lost
10-27-2010, 01:27 PM
<table width="100%" style="padding:2px; background-color: black"><tr><td>EA Sports MMA Review [360]
Also on: PlayStation 3
Developed by: EA Tiburon (http://www.ea.com)
Published by: EA Sports (http://www.easports.com)
You pay: $59.99</td><td align="right"><img style="border:1px solid red;" src="http://evavhost.com/i/press/lost_head.jpg"></td></tr><tr><td>Release Date: Oct. 19, 2010 (NA)</td><td align=right>Martin 'lost' Perry</td></tr></table>
It's Time! For another MMA game...
There's a little controversy surrounding this game, namely because Dana White, the UFC's big public figure, claims that he approached EA several years back with a view to licensing the brand to them for yearly videogames. He claims, and these statements have been denied by EA, that they effectively laughed in his face and told him that the sport would never be big enough to warrant them launching a new franchise. Well, regardless of whether or not these facts are true, the guys behind almost every successful sports franchise in gaming have scrabbled together just enough non-UFC fighters to put out a competitor to Undisputed. Have they made the right decision, or should they have kept laughing?
The answer to that isn't exactly clear, even though I've now played the game. The fighting system is of the most immediate importance, unsurprisingly, and the developers have something borrowed, something new and more than a few somethings that aren't entirely welcome. Much like Skate, Fight Night, and even NHL, EA has decided to make good use of the right analogue stick. Of course, THQ did this first with UFC Undisputed 2009, choosing to use it to control the ground game. Here instead it controls your punches, although not in a particularly analogue fashion. Restricted to jabs, swinging punches and the occasional special type punch (spinning backfist, Superman punch), the game doesn't offer nearly the same variety as its boxing brother. Kicks, activated by holding down the left trigger, are similarly limited, which feels bizarre considering EA's pedigree in the realm of hand-to-hand combat.
http://i6.photobucket.com/albums/y242/LostGames/-1wwwavm_webappsROOT_assetsen_USMMA-8.jpg
That leaves the face buttons to deal with the ground game – typically the most complicated part of any MMA bout. Things are reduced to single button presses here, with the Y button initiating a standing clinch, A a takedown attempt and the motion to improve your position, while B acts as your blocking tool for transition attempts and the takedowns of your opponent. The thing that irritates me particularly about this setup is the simplified notion that you can simply 'improve' your position on the ground by moving further towards the full mount. You can continue to punch while in full or side guard, but it's really just a means to further your movements towards sitting on your opponents chest. Steadily pressing A, blocking when you feel the vibrations in your pad, will land you in an unbeatable position in most matches.
MMA purists, I believe, will find this system a little insulting. The very best fighters can, while on the ground, end fights from any number of positions. The notion that you must move yourself into the most dominant to stand any real chance of winning is ridiculous. While the game must be viewed primarily on its own benefits, THQ's game provided a complex setup for the most complex part of mixed martial arts fighting, giving you the sensation of controlling your fighters limbs. EA have instead delivered a ground game mechanic that feels more like a quick-time event without the obvious button prompts. Something that really didn't sit well with me initially.
However, I started to warm to the setup the more of the game that I played. Simple usually means less frustrating, and should you direct your 'Career' mode fighter towards the ground game, you will find yourself with a dominant combatant. It makes things a lot easier than THQ's equivalent, allowing you to enjoy a wider spread of gameplay variety from an earlier stage. The counter argument to that, unfortunately, is that EA Sports MMA has much less lasting appeal. Having crushed most of the fighters in the game, few players will want to return to the ring to face them again given that strategic options are so strictly limited.
http://i6.photobucket.com/albums/y242/LostGames/-1wwwavm_webappsROOT_assetsen_USMMA.jpg
The submission system is really intuitive though, as is the parry mechanic. The former mixes a number of control options, from careful button presses, bending the bones of your opponent, to a demanding stick rotation/sweet point detection mini-game to break free. The latter involves a very similar motion as to UFC Undisputed, with a flick on the right stick required while blocking, but the motion of pushing away an oncoming fist or foot feels more natural than the automatic clinches that occur in that title. Both of these mechanics are more authentic, and positively contribute to the overall ebb and flow of fights.
