![]() ![]() It's all ripe for a massive competitive side, especially with the right support for a game that could be the main UFC video game scene for more than a year. Otherwise, besides the obvious tournament upside, players can invite others to lobbies and tinker with match settings to spar. The game's Online World Championships will house the scene for the most competitive of players. Call it the only organic way the game could've expanded beyond what might just be industry-best sporting presentation. ![]() Channeling its inner Kimbo Slice, the game has a backyard fights mode that exclusively features stand-up combat with some really fun, varied environments outside of the makeshift Octagons. When UFC 4 does lose the excellent broadcast presentation, it does so in a brilliant manner. That's still the case here, though there are notably fewer issues in this department this time out. Muscles ripple with effort, and the sound design brings to life the devastating violence.Ī game boasting so many weight classes and no helmets or anything to hide the athletes behind was never going to 100 percent nail every player model and proportion. Abs visually contract even while the fighters stand still and pant between rounds. And replays aren't just these standard fare things anymore-slow-mo for key moments in the replay packages illustrates where things went right or wrong for the fighters in sometimes squeamish detail.īecause that's where UFC 4 is really king-the details. In a good way, too, no matter how much it might sound like a bad thing to have. Stuns, wobbles, injuries and other big moments get highlighted by different colors and sounds jarringly invading the screen. It makes for a much more fluid experience, a comment about a singular important area that applies well to the whole of combat, too.īig moments also get altered presentation. Out is the lone chance to counter those in is a multiple-stage sequence that permits counters, strikes and more. The Real Player Motion Technology was a big talking point for this game's predecessor and is again here. Perhaps more importantly, if not impressively, is the feeling of achievement for progressively learning the complex mechanics and putting them to use against opponents. It's critical for the game to still feature this pick-up-and-play potential for casual players, and it does so well. ![]() Players can largely just button-mash on certain difficulties still, provided they pay at least a little bit of attention to the stamina meter. Light taps on face buttons do quick strikes while holding them go for heavier, more exploitable strikes. There are a ton of modifiers to press via trigger pulls in tandem with face buttons, face buttons to hold down at once-sometimes while holding modifiers too-and other asks of the player. All a sequel needed to do was smartly innovate to make things even better, both in transitions and in approach to ease of use for players.Īnd to be blunt, UFC 4 can be staggeringly overwhelming at first. This was especially true thanks to just how fluid everything felt, especially when transitioning from, say, upright fighting to the ground game quickly. UFC 3 was a huge step in the right direction for a franchise that felt like it was really snowballing momentum into something special. ![]()
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