I like the part where the guy falls to his side.
EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
I like the part where the guy falls to his side. -
Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
MMAGAME has a good breakdown on this (see video below)
<iframe src="https://www.youtube.com/embed/6lbqQgxU6Gk" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" height="315" frameborder="0"></iframe>
I dont think the EA UFC 2 ones were perfect by any means and i think that the weighted balance off physics were best in UD3, but my god how can you go and remove that system in place of the one we have now. Brian Hayes in that interview was talking about how every knockout had an individual flair in EA UFC 2 and it was a great direction for the game, just needed a little tweaking so characters dont occasionally go flying. However that principle was completely lost on the following games unfortunately.
Like what on earth happend at the EA UFC 3 brainstorming sessions where they thought casuals would like the horrible looking knockouts we have now. Its completely evident based on the feeback they are getting even outside of these forums that even casuals hate this absolute garbage. Might i ask in what world is less variety in favour of more rigid pre-canned animations good for a simulator which its biggest selling point is how the finishes look.
What i found is that someone mentioned its basically because of how EA UFC 2 was using the ignite engine, now they are using RPM they refuse to fix for the new engine this even though its a big big issue. What they are doing is completely putting people off from buying the game, as i have seen a ridiciulous amount of comments with people saying they are cancelling pre-orders or not buying it now because of said issues. EA executives how can you be so dumb for not acknowledging this and then wonder why sales are not as good as you hope.
Complete idiots in charge of that project, sorry i could understand if we got tons new postions on the ground in favour of fixing the FTF problems for EA UFC 4, but we got one knee on belly & a reworked clinch in over 2 years when you look at core gameplay additons. What a joke beyond belief.
AB541Last edited by ab541; 08-01-2020, 11:44 AM.Comment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
MMAGAME has a good breakdown on this (see video below)
<iframe src="https://www.youtube.com/embed/6lbqQgxU6Gk" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" height="315" frameborder="0"></iframe>
I dont think the EA UFC 2 ones were perfect by any means and i think that the weighted balance off physics were best in UD3, but my god how can you go and remove that system in place of the one we have now. Brian Hayes in that interview was talking about how every knockout had an individual flair in EA UFC 2 and it was a great direction for the game, just needed a little tweaking so characters dont occasionally go flying. However that principle was completely lost on the following games unfortunately.
Like what on earth happend at the EA UFC 3 brainstorming sessions where they thought casuals would like the horrible looking knockouts we have now. Its completely evident based on the feeback they are getting even outside of these forums that even casuals hate this absolute garbage. Might i ask in what world is less variety in favour of more rigid pre-canned animations good for a simulator which its biggest selling point is how the finishes look.
What i found is that someone mentioned its basically because of how EA UFC 2 was using the ignite engine, now they are using RPM they refuse to fix for the new engine this even though its a big big issue. What they are doing is completely putting people off from buying the game, as i have seen a ridiciulous amount of comments with people saying they are cancelling pre-orders or not buying it now because of said issues. EA executives how can you be so dumb for not acknowledging this and then wonder why sales are not as good as you hope.
Complete idiots in charge of that project, sorry i could understand if we got tons new postions on the ground in favour of fixing the FTF problems for EA UFC 4, but we got one knee on belly & a reworked clinch in over 2 years when you look at core gameplay additons. What a joke beyond belief.