The game's primary mode is 'Career', which tasks you with creating a fighter, and training him up to take on the best in the business. Training itself is hugely important, with a simple to understand attribute system, improvements in each area being governed by mini-games that don't just reward button mashing, but instead teach you to be better at the game. Within a few fights time, you are invited to spend your fight winnings visiting real gyms from around the world – learning up to 16 special moves along the way and unlocking further mini-games that allow faster progression for particular fight styles. Bas Rutten acts as your mentor, and his friendly encouragement eggs you on. Unfortunately, the Gameface technology means less that you'll have your likeness getting his head kicked in inside the ring, but instead your mutant cousin. Even when I took time over my photos, the results were poor, but the wide choice of names, each with a voice recording for the fight announcers, creates an amazing sense of immersion. It was incredible hearing '...the new Strikeforce Light Heavyweight Champion is 'The Titan' Martin Perry', my name has never been in a game before!
Aside from the silly things, this main mode is enjoyable enough, and although you battle in fake fighting leagues, against fake fighters for the majority, that is really a symptom of EA Sports MMA's biggest problem, rather than a game design flaw. Simply put, the roster and the brands they have licensed just aren't good enough. Bulking out your ranks with 'Classic' versions of old, but not quite forgotten fighters, just doesn't cut the mustard. Fedor is the biggest, or at least most relevant, star in the game. Couture, Lashley, Arlovski and a handful of other were the only names I recognised, and most of the sponsorship options were second tier too. UFC, whether fans of the sport like it or not, is the biggest and best franchise, with pretty much all of the biggest and best names. Perhaps the names EA have pulled together, mean more to more hardcore MMA fans, but to the person who only watches the single brand with any real visibility outside the US, most of them might as well be create-a-fighter drones.
http://i6.photobucket.com/albums/y242/LostGames/-1wwwavm_webappsROOT_assetsen_USMMA-7.jpg
Multiplayer is stable and reasonably busy despite some reports of the game's early sales being unimpressive. The simplified fight system, unfortunately, means that online bouts are more about dirty tricks and exploiting imbalances rather than knowing the intricacies of the game. Usually when you lose the fight it feels as though your loss was inevitable, with few rounds delivering the rollercoaster thrills and spills that you would hope to experience. Visually the game is much better presented in menus, but generally the quality of the fighter models is poorer. Commentary lacks the clever variety you would want, but then THQ screwed that up in UFC Undisputed 2010 too.
I didn't hate EA Sports MMA as much as I expected to. The game does an absolutely brilliant job of educating you, meaning its backwards fight system becomes second nature quite quickly. It's easier to enjoy a generally unintuitive system if you are constantly reminded how you're supposed to interact with it. It's nature is more arcade than its direct competitor, which is at odds with the specialist nature of so many of its brands, fighters and stadiums. I remain undecided as to whether or not EA have made the right decision by introducing a competitor, although arguably competition should drive improvement forward much faster in this sub-genre of fighting games. What I am sure of, is that MMA fans should at least try out the game, but it's unlikely to be their favourite of the two options.
http://evavhost.com/public/35n.gif
<table width="100%" style="padding:2px"><tr><td width=33% valign=top>http://evavhost.com/public/the_good.jpg The simplier control setup should make the game accessible to a wide audience. The overall presentation, despite slightly lacking fighter detail, is absolutely excellent. Stable online fighting, and generally a glitch free experience. Strong 'Career' mode with simple, enjoyable training system.</td><td width=33% valign=top>http://evavhost.com/public/the_bad.jpg The fight system feels like it has its priorities wrong, and its simplicity diminishes the game's replay value. The ground game is ridiculously straight forward, and pays no respect to the complexities of the sport. Strike options are too few given the pedigree of Fight Night.</td><td width=33% valign=top>http://evavhost.com/public/the_ugly.jpg It just doesn't have the right license, the right fighters or the right complexity to usurp UFC Undisputed 2010.</td></tr></table>
Also on: PlayStation 3
Developed by: EA Tiburon (http://www.ea.com)
Published by: EA Sports (http://www.easports.com)
You pay: $59.99</td><td align="right"><img style="border:1px solid red;" src="http://evavhost.com/i/press/lost_head.jpg"></td></tr><tr><td>Release Date: Oct. 19, 2010 (NA)</td><td align=right>Martin 'lost' Perry</td></tr></table>
It's Time! For another MMA game...
