.
I Don't care how many animations you mocapped and how you only focused on EA UFC's 3 Stand-Up to make sure you get it right. When you are taking huge steps backwards like that, the game is never going to feel right.
We get spoiled and feel the awesomeness of some needed, amazing and infinitely-replayable feutures like EA UFC's 2 360 Head Movement or EA UFC's 2 removal of auto-lunges for a near 100% physics based striking, that was being held back by arcadey parries, unrealstic arcadey combo damage system and some striking/movement animations to chase down the opponents.
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I don't know who got this communication wrong, but here is where you messed up in delivering with the striking of EA UFC 3:
We ask for more striking animations moving forward/backwards and we ask for a running button and in general more control over our movement etc. because we believe they would be great tools in someone's arsenal of countering the 360 head movement or the unbreakable block and walk away.
- As a response, the devs listened to our feedback, they recorded the animations and then, they go ahead and remove the 360 head movement and implement those "competitive" predictable rules of engagement, where our strikes are perfectly tracking our opponents or what not, based on where they input their head movement, instead of having a simulation play out and let the reach/positioning/real-world physics play out and determine wether a strike lands or not. Which kinda defeats the purpose of adding moving forward strike animations...
It's too big of a mess to be fixxed by patches and i am sure the reasoning with EA UFC 4 will be "We won't change anything in the stand-up because that's all we focused on in EA UFC 3. We are gonna take the next 2 years to fix the clinch/KOs & referee interactions/ground game."
Decisions like that have killed this series for me. The game feels horrible because of them and gets boring fast, not to mention the countless of other issues that are budget related.
The path this game has taken with the arcadey timing/counter windows etc. all the cheese that we see, will only be possibly fixxed, by making the overall product feel more pre-deterministic, unresponsive and unfun.
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The whole purpose of EA UFC 3 feels like it was to make every feuture under full lock-down. Under full control and under predictable/repeatable outcomes. Just to make sure that stats are the biggest factor instead of any actual ingenuity. Kinda makes you think, it fits like a glove, right with that Ultimate Team pay-to-win mode. The more pre-deterministic the gameplay, the more scripted the outcome and the more they can favor those who pay for better stats. It all gets boring after 3-4 play sessions.
Last edited by manliest_Man; 02-18-2018 at 04:14 AM.
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