more about EA Sports MMA
Nov. 18th, 2010 01:18 pmEA MMA's AI is not up to the task of exposing the depth of the gameplay. I guess that's true of any fighting game. EA MMA has a fundamentally different model of the sport than the UFC game. I'm not ready to say better or worse, but I will say the game deserves to sell better than it has. I've played 30 career matches, and an online 4-fight card today versus a friend in Enn Zedland who has also played a mess of UFC with me. He took the time to school me on some of the subtleties, and I'm newly appreciative of its systems.
There is a clear rock-paper-scissors structure to the choices made between striking or improving position (including initiating a submission). There's a need for managing Stamina, because a fighter's current energy level directly affects striking power and likelihood of success during transition/submission attempts. No energy means -no- chance of transition or denying a transition. Or a sub, I guess, since they work to make them consistent.
So on the ground, when a fighter strikes for damage the targeted player can either defend the strike straight or with a directional parry which saps the attacker's Stamina. (Alternately the defender may interrupt the strike with a transition attempt, which seems identical to UFC).
Transition attempts are preceded by some telltale vibration in the defender's controller; it's pretty easy to deny a transition if it's just thrown without preamble. However, strikes landing also cause vibration feedback in the defender's controller. The attacker can use strikes to mask transition or sub attempts. It's possible to block a strike or deny a transition, but if you're denying a transition, a strike will get through. If you block a strike, a transition can get through.
And strikes seem to be a more strategically used element. It's pretty common to rock someone out of the gate with a single high-powered strike, and flash KOs from counterstriking are also standard. There doesn't seem to be a "wearing down" of the HP like there is in UFC. You can create momentary weaknesses in the stat pretty quickly, which can be overwhelmed, but if the defender gets to safety for any length of time, it appears to reset the value entirely. So individually landed strikes may count toward the final score if it goes to the judges, but it seems like there's no building up a weak spot for the duration of a fight.
Things I still don't like:
- Tiburon said "no button-mashing!" but the recovery from being rocked is a straight button-mash.
- Choke submissions are unfathomable. I'm never sure where I'm supposed to be pointing my stick. The sweet spot probably has some kind of behavior of its own which is further influenced by either fighter locating it, but I'm unable to discern its pattern.
- Presentation elements like non-interactive cutscene visuals and sound design are very limited, and what they do have seems sub-quality for an EA effort.
- Career mode gets boring after the top-tier championship is taken. It's less than halfway through the 40 fight run, if you're undefeated (and those first 10 fights are exceedingly easy), and from that point forward, there are no more big fights, no Special Moves to be learned if you're trained up. There isn't much to do.
There is a clear rock-paper-scissors structure to the choices made between striking or improving position (including initiating a submission). There's a need for managing Stamina, because a fighter's current energy level directly affects striking power and likelihood of success during transition/submission attempts. No energy means -no- chance of transition or denying a transition. Or a sub, I guess, since they work to make them consistent.
So on the ground, when a fighter strikes for damage the targeted player can either defend the strike straight or with a directional parry which saps the attacker's Stamina. (Alternately the defender may interrupt the strike with a transition attempt, which seems identical to UFC).
Transition attempts are preceded by some telltale vibration in the defender's controller; it's pretty easy to deny a transition if it's just thrown without preamble. However, strikes landing also cause vibration feedback in the defender's controller. The attacker can use strikes to mask transition or sub attempts. It's possible to block a strike or deny a transition, but if you're denying a transition, a strike will get through. If you block a strike, a transition can get through.
And strikes seem to be a more strategically used element. It's pretty common to rock someone out of the gate with a single high-powered strike, and flash KOs from counterstriking are also standard. There doesn't seem to be a "wearing down" of the HP like there is in UFC. You can create momentary weaknesses in the stat pretty quickly, which can be overwhelmed, but if the defender gets to safety for any length of time, it appears to reset the value entirely. So individually landed strikes may count toward the final score if it goes to the judges, but it seems like there's no building up a weak spot for the duration of a fight.
Things I still don't like:
- Tiburon said "no button-mashing!" but the recovery from being rocked is a straight button-mash.
- Choke submissions are unfathomable. I'm never sure where I'm supposed to be pointing my stick. The sweet spot probably has some kind of behavior of its own which is further influenced by either fighter locating it, but I'm unable to discern its pattern.
- Presentation elements like non-interactive cutscene visuals and sound design are very limited, and what they do have seems sub-quality for an EA effort.
- Career mode gets boring after the top-tier championship is taken. It's less than halfway through the 40 fight run, if you're undefeated (and those first 10 fights are exceedingly easy), and from that point forward, there are no more big fights, no Special Moves to be learned if you're trained up. There isn't much to do.