

However, that small percentage doesn’t represent the majority, and I believe many people may find escaping submissions in EA UFC 4 even harder than it was in EA UFC 3.

Obviously, super-advanced players will grasp this and perform better at this part of the game. If you hold the triggers it will push the shape to the highest point of the pendulum and it slightly shrinks, but it’s still far too easy to overlap, and thus too difficult to escape submissions. Again, the mechanic is based on a chase to overlap the shapes. Holding the left trigger swings your portion to the left, and the right trigger does the opposite. You control your color portion with the triggers. For this part of the game, there is a pendulum-like meter.

The same issue exists with joint submissions. This makes it very difficult to avoid being submitted.

The formula isn’t flawed, but the size of a fighter’s color portion seems to be too big, especially before any damage has been done. Your chances of escape or success is affected by both fighter’s stamina, the condition of the head of the fighter who is being choked, and the submission skills and defense of both guys or girls. If you can spend enough time during the process evading the overlap, you escape. For chokes, there is a meter that is very similar to what you see in WWE 2K, and you essentially have to keep your color-coated portion from overlapping with the attacking fighter’s portion. On the flip side, the submission mechanic that replaced the one that was in the previous game makes it too easy to submit opponents. That element is somewhat present in the takedown game of EA UFC 4, and it forces you to get better at stopping takedowns if you don’t want to continue to lose from being pounded out or submitted. If they lose that battle, they are likely to lose the fight. In real MMA, the top priority for guys who are facing Khabib Nurmagomedov, Daniel Cormier, and the like, is to stop the takedown. Stopping takedowns is a little more difficult in this year’s game, but I don’t hate the change. In some ways, it succeeds, but in other ways, which I think are more predominant, it falls a little short. I can’t say that I ever got to the point where I loved that part of the game in EA UFC 3, but I’d arrived at a place of acceptance and average capabilities.ĮA UFC 4 introduces a new system that seeks to simplify things. The ground game and submissions have always been the most difficult aspect of the game to get a handle on, and that goes for the users and developers. It’s not enough to ruin the gameplay by a longshot, but it’s something that could use some post-release attention. This seems to happen on some of the spinning attacks and side kicks, but not every time. I’ve seen a few too many instances where it appears as though a strike should have landed, but there was either no visual event to represent the impact, and/or no damage was occurred by the person receiving the shot. On the downside of the stand-up component, there are still some moments where the game’s collision-detection system seems to have some issues. Overall, I find the stand-up to be one of the many highlights of the game, and it remains pretty addictive. That’s a best practice for any annual or semi-annual release because it’s never a good idea to force something new on someone who was already satisfied. You’re able to revert back to an old favorite if you’re not feeling one of the new features or elements. That’s a refreshing aspect about several parts of the game. If you still hate it, you can turn it off and go with the presentation you had in EA UFC 3. If it sounds like you won’t like this effect, give it a try for a few fights to see. A big injury to the head generates a red glow on the screen, while similar damage to the leg brings up a blueish-green light. It has been augmented with some appropriate detours from TV-style presentation to let you know when you or your opponent has taken major damage. Traditional stand-up is still as addictive as ever.
