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post #21 of 38 (permalink) Old 10-06-2007, 12:32 AM
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as far as the ufc game goes, any word on a release date? or a release date of a possible demo?
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post #22 of 38 (permalink) Old 10-06-2007, 02:43 AM
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I've been saying this forever. If they slightly modify the fight night analog system, it can make an mma game much more effective. Right stick for punches (jab, hook, uppercut) a shoulder modifier for kicks... say L1, or whatever that translates to in Xbox talk (jab motion = leg kick, hook motion = middle kick, uppercut motion = high kick). That leaves 3 shoulder buttons open, R1 for blocking (bottom left/right for leg kicks, left/right for body kicks, top left/right for punches/high kicks). This sort of leaves a problem with how to throw body punches, but this is just my quick idea on the game, so I'm sure people who do this for a living could figure it out.

So we still have 2 shoulder buttons left. L2 for a left single leg, R2 for a right single leg, both for a clinch, both and forward for a double leg. In the clinch, right stick for punches/elbows, and L1 and right stick for knees. On the ground, the right stick can be used for punches, and L1 and the right stick can be used for elbows. This leaves three shoulders again... R1 for blocking, L2 for passing to the left, and R2 for passing to the right. This still leaves all the face buttons open for subs. For passing and subs (and takedowns), there needs to be some sort of struggle to accomplish whatever you're trying to pull off. Whether that means moving the left stick in a motion to simulate the movement you'd actually have to make to pull a move off, or a sequence of buttons (I couldn't really determine which would be more effective without actual testing).

This is all just actual gameplay stuff, obviously there has to be an in-depth set of attributes to determine strength of strikes, endurance, ground control, subs, sub defence, etc (I know I wasn't even close to naming everything, that wasn't the point, just giving examples). And the game modes and roster are important too, but I feel the most important part of this game and its success will be gameplay, so that's been the biggest part of my thought process about the game.

Just based on my brief 5 minute analysis, they should be able to pull off a much improved game from the previous UFC attempts. And if they can't... for shame, and I should be hired to be the project manager for the next game.
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post #23 of 38 (permalink) Old 10-06-2007, 03:02 AM
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Originally Posted by UseOf_A_Weapon
judging from the video i'd say to expect the controls to be similar to the WWE/ RAW videogames. not a bad system, but it can take a while to learn and can be difficult to remember the movesets. still, i like where this is going. i hope it gets pulled off.
Excatly. I think each fighter will have a "special move" that the fighters have done in real life like in WWE games for example with the video Rampage's powerbomb(On Ricardo Arona) and Chuck Liddell's punch flurry(On Tito Ortiz).

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post #24 of 38 (permalink) Old 10-12-2007, 11:24 PM
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That's what I felt to. In Pride FC everybody has a specials but I think they will pay closer attention to that with the new game.
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post #25 of 38 (permalink) Old 10-16-2007, 12:24 AM
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The game is called UFC 2009, it better not be coming out in 2009.

I thought I read somewhere around spring 2008?
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post #26 of 38 (permalink) Old 10-16-2007, 12:29 AM
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Originally Posted by Negative1
The game is called UFC 2009, it better not be coming out in 2009.

I thought I read somewhere around spring 2008?

If its called UFC 2009 it will come out in 2008, its a pet peeve of sports games, they name their game one year after it comes out. Like NBA 07 came out in 06.

"I assure you, whatever the others promise to do, when it comes to the showdown, they won't be there... "
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post #27 of 38 (permalink) Old 11-29-2007, 11:36 PM
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My guess is that it might come out in late summer or early fall of 08, just like most of the sports games.
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post #28 of 38 (permalink) Old 11-29-2007, 11:58 PM
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The stand up needs to be modeled after fight night round 3. Well, the game should at least have as much depth. No health bar for sure, like someone else mentioned. I have such high hopes for the game I fear disappointment. Lets all cross our fingers.
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post #29 of 38 (permalink) Old 11-30-2007, 08:27 PM
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The health bar in the other UFC games is annoying. In a game, you want to have good fights and if that means going to a decision, that's what you want to be able to do. You can win too easily in the other UFC games. Like in Fight Night, you can score lucky knockdown punches out of no where and it should be the same thing with this new game. They really should look closely at Fight Night. Especially for combos and doubling up etc. The combos in the older UFC games are boring, they not very exciting and they don't look very good. It's no fun playing as Phil Baroni or Vitor Belfort when you can't punch like Baroni or Belfort.
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post #30 of 38 (permalink) Old 12-15-2007, 01:18 AM
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Originally Posted by I.P.Freely View Post
Yeah, the WWE games have a pretty good control system, and they let you integrate striking and submission quite well.

Still, that would only be a starting point. If I remember right, in those games you do a submission against an opponent who is prone (or supine). They either do a certain amount of damage, or they can make the other person tap out, if they don't hit a button often enough, or their momentum is too low.

But that means there is no interplay on the ground. With an MMA game you would need to have move sets to pass guard, posture up, reverse, spin out, give up your back, try to stand up, and so on, and submissions and strikes that could be done from various positions. So it would have to be plenty more complicated than the WWE games.
I think it's very do-able... it hsould be God-of-war-esque so when you try and submit someone you hav eto impliment it, then use a serious of button pressin battles to see who wins.?
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