There's a little controversy surrounding this game, namely because Dana White, the UFC's big public figure, claims that he approached EA several years back with a view to licensing the brand to them for yearly videogames. He claims, and these statements have been denied by EA, that they effectively laughed in his face and told him that the sport would never be big enough to warrant them launching a new franchise. Well, regardless of whether or not these facts are true, the guys behind almost every successful sports franchise in gaming have scrabbled together just enough non-UFC fighters to put out a competitor to Undisputed. Have they made the right decision, or should they have kept laughing?
The answer to that isn't exactly clear, even though I've now played the game. The fighting system is of the most immediate importance, unsurprisingly, and the developers have something borrowed, something new and more than a few somethings that aren't entirely welcome. Much like Skate, Fight Night, and even NHL, EA has decided to make good use of the right analogue stick. Of course, THQ did this first with UFC Undisputed 2009, choosing to use it to control the ground game. Here instead it controls your punches, although not in a particularly analogue fashion. Restricted to jabs, swinging punches and the occasional special type punch (spinning backfist, Superman punch), the game doesn't offer nearly the same variety as its boxing brother. Kicks, activated by holding down the left trigger, are similarly limited, which feels bizarre considering EA's pedigree in the realm of hand-to-hand combat.
http://i6.photobucket.com/albums/y242/LostGames/-1wwwavm_webappsROOT_assetsen_USMMA-8.jpg
That leaves the face buttons to deal with the ground game – typically the most complicated part of any MMA bout. Things are reduced to single button presses here, with the Y button initiating a standing clinch, A a takedown attempt and the motion to improve your position, while B acts as your blocking tool for transition attempts and the takedowns of your opponent. The thing that irritates me particularly about this setup is the simplified notion that you can simply 'improve' your position on the ground by moving further towards the full mount. You can continue to punch while in full or side guard, but it's really just a means to further your movements towards sitting on your opponents chest. Steadily pressing A, blocking when you feel the vibrations in your pad, will land you in an unbeatable position in most matches.
MMA purists, I believe, will find this system a little insulting. The very best fighters can, while on the ground, end fights from any number of positions. The notion that you must move yourself into the most dominant to stand any real chance of winning is ridiculous. While the game must be viewed primarily on its own benefits, THQ's game provided a complex setup for the most complex part of mixed martial arts fighting, giving you the sensation of controlling your fighters limbs. EA have instead delivered a ground game mechanic that feels more like a quick-time event without the obvious button prompts. Something that really didn't sit well with me initially.
However, I started to warm to the setup the more of the game that I played. Simple usually means less frustrating, and should you direct your 'Career' mode fighter towards the ground game, you will find yourself with a dominant combatant. It makes things a lot easier than THQ's equivalent, allowing you to enjoy a wider spread of gameplay variety from an earlier stage. The counter argument to that, unfortunately, is that EA Sports MMA has much less lasting appeal. Having crushed most of the fighters in the game, few players will want to return to the ring to face them again given that strategic options are so strictly limited.
http://i6.photobucket.com/albums/y242/LostGames/-1wwwavm_webappsROOT_assetsen_USMMA.jpg
The submission system is really intuitive though, as is the parry mechanic. The former mixes a number of control options, from careful button presses, bending the bones of your opponent, to a demanding stick rotation/sweet point detection mini-game to break free. The latter involves a very similar motion as to UFC Undisputed, with a flick on the right stick required while blocking, but the motion of pushing away an oncoming fist or foot feels more natural than the automatic clinches that occur in that title. Both of these mechanics are more authentic, and positively contribute to the overall ebb and flow of fights.
