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UFC Undisputed 2010 News Post

Gamespot has posted a Q&A session with Omar Kendall, Designer of UFC Undisputed 2010.

Quote:
Gamespot: "What were the top priorities with this year's game?"

Omar: "The top priority with UFC Undisputed 2010 is a continued march toward being perceived as, "As Real as It Gets." We're constantly tinkering with game systems, graphics, and modes to ensure we deliver the experience our fans deserve.

One example of this is the revision of our fighting technique system and the introduction of the fight camp concept to our Career mode. In UFC 2009 Undisputed, players chose a striking technique and a grappling technique at the beginning of their careers and then worked exclusively on leveling those two techniques. This year, players will be able to visit fight camps and work on individual moves that they want to improve on or add to their arsenal. For example, if players want to strengthen their guillotine choke or learn something more esoteric like a Peruvian Neck Tie, they'd go to a fight camp and work on it. Afterward, they'd be free to go learn something else from another fight camp, like a judo throw or a special takedown."

Game: UFC Undisputed 2010Reader Score: 6/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 17 - View All
UFC Undisputed 2010 Videos
Member Comments
# 1 jeremym480 @ 02/04/10 02:13 PM
Quote:
OK: While we've done quite a bit of tinkering with the submission system, the stick rolling method of submission execution and escape (known semiofficially as The Shine) will return. It's something that's steadily become a signature element of the game, and we're pretty fond of it. What we did want to change was the button mashing/brute force escape we utilized last year. This enabled fighters with high strength to be just as good at getting out of submissions as fighters with high submission defense.
I wonder how many controller's I'll go through this year....
 
# 2 Phobia @ 02/04/10 02:15 PM
WOW NICE!!!!

Day 1 purchase for me. I am part of the online community that is still playing UFC 2009 to this day. I still play almost weekly.

Fantastic game and balance. Having the ability to separate moves is going to be sweeettt!!!

Plus the new fighting styles are tight and will finally have Machida's Karate style. The greco roman = This means there HAS to be cage work!!!

Quote:
We've implemented full cage support in UFC Undisputed 2010, and its effect on gameplay is huge. Since this year also sees us introduce new fighting techniques, including Greco-Roman wrestling, we feel that this, combined with all the other gameplay elements, like using the cage to prevent a takedown, is sure to have a dramatic impact on the way the game is played. Our design approach to implementing cage gameplay allowed us to utilize our universal grapple system concept. On the ground, we have a rising hierarchy of positional advantage based on how much threat potential one fighter has in relation to another. In the case of two equally skilled fighters in open guard, for instance, the fighter on top is in a slightly better situation than the fighter on the bottom. We express this by saying the top fighter has a 55/45 advantage over the bottom fighter, expressed in the damage output of his strikes, the lethality of his submissions, etc. Put the same two fighters in the mount position, for instance, and that advantage changes to something much more dramatic, like say a 90/10 in favor of the top fighter.
We've utilized similar thinking with regard to the cage. Let's say we have the same two equally skilled fighters in the single collar tie position in the middle of the octagon. We consider this position to be one in which both fighters have equal advantage--a true 50/50 position. If one fighter manages to push his opponent up against the cage, he'll restrict his movement, limit the force he's able to generate on his strikes, and make it harder for him to regain energy; thus, shifting the balance in the favor of the free-standing fighter. It's an elegant system that we feel accurately represents the strategies employed in a real UFC fight
 
