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EA Canada have even included a "Knockout" mode which leaves out the ground game entirely - which, to me, feels something like an admission of guilt.īeyond the in-ring action, EA provides the usual pleasing variety of game modes we've come to expect. Considering how big a part of MMA these disciplines are, it's a much bigger problem for UFC 2 than, say WWE2K16, when these systems are flawed. Of course, the developers are caught between a rock and a hard place here - the submission holds are too difficult, so I avoid them, the clinch fighting is too easy, so it feels cheap - but nevertheless I think many players will just find themselves avoiding these two parts of the game whenever possible. On the other extreme, submission holds are laboriously complicated: there's six screens of text to cycle through just to get to grips with the "basic" system, and only after hours with the game did I begin to feel a decent level of understanding.
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The basic right-stick grappling system is simplified from the last UFC game, but to an extent where it now feels rather arbitrary - like remotely guiding your way through a series of animations, which goes in complete opposition to the dynamic feel to the rest of the game. Clinch fighting and submission holds are notoriously hard to translate to video games - it's been 25 years since I hammered A on my Game Boy to deliver a Sharpshooter, and no one's really come up with anything better since then - and UFC 2 makes little headway in this regard. Where UFC 2 falls down, however (if you'll excuse the pun), is when the action hits the mat. Bruce Lee and Mike Tyson are available as unlockable characters. Learning to correctly time a flurry of attacks and overwhelm your opponent gives a wonderful sense of "flow" that will keep many coming back even after most of the game's challenges have been overcome. Learning the right combinations, both to attack as, and defend from, different fighting styles offers tremendous depth, and will provide hours of entertainment for UFC devotees. It's all about timing your blocks and swings and trying to out-think your opponent as you hop around the Octagon, waiting for your stamina to recharge. You feel connected to your fighter - you want to avoid a beating just as much as you want to win.īecause of this, the "stand-up" game, as it's called (when you're, er, standing up), is more of an absorbing, tactical battle than you'd initially think. These matches, bar some small caveats, are as true to real life as they can be - and that's what makes the violence all the more affecting.Įvery time I get knocked to the canvas I find myself inadvertently flinching, or sucking my teeth, in a way I seldom have before when suffering on-screen pain, and the feeling of being pinned into a corner, knowing you're one blow away from being felled, is hugely tense. When punches and kicks connect, the result can seem disappointingly flabby when compared to, say, a Street Fighter or WWE game. In some ways, I can see how this authenticity could put off people who aren't already fans of the sport. With such top-notch presentation married to a fluid, kinetic combat engine, UFC 2 has a decent claim to be one of the most life-like fighting games ever made. The action outside the ring, too, is flawlessly rendered, with every detail from lighting and fighter entrance animations to crowd noise and commentary meticulously to create an atmosphere that hits all the right notes. What impresses most, in your first few minutes of play, is the staggering detail of the fighter models: every scar, every broken nose, and every tiger tattoo is rendered in pixel-perfect detail. EA has not yet confirmed rumours of a 'Friends' DLC pack, featuring Monica's boyfriend Pete. To their credit EA Canada have some gone some way to change that with UFC 2, in what must be the sport's best interactive incarnation to date. In a sport that is a much about moments of explosive violence as it is technical skill, how do you strike the right balance? It's this reason, as much as any other, that explains why there's never been a UFC game that's really hit the mark. It's challenges like these that makes MMA such a tricky proposition for developers.
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But how it would work in a video game? How would a player feel having spent five rounds dominating an opponent only to lose from a lucky punch? Or, indeed, for a fight to be over within a quarter of a minute, just because of one missed block? This unpredictability - the way a fight, or indeed a championship belt, can hinge on a decisive millisecond - is a huge part of UFC's personality.
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