Clinch is also a bit better as it’s more responsive to your movement and animations to get out of it. It’s not drastically different, but its visual representation is much better. Instead of blocking one of four directional sectors, you’re now tasked with a cat and mouse mini-game where you’re moving around a circular UI while evading your opponent’s bar whilst they expend their stamina. Submissions, though, are one of the few aspects in the grappling game where their rework is greatly appreciated. It’s not bad, but it isn’t the most intuitive way to establish the ground game, which is much more of a strategic element in real life. You literally have to go back to the Legacy controls to get anything more precise, and if you played past games, they still aren’t the best, with it being far too easy to reverse someone on the top position. It’s either get into submission territory, posture up for ground and pound or simply get up. In fact, the new UI makes it easier to transition from the different guards, but it’s far more confusing because you don’t actually have a lot of control. The way it has been done in UFC 4 is not all that different from how it was before. This has always been an issue with an MMA game, as it’s hard to simulate transitions and counters on the ground. While striking is as entertaining (although still a bit flawed), the grapple game is a different story. The stance system is also a baffling as it will consistently swap for no discernible reason, changing up your attacks. It’s not an overly frequent occurrence, but it happens more times than you’d hope. When you want to throw a Lead Overhand and it’s assigned to the same command as clinch (although it’s simply tapping the face button versus holding it), you’ll find yourself doing the wrong action over and over again. Unfortunately, sometimes the buttons can be unresponsive to a frustrating degree. There’s nothing like a good, swift roundhouse kick. There’s a huge array of moves to perform where you’ll probably get a little overwhelmed and fall back to some of the simpler actions most of the time. So in order to throw body hooks, you’ll need to hold down L1 and L2, or if you’re looking for flashier moves you can find them with R2 and L1. You’ll be using various multipliers across the top of your controller for example, you have the simple hooks and overhands assigned to the L1 and R1 buttons respectively, but there are also attacks that require you to hold down on a combination of the four shoulder buttons. There’s a huge array of moves to pull off to the point it’s almost overly complicated. With a huge roster of your favorite fighters, a newly-introduced Kumite mode and various adjustments to the core gameplay mechanics, has EA Sports delivered in creating the best, most realistic UFC experience possible or is this a quick cash grab on the license?įor the standup game, UFC 4 is incredibly fun. The fourth entry into the franchise, EA Sports is hoping to evolve the franchise even further with a grappling system that’s a little more user friendly and some of the best visuals in a fighting game. This isn’t like their standard annual franchises that we’ve become accustomed to they have put the series into a biennial cycle and maybe it’s for the best as it allows the developers to properly develop and hone the various mechanics that desperately need reworking. Now that Electronic Arts has the license, the publisher has surprisingly been taking their time with their releases. From the Crave Entertainment published Dreamcast game to Yuke’s developed Undisputed, each pushed the UFC even more into the mainstream. The fastest growing sport has had a surprisingly long history of video games.
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