The game's primary mode is 'Career', which tasks you with creating a fighter, and training him up to take on the best in the business. Training itself is hugely important, with a simple to understand attribute system, improvements in each area being governed by mini-games that don't just reward button mashing, but instead teach you to be better at the game. Within a few fights time, you are invited to spend your fight winnings visiting real gyms from around the world – learning up to 16 special moves along the way and unlocking further mini-games that allow faster progression for particular fight styles. Bas Rutten acts as your mentor, and his friendly encouragement eggs you on. Unfortunately, the Gameface technology means less that you'll have your likeness getting his head kicked in inside the ring, but instead your mutant cousin. Even when I took time over my photos, the results were poor, but the wide choice of names, each with a voice recording for the fight announcers, creates an amazing sense of immersion. It was incredible hearing '...the new Strikeforce Light Heavyweight Champion is 'The Titan' Martin Perry', my name has never been in a game before!
Aside from the silly things, this main mode is enjoyable enough, and although you battle in fake fighting leagues, against fake fighters for the majority, that is really a symptom of EA Sports MMA's biggest problem, rather than a game design flaw. Simply put, the roster and the brands they have licensed just aren't good enough. Bulking out your ranks with 'Classic' versions of old, but not quite forgotten fighters, just doesn't cut the mustard. Fedor is the biggest, or at least most relevant, star in the game. Couture, Lashley, Arlovski and a handful of other were the only names I recognised, and most of the sponsorship options were second tier too. UFC, whether fans of the sport like it or not, is the biggest and best franchise, with pretty much all of the biggest and best names. Perhaps the names EA have pulled together, mean more to more hardcore MMA fans, but to the person who only watches the single brand with any real visibility outside the US, most of them might as well be create-a-fighter drones.
http://i6.photobucket.com/albums/y242/LostGames/-1wwwavm_webappsROOT_assetsen_USMMA-7.jpg
Multiplayer is stable and reasonably busy despite some reports of the game's early sales being unimpressive. The simplified fight system, unfortunately, means that online bouts are more about dirty tricks and exploiting imbalances rather than knowing the intricacies of the game. Usually when you lose the fight it feels as though your loss was inevitable, with few rounds delivering the rollercoaster thrills and spills that you would hope to experience. Visually the game is much better presented in menus, but generally the quality of the fighter models is poorer. Commentary lacks the clever variety you would want, but then THQ screwed that up in UFC Undisputed 2010 too.
I didn't hate EA Sports MMA as much as I expected to. The game does an absolutely brilliant job of educating you, meaning its backwards fight system becomes second nature quite quickly. It's easier to enjoy a generally unintuitive system if you are constantly reminded how you're supposed to interact with it. It's nature is more arcade than its direct competitor, which is at odds with the specialist nature of so many of its brands, fighters and stadiums. I remain undecided as to whether or not EA have made the right decision by introducing a competitor, although arguably competition should drive improvement forward much faster in this sub-genre of fighting games. What I am sure of, is that MMA fans should at least try out the game, but it's unlikely to be their favourite of the two options.
http://evavhost.com/public/35n.gif
<table width="100%" style="padding:2px"><tr><td width=33% valign=top>http://evavhost.com/public/the_good.jpg The simplier control setup should make the game accessible to a wide audience. The overall presentation, despite slightly lacking fighter detail, is absolutely excellent. Stable online fighting, and generally a glitch free experience. Strong 'Career' mode with simple, enjoyable training system.</td><td width=33% valign=top>http://evavhost.com/public/the_bad.jpg The fight system feels like it has its priorities wrong, and its simplicity diminishes the game's replay value. The ground game is ridiculously straight forward, and pays no respect to the complexities of the sport. Strike options are too few given the pedigree of Fight Night.</td><td width=33% valign=top>http://evavhost.com/public/the_ugly.jpg It just doesn't have the right license, the right fighters or the right complexity to usurp UFC Undisputed 2010.</td></tr></table>