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Originally Posted by Sandbox |
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I was too vague, I didn't mean arcade in the sense of mini-games or anything.
I love that a physics engine is being used to simulate the sport. It's what I was hoping for since the original Rampage/Liddell Undisputed trailer. The game certainly looks better than Undisputed does now.
What I meant by arcade vs sim was in the twitch control typical of Tibouron games. I'm just not a fan of hyper-realism. The step/slide in to punch is automatic correct? I prefer Undisputed's handling of the step-in where it's a specific button press and not automatic, so you can choose whether or not you want to close the distance.
The question I have is, does the game sacrifice realism for responsiveness/control?
EDIT: Actually on second thought doesn't automatically stepping-in to strike take away from control and realism? i.e. if my fighter is a tall rangy fighter with little KO power, my gameplan would amount to working from the outside with quick strikes just finding my range and scoring points. If my fighter auto-steps then he's put himself into his opponents range. I thought Fight Night did a good job with punching and they didn't use an auto step-in. Control is being removed from the player's hands if you automatically make moves for them, similar to what madden did in terms of user-catching with player's no longer needing to press a button to catch. Thoughts?
Also,
- Have you played the competitions game and what do you think of it?
- How comparable are stats to that of a real MMA bout?(strike connect% etc.)
- Why don't refs stop the bout after a KO or submission, limited resources?
- If the CPU fighter is beat on points for the first 2 rounds, does the A.I. come out more aggressive looking for the KO or submission in the final round?
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As a former fighter, it never occurs to me not to step in or back up to make contact with a strike in real life (it's sort of second nature). I know my reach and range, so I just do it naturally. We discussed this a ton on the game team (I talk about it in my power of the punch blog at length) we really unanimously felt it was more realistic to do the "heat seeking". We want it to be about throwing the right punch, especially since we introduce steerable "circling" strikes. Your intent is to close the distance, and if you don't want to, you can throw a fake strike.
My goal is responsiveness first, visuals a close second. The games I have directed animation on have this signature (like NBA Street Homecourt), I feel the way the game plays is paramount. However, I have written entire articles about how this doesn't have to be a balancing act if you make the right tools for the animators, and designing those tools have been a huge part of what my entire career at EA has been about. We have some incredible advances on MMA for keeping the game looking smooth and more realistic but Jason Barnes and I have always wanted it to feel like a fighting game but look like a Sim.
we have all played the competitor quite a bit (we would be nuts to ignore or discount it). I kept TRYING to love it. Some of the guys on our team like it though. I was just playing ours for more than a year when their first one came out, and to me we already had something more fun, especially on the ground, but even in stand-up ours just felt way more responsive and consistent and to me feels more like actually fighting.
Real MMA fights last from 10 seconds to 20 minutes, so I would say stats are very hard to "average" out. What I love about our game, is people who haven't played much end up knocking each-other out and veterans end up having really long fights when they know their fighters strengths. The orignial Bushido Blade was like this. If you stand there and don't defend yourself, or are overly aggressive and don't respect your opponent you are gonna get wrecked fast. I think I said this before, but Victor and I have these long but exciting fights with me as Cung Le and Him as Jacare.
Spot on with the ref, this was our first outing, having a ref at all was a must, but we didn't want to overly invest in the ref when we had gameplay features. With that though, he does actually step in and stop fights, we just didn't want him in the way of the camera in replays and such.