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EA Sports UFC: The Problem with MMA Games

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Now this may comes as a surprise to you, but I’m a huge fight fan. I watch nearly every UFC event, I keep relatively up to date with boxing and I have a huge love of Muay Thai and kickboxing. I even train myself and have had a few gym bouts.

However unlike a lot of people that are into combat sports I’m a pretty big gamer. I wouldn’t go as far as to call myself hardcore because I have no clue what defines a hardcore gamer. However I am definitely more into video games than my gym mates who are more inclined to play FIFA on the weekends than delve into The Elder Scrolls.

So when I say that combat sports games aren’t doing well, I say this from the perspective of someone that really wants to see them do well. The issue with a lot of combat sports games is that they try very hard to be a simulation, but still seem to fall short.

I’m going to talk about MMA first, because this is the sport that is currently the most popular in video games with the recent release of EA Sports UFC. There have been MMA games for quite a long time. The earliest one that I can think of is Pride FC: Fighting Championship, whose title technically should be read as Pride Fighting Championship: Fighting Championship, given the ludicrous subtitle.

The game was decent for the time. It managed to handle the ground based fighting aspect of MMA decently well and, while it certainly wasn’t great, future MMA games improved upon it. The same however cannot be said for the striking. As and since that game, out of every MMA game I’ve played, only one has managed stand up fighting well, UFC Undisputed 3.

This game made striking work in a way that not even EA Sports UFC has. From the footwork, to the punches and kicks everything feels smooth and natural. When your fighter throws a punch he just throws it, he doesn’t pull his arm back to launch the single biggest punch he can throw each time. He’ll punch like an actual fighter will punch.

The footwork was, while not plodding, more grounded. When your fighter walks about he is actually walking about, as opposed to EA’s MMA games which, much like their boxing titles, feel as though you’re sliding around on ice the whole time.

If I’m playing an MMA game over a game like Street Fighter or Mortal Kombat I’m probably doing a reason: I want to simulate the experience of an MMA fight. This is why, although developers have certainly tried, I only feel that the team behind Undisputed 3 have succeeded. The movement feels natural, it feels real.

They also put a lot more time into making every fighter in the game feel like their real life counterpart. A great example is their use of Rampage Jackson, because I know a lot of my audience are probably not as familiar with MMA as I am let me explain something important about Rampage.

First of all, he did this:

https://www.youtube.com/watch?v=XyWXERqsfrg

 

Second of all, this man threw maybe five kicks his entire career. He always liked to rely on his hands and didn’t have much variety in his arsenal beside his boxing skills. So if you try to throw a low kick as Rampage Jackson… you’re going to have a hard time. His kick is slow and awkward.

Conversely when you play as Jose Also or Shogun Rua, two fighters known for their leg kicking prowess, their low kicks are very fast, chopping down on their opponents leg and are very reminiscent of the real life fighters.

 

However in EA Sports UFC this isn’t nearly as present. Sure there are some fighters that mimic their real life counterparts, but there is an over presence of flashy moves and cartwheel kicks that are actually easier to throw than a basic roundhouse kick. While this is fine for some, it definitely displeased a lot of fans who would have preferred those flashy kicks be something difficult to pull off or at least implement them in a way that this doesn’t happen:

 

After all, THIS is cool:

 

This however, is annoying:

 

In fairness this is their first attempt at an MMA game and hopefully they may fix some of these problems but with the sliding footwork and every shot seeming like its being thrown by an exhausted 40 year old, it’s leaving a lot of people disappointed.

Next time, I’m going to talk about kickboxing!

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Ciri from The Witcher expresses her hope that fans will give Liam Hemsworth a fair chance in his portrayal of Geralt

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Netflix’s The Witcher has been at the forefront of the recent trend of video game IP transitioning to TV, alongside HBO’s The Last of Us and Amazon’s Fallout adaptations. In 2022, it was announced that Henry Cavill would be stepping away from his role after Season 3, making way for Australian actor Liam Hemsworth to become The White Wolf in Season 4.