AB541Comment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
I love how they just put crudely stamped a texture over some board shorts to make them look like jeans... what a joke....precision beats power and timing beats speed... and realism beats meta.Comment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
I dont recall but 2 or 3 people complaining about UFC 2's knockouts, I mean that was like the only good thing about UFC 2; the awesome looking KOs. So 2 or 3 people complained about the KOs from UFC 2 being too over the top at times so instead of tweaking them, they remove them completely. Now we have the unanimous majority that have been begging since day 1 of UFC 3 to put the Ragdoll KOs from UFC 2 back in and they wont do it. They could put the exact same Ragdoll system in without even adjusting it.......I'll take the occasional backflip over this system where EVERY SINGLE KO looks awful and they get repetitive.......once you've played it for a couple days you've seen them all. It's like the fighters feet are glued to the mat and the rest of their body falls before their feet leave the mat. Every single knockout looks like this.......Comment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
It seems impossible that the rpm engine doesn't have a ragdoll system..but it's the only thing that really makes since at this point..even madden went back to canned animations when it showed up so I guess true... on top of them being canned animations they don't even look realisticComment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
I dont recall but 2 or 3 people complaining about UFC 2's knockouts, I mean that was like the only good thing about UFC 2; the awesome looking KOs. So 2 or 3 people complained about the KOs from UFC 2 being too over the top at times so instead of tweaking them, they remove them completely. Now we have the unanimous majority that have been begging since day 1 of UFC 3 to put the Ragdoll KOs from UFC 2 back in and they wont do it. They could put the exact same Ragdoll system in without even adjusting it.......I'll take the occasional backflip over this system where EVERY SINGLE KO looks awful and they get repetitive.......once you've played it for a couple days you've seen them all. It's like the fighters feet are glued to the mat and the rest of their body falls before their feet leave the mat. Every single knockout looks like this.......Comment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
There's a lot that can be said but probably not much that hasn't been said already. This product is insulting. It's a shame that there seem to be a lot of people that will get it just because they want to make some use of their excitement and passion over its development cycle, to justify those and pretend they weren't in vain. Here's another reminder that if you don't like it you don't have to get it.Comment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
Backyard fighting would be much more interesting without rounds, cmon!
Sent from my SM-A505FN using Operation Sports mobile appComment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
Backyard fighting would be much more interesting without rounds, cmon!
Sent from my SM-A505FN using Operation Sports mobile appComment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
Ragdolls got removed because of how they'd have the fighter in awkward positions for FTF, you guys don't remember swinging at air until the fighter finally rearranged themselves into a position the game could initiate FTF in? That was one of the games biggest problems throughout it's lifetime.
I agree about your point on why it was somewhat of an issue, but on the other hand i disagree taking a holistic view. I think its more to do with the fact that work is refusing to be made on RPM tech FTF mechanics, moving on from the previously used ignite engine. They stupidly dont ackowledge it as a seriously demanded issue because if they did it should have been fixed for EA UFC 4 no questions considering the posts that were done on this area.
In UD3 the FTF attacker just smoothly moved into positon wherever the falling opponent fell. No delay and no character snapping into a pre-set postion. We are at the end of the PS4 lifecycle so EA cannot tell me its not possible to replicate that on an engine built a generation later. See below how good it looked for UD3, they just needed to take that blueprint and run with it then no more major complaints:
<iframe src="https://www.youtube.com/embed/89uAYcOid4w" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" height="315" frameborder="0"></iframe>
Take another as an example:
<iframe src="https://www.youtube.com/embed/6jlvHQmqCi8" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" height="315" frameborder="0"></iframe>
Look at 50 second mark of the second video at how that leg kick KO looks. Thats how its done EA , not your stupid system that a fighter falls down clutching their leg and the attacker is completely disabled from any follow up strikes. Take notes EA its a joke THQ smokes you in this area 8 years later.
AB541Last edited by ab541; 08-01-2020, 03:27 PM.Comment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
I agree about your point on why it was somewhat of an issue, but on the other hand i disagree taking a holistic view. I think its more to do with the fact that work is refusing to be made on RPM tech FTF mechanics, moving on from the previously used ignite engine. They stupidly dont ackowledge it as a seriously demanded issue because if they did it should have been fixed for EA UFC 4 no questions considering the posts that were done on this area.
In UD3 the FTF attacker just smoothly moved into positon wherever the falling opponent fell. No delay and no character snapping into a pre-set postion. We are at the end of the PS4 lifecycle so EA cannot tell me its not possible to replicate that on an engine built a generation later. See below how good it looked for UD3, they just needed to take that blueprint and run with it then no more major complaints:
<iframe src="https://www.youtube.com/embed/89uAYcOid4w" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" height="315" frameborder="0"></iframe>
Take another as an example:
<iframe src="https://www.youtube.com/embed/6jlvHQmqCi8" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" width="560" height="315" frameborder="0"></iframe>
Look at 50 second mark of the second video at how that leg kick KO looks. Thats how its done EA , not your stupid system that a fighter falls down clutching their leg and the attacker is completely disabled from any follow up strikes. Take notes EA its a joke THQ smokes you in this area 8 years later.