# 3 aholbert32 @ 02/04/10 02:27 PM
Here is the rest of the Q&A:

GS: What were the top priorities with this year's game?
OK: The top priority with UFC Undisputed 2010 is a continued march toward being perceived as, "As Real as It Gets." We're constantly tinkering with game systems, graphics, and modes to ensure we deliver the experience our fans deserve.
One example of this is the revision of our fighting technique system and the introduction of the fight camp concept to our Career mode. In UFC 2009 Undisputed, players chose a striking technique and a grappling technique at the beginning of their careers and then worked exclusively on leveling those two techniques. This year, players will be able to visit fight camps and work on individual moves that they want to improve on or add to their arsenal. For example, if players want to strengthen their guillotine choke or learn something more esoteric like a Peruvian Neck Tie, they'd go to a fight camp and work on it. Afterward, they'd be free to go learn something else from another fight camp, like a judo throw or a special takedown.
GS: UFC 2009 successfully married deep combat and easy-to-learn controls. What's changed with combat in this year's game?
OK: We're glad to hear GameSpot feels we were successful in this regard. The fight system in UFC 2009 Undisputed is something we pride ourselves on with the game. We're constantly looking for ways to improve on our systems, and one big way is in the further improvements to our ultimate fight control. In UFC 2009 Undisputed, clinch grappling and ground grappling were handled with multiple control schemes, which could be cumbersome to juggle depending on the fighter's orientation. This year, we undertook a new design philosophy that allowed us to better align our clinch grappling and ground grappling. In essence, players will now perform clinch pummels and throws using the ultimate fighting control the same way they performed transitions in UFC 2009 Undisputed.
GS: There was some criticism of the submission system in UFC 2009--the button mashing/stick rolling wasn't a particular favorite and there seemed to be a lack of flash submits. How has the submit system changed this time around? Is submission success still tied to your opponent's stamina level?
OK: While we've done quite a bit of tinkering with the submission system, the stick rolling method of submission execution and escape (known semiofficially as The Shine) will return. It's something that's steadily become a signature element of the game, and we're pretty fond of it. What we did want to change was the button mashing/brute force escape we utilized last year. This enabled fighters with high strength to be just as good at getting out of submissions as fighters with high submission defense.
Now all fighters will utilize The Shine, but the parameters that govern the success of getting out of a submission have changed. For UFC Undisputed 2010, the submission calculations will use either a fighter's submission defense or his current energy level expressed as a percentage--whichever is higher. For example, let's say a fighter has a submission defense skill of 50. If the fighter has 100 stamina and full (100 percent) energy, the game will look at this energy level, and the fighter will have a great chance of getting out of a submission. If the fighter has 100 stamina and has used the majority of his energy reserves, the game will look at the fighter's submission defense skill; in this case, shine hard! We feel this system is fairer to players and more representative of how an actual submission struggle would go down.
As for flash submissions, all we can say is stay tuned! We've overhauled much more of the submission system, and we can't wait to show it off.
GS: Will the cage have any effect on gameplay this time around? If so, how will it be used?
OK: We've implemented full cage support in UFC Undisputed 2010, and its effect on gameplay is huge. Since this year also sees us introduce new fighting techniques, including Greco-Roman wrestling, we feel that this, combined with all the other gameplay elements, like using the cage to prevent a takedown, is sure to have a dramatic impact on the way the game is played.
Our design approach to implementing cage gameplay allowed us to utilize our universal grapple system concept. On the ground, we have a rising hierarchy of positional advantage based on how much threat potential one fighter has in relation to another. In the case of two equally skilled fighters in open guard, for instance, the fighter on top is in a slightly better situation than the fighter on the bottom. We express this by saying the top fighter has a 55/45 advantage over the bottom fighter, expressed in the damage output of his strikes, the lethality of his submissions, etc. Put the same two fighters in the mount position, for instance, and that advantage changes to something much more dramatic, like say a 90/10 in favor of the top fighter.
We've utilized similar thinking with regard to the cage. Let's say we have the same two equally skilled fighters in the single collar tie position in the middle of the octagon. We consider this position to be one in which both fighters have equal advantage--a true 50/50 position. If one fighter manages to push his opponent up against the cage, he'll restrict his movement, limit the force he's able to generate on his strikes, and make it harder for him to regain energy; thus, shifting the balance in the favor of the free-standing fighter. It's an elegant system that we feel accurately
 
# 4 Pappy Knuckles @ 02/04/10 02:29 PM
I just hope they fixed getting stuck in place when guys spam punches. I can't take another year of that. Phobia, you're gonna have to set up that fight camp, man. We've gotta handle business online.
 
# 5 Phobia @ 02/04/10 02:39 PM
Quote:
Originally Posted by Pappy Knuckles
I just hope they fixed getting stuck in place when guys spam punches. I can't take another year of that. Phobia, you're gonna have to set up that fight camp, man. We've gotta handle business online.
4 real!!!!! You know damn straight the old MMA league crew will be busting some heads online.

I also don't have a huge issue with the punchs that stop you. If there is one thing I dislike about FN4, it is the way punches fly from both guys at all times. It just comes across rockem sockem.

