Three Key Ways EA Can Improve Their UFC Games
With EA Sports UFC turning out to be more than a little lacking, thought turns towards the main ways a probable follow-up could improve. From cosmetic changes, to inclusion of modes, and tweaks to the gameplay, these are the three key ways EA can improve their UFC games.
Re-work The Ground Game:
The core criticism of EA Sports UFC is how rigid the ground game is. Almost nearly every MMA bout will hit the ground at some point. Body positioning, guards, transitions all make up the key elements of a strong ground game. EA Sports UFC features a system that rarely feels smooth or natural. Each transition feels rigid, forced and not all that responsive. The control scheme doesn’t allow much freedom, giving one of the most creative elements of MMA an entirely linear mechanic.
Re-working the whole ground game, including the odd submission mini-game, would be an instant improvement. A re-worked ground system should ideally give both fighters more freedom of choice in what they wish to do, instead of relying on repetitive flicks of analogue sticks and aiming to use sticks to adjust body posture and reaction. But most of all, movement should be SMOOTH. The current system is far too rigid and clunky, making it far less enjoyable or engaging than it should be.
The submission mini-game should take its leave and be replaced with a more realistic, interactive, mechanic. Combining stick moments and press, much like the system seen in past UFC titles under THQ, is a far more enjoyable and satisfying concept than a cat-and-mouse mini game.
Add More Modes; Improve Current Modes:
For a full retail title, EA Sports UFC features barely any game modes. The career mode is a loosely connected series of fights with some mini-games complete with light character progression chucked in. The career as a core game mode is simply not good enough. EA should look no further than the vast amount of content on offer in UFC Undisputed 3.
Career mode, Pride fights, online fight camps, re-enacting classic fights and of course straight-up fights. EA not making use of Zuffa’s purchases is insanely short-sighted. Including a handful of modes, when past titles have had so much to offer, is simply not acceptable. Whether it’s EA not truly caring about the product, or EA simply testing the waters, their next UFC game needs to ship with far more modes.
While everything in the game looks pretty, there are some things that look plain stupid. Seeing someone such as Junior Dos Santos land repeated upper cuts and not knocking a guy out is silly. The striking in EA Sports UFC feels more like something you’d play with Killer Instinct–stacking combos together rather than landing that perfect strike. While not every fighter has one punch power, the ones that do should have it reflected in the game. Head shots hurt–they can really hurt–but EA seems to ignore that fact.
Repeat strikes in dangerous places don’t reflect the damage they should. A person’s head does not simply return to its natural position after being hit with hard force; a leg does not pop straight back to the standing position after being kicked. EA is aiming for realism, and this should be reflected in their game’s striking.
Another issue, albeit an utterly bizarre one, is the ease of which fighters pulls off moves rarely seen in fights. The showtime kick has been hit ONCE, and yet the majority of fighters can pull it off within the game. Highly specialist moves should either be locked to the fighter (or fighters) who can pull them off, or remove the rarely seen/used moves entirely.