AB541
Now that being said, I WHOLE heartedly agree with you that the UD3 FTFs and KO look better, most noticeably there's no "dead" guy getting hit with repeated strikes before the ref steps in. Legit TKOs and all that.Comment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
I see your point but ufc 3 and 4 are very much like Undisputed 3 when it comes to ftf, all three use "canned" animations for ftf sequences. Watch the first and note how whenever a fighter falls backwards (Shogun is one of them) it's essentially the same animation to set up the ftf, likely because Yukes probably had the same problem as the ea devs. Look at the leg kick ko you showed me, before the animation finishes the aggressive fighter throws a punch that doesn't get registered by the game because the GSP is still writhing in pain, it's not until the animation "settles" that the aggro fighter is able to follow up on strikes.
Now that being said, I WHOLE heartedly agree with you that the UD3 FTFs and KO look better, most noticeably there's no "dead" guy getting hit with repeated strikes before the ref steps in. Legit TKOs and all that.
I appreciate the response you came back to me with.
Actually you raised some great points about some of the negatives like the falling back fighter animations. I think EA UFC 2 actually had the best physics driven KO's out of the MMA games i played, but then had the snapping issue, occasional weight issues on physics ,a larger delay often in follow up strikes & a serious lack of ref intervention animations which overall made it less immersive. There were times in EA UFC 2 when hit tracking on a falling fighter looked really cool when it was paired with the ragdoll elements but all those other issues put it well below UD3 for me.
I just think when you look at it THQ had smaller issues to fix with their FTF sequences, but was understanable considering it was built on last gen consoles with older engines at their disposal, with also what i presume was a smaller budget/team. EA have basically regressed FTF massivley since EA UFC 2 and there are so many holes they have left open by failing to address it properly and that puts it about a 100 levels below the pinnacle of UD3 for me which is a real shame. Its not something you expect from a game being developed 8 years later.
EDIT : Just as follow up i also think the problem when you compare how pre-canned animations looked between UD3 and EA UFC 3/4 is that it looks alot more natural in UD3. There is alot less ridgity, the follow through on hit connections look cleaner (less pulling of strikes when you compare animations) and most importantly the falling opponent does not go into weird postions like falling to a knee like they just got shot. Seems more free flowing and more that the opponent falls much more realistically based on the angle/impact of the strike.
AB541
Last edited by ab541; 08-01-2020, 04:34 PM.Comment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
I don't know why everyones complaining about knockouts who cares about that important stuff. Put on a bear head do the chicken dance and go fightComment
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Re: EA Sports UFC 4 - Knockout Mode Gameplay - KO Compilation
It's literally just Stand and Bang. You can do it in UFC 3. I watched that video of Kimbo vs Francis, I think by IM UH BOXER where Kimbo wins and he goes "this is why you don't mess with Kimbo's hands" or something along those lines, after he trades tame pillow punches with Ngannou for 10 minutes. And the kids in the comments eat it up and go "this feels like a whole new game within a game". It's unbelievable.
I don’t even know who the Inganus and Kimba chicks are but , I personally love and desperately miss fight night, so the gameplay should reflect that if EA wants me to purchase the game. You’ve clearly already preordered so there goes your leverage. I on the other hand have never purchased a UFC game and am thrilled with the current state of the gameplay because it’s easy to just imagine that the fighters have 16oz boxing gloves on the way fights play out. Just nerf all aspects of the stand up a little more and it’s just about in the sweet spot.
BTW, Do you know if Rocky Balboa is going to be in the game at launch or is he just planned for the first round of DLC?
Sorry if I got snippy, I get pretty passionate about the idea of buying a UFC game one day.Last edited by Counter Punch; 08-01-2020, 11:20 PM....precision beats power and timing beats speed... and realism beats meta.Comment
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