In an interview with Collider (courtesy of Eurogamer), Freya Allen, the actress who plays Ciri in the series, has reached out to fans who may find the change to be a challenge. Allen expressed his view of the situation, acknowledging that it may not be ideal and that fans can be quite critical. He mentioned that he doesn’t want to speak on behalf of Hemsworth, but based on his understanding, it seems like Hemsworth is aiming to inject some heartfelt elements into the project. I’m eagerly anticipating his performance after all that training. And he’s truly a delightful individual. I hope people give him a fair chance, you know?

It’s unclear why Henry Cavill decided to depart from the show, despite his previous commitment to stay for the entire seven seasons if needed. Netflix has announced that The Witcher has been renewed for a fifth season, which will be the final installment of the series.

 

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CEO of Helldivers 2 commends the remarkable determination displayed by the community during the intense Sony showdown

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The experience for Helldivers 2 players has been quite turbulent lately, and we’re referring to a community that is accustomed to leaping from great heights into the most intense and terrifying battlegrounds imaginable. In the midst of a highly debated PSN account requirement for PC players and facing intense backlash, Sony has made a surprising reversal, yielding to the overwhelming force of public opinion. The CEO of Arrowhead, Johan Pilestedt, has displayed an intriguing attitude throughout this challenging period. He has shown remarkable composure, actively engaging with community managers and experiencing the difficulties they face firsthand.

Pilestedt expressed his admiration for the community’s determination and praised their ability to work together on Twitter, following Sony’s reversal. He sarcastically expressed gratitude towards Sony for their “prompt and efficient choice to make PSN linking optional.”

In the future, Pilestedt expressed his vision of working closely with PlayStation and the players to establish a groundbreaking benchmark for the concept of a live game. The aim is to foster a strong partnership between developers and the community, ultimately resulting in an unparalleled gaming experience.

What are your thoughts on the commotion surrounding Helldivers 2? What are your thoughts on Sony’s involvement, Pilestedt’s attitude, and the community’s reaction? Feel free to share your thoughts in the comments section below.

 

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Hands On: Stellar Blade Nails PS5 New Game + Mechanics

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Stellar Blade is an exceptional game that demands your attention. However, it truly reached new heights after the review embargo was lifted, thanks to the introduction of New Game +. In our review of Stellar Blade for the PS5, we found that one minor drawback was the inability to replay the game. Unfortunately, during the pre-launch period, this author had to start over from the beginning.

Thankfully, none of you will have encountered that problem since the title was updated just hours before its release to include the highly anticipated New Game + feature. This new game+ mode is truly exceptional. As expected, all of your abilities and unlocks carry forward, but the Korean developer has gone above and beyond by expanding Eve’s skill tree with new abilities.

The addition of these new abilities doesn’t exactly revolutionize the game, but it does introduce some fresh tools to your arsenal, ensuring that the gameplay remains engaging. Combine this with some clever enemy placement variations, and you’re practically guaranteed an enjoyable replay. In addition, all of the Exospines and Gear that you unlock in New Game + receive upgrades, enabling you to craft even more powerful builds for Eve.

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Additionally, the number of outfits has been doubled. The skins in the game offer a variety of designs, with some featuring unique custom details. Unlocking all of them again adds an extra layer of enjoyment to the experience. In our comprehensive guide, we have meticulously cataloged all the different outfits and their corresponding unlock methods. So, even if you haven’t quite reached the highly anticipated New Game + stage, you can still get a sneak peek at what lies ahead by following the link provided.

Our only critique of the mode is that the difficulty scaling could be improved. You may find yourself becoming seriously overpowered, even in hard mode. Feeling an immense sense of power is undeniably satisfying. However, it would be even more captivating if Shift Up were to delve deeper into these concepts and introduce additional difficulty levels for New Game +, thereby enhancing the game’s replayability.

It would be great if the developer could consider adding additional modes to enhance replayability. A speed run option could add an exciting element to the game. Rarely does a campaign exhibit the level of tightness and replayability found in Stellar Blade. Shift Up has truly crafted something exceptional, leaving us eager for additional content to be added as the release continues to evolve.

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Have you begun your new game + playthrough of Stellar Blade yet? What are your impressions of the mode, and are there any other post-release additions you would like to see implemented? Feel free to share your thoughts in the comments section below.

 

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