But UFC 2009 did good in the way of getting leg kicked stunned you, punched to the face stuns you, etc. But blocking stops the stun and allows returned volleys. But that is just my preference.
 
# 6 BlueNGold @ 02/04/10 02:49 PM
Quote:
Originally Posted by Pappy Knuckles
I just hope they fixed getting stuck in place when guys spam punches. I can't take another year of that.
This was my biggest issue last year. If they fixed it I think this is gonna be a day 1 buy for me like last year's game.

Sounds like they did some good stuff to Career Mode. Can't wait to hear more about that.
 
# 7 Sandman42 @ 02/04/10 04:03 PM
I like the cover.

 
# 8 Phobia @ 02/04/10 04:08 PM
Quote:
Originally Posted by Sandman42
I like the cover.

My self. CGI version of Brock.

As much as I hate his personality. The guy is a utter BEAST!!!
 
# 9 mgoblue @ 02/04/10 04:19 PM
I hope they tweaked the ground control game...seemed like if you got good enough at the sticks you could be a crappy fighter and still own a champ like Hughes, Penn, etc...
 
# 10 LingeringRegime @ 02/04/10 04:29 PM
I really like the new modes: Title and Title Defense. More details are coming in the near future. I really hope it is a Promoter type mode.
 
# 11 TheShizNo1 @ 02/04/10 04:30 PM
I can't ****in wait now!!!
 
# 12 DirtyJerz32 @ 02/04/10 05:16 PM
Damn! That cover is bad ***, I picked up 2009 the other day after watching BJ Penn overwhelm "The Nightmare" all night.

This is def a day 1 purchase for me. There's just to many good games coming out in the next month or so .
 
# 13 KENYON06 @ 02/04/10 10:14 PM
Have they said anything about bobbing/weaving/ducking/head movement, or is it gonna be like last year with rushing in and out and side stepping?
 
# 14 Vast @ 02/04/10 10:22 PM
Sounds excellent. I'll be online in somebodys fight camp thats for sure. I thought last years career mode was the best i've played in a US fighting game to date. iT CAN ONLY GET BETTER.
I really liked the gameplay, what pappy said does get annoying with the spam punches but like Phobia said with a well timed block you can turn the tide and start unleashing your own strikes.

I have a lot of confidence that this years game is going to add tweaks that will improve the gameplay immensely. Just hearing about the cage implementation is gonna be huge, and in the trailer they added Head movement. IM EXCITE!
 
# 15 kennyacid @ 02/04/10 10:38 PM
Quote:
Originally Posted by KENYON06
Have they said anything about bobbing/weaving/ducking/head movement, or is it gonna be like last year with rushing in and out and side stepping?
In the trailer they showed Kimbo bobbing and weaving (or atlease it looked like it) so who knows
 
# 16 aholbert32 @ 02/04/10 10:44 PM
Quote:
Originally Posted by KENYON06
Have they said anything about bobbing/weaving/ducking/head movement, or is it gonna be like last year with rushing in and out and side stepping?
The trailer shows head movement and bobbing and weaving.
 
# 17 allBthere @ 02/04/10 11:17 PM
Quote:
Originally Posted by aholbert32
The trailer shows head movement and bobbing and weaving.
But it could be tied to a 'ducking hook' and the like.

I'm really liking the cage interaction, new styles (karate, sambo, greco), move customization, southpaw/stance switch, deeper career, easier navigation, better character customization.

biggest con = the shine. SMFH
 
# 18 EL_GABE @ 02/05/10 01:00 AM
Do u guys play on the ps3?
 
# 19 Phobia @ 02/05/10 08:04 AM
Quote:
Originally Posted by darlon
We definitely need to register for this fight camp ASAP. Phobia, Stumble, Pappy, Fatigue, and Meth. We gotta rep hard for OS.
Oh yea we gonna do that for sure. Meth where you at????

Speaking of which if anyone wants to go at it in 2009 let me know . I am still playing.
 
# 20 Pappy Knuckles @ 02/05/10 10:37 AM
That league we had going with 09 came out was so much fun. I really enjoyed the concept of everyone having their group of fighters and meeting up once a week to get it in. I'm not sure how it fizzled out exactly, but it was good times.
 

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