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EA Sports UFC 3 Announced, Some Features Detailed, Trailer Included

EA Sports UFC 3

EA Sports UFC 3 Announced, Some Features Detailed, Trailer Included

EA Sports UFC 3 was announced today with an all new trailer showing off tons of in-game footage, including some spirited weigh-ins. Here’s the full press release, be sure to watch the trailer above!

Today Electronic Arts Inc. (NASDAQ: EA) officially revealed EA SPORTS™ UFC® 3 featuring UFC® lightweight champion Conor McGregor, the only UFC athlete to hold UFC titles in two weight classes simultaneously, as the game’s official global cover athlete. EA SPORTS UFC 3 introduces a new generation of fighting for fight fans powered by Real Player Motion (RPM) Tech, a revolutionary new gameplay animation technology that delivers the most fluid and responsive motion in EA SPORTS UFC history.  A new G.O.A.T. Career Mode now means that players’ choices outside UFC’s world-famous Octagon® matter just as much as their performance inside it.   This new mode allows you to strategically promote upcoming fights, create heated rivalries and more on the road to becoming the Greatest of All Time. EA SPORTS UFC 3 will be available worldwide on February 2, 2018 for Xbox One and PlayStation®4

Click here to see the Official UFC 3 Gameplay Trailer.

“Two belts, two covers – EA SPORTS got it right again,” UFC lightweight champion Conor McGregor said. “It’s an honor to be on the cover and I can’t wait to play the game.”

Real Player Motion (RPM) Tech is a revolutionary new EA SPORTS animation technology that sets a new bar for motion and responsiveness in the best-looking – and now the best-feeling – EA SPORTS UFC game ever. With over 5,000 new animations captured and rebuilt from the ground up, players can now move, strike, and create seamless combinations in-game with the world’s best mixed martial arts athletes. Every punch, kick, block, and counter has been recaptured and rebuilt on cutting-edge animation tech to look and feel life-like and responsive, delivering the most strategic, competitive fighting experience in franchise history.

UFC 3 and RPM Tech mark a new generation of gameplay in EA SPORTS games,” said EA SPORTS UFC 3 Creative Director, Brian Hayes. “The new animation technology has allowed us to take a massive leap forward in motion and responsiveness. The result is a complete overhaul to gameplay where every move is more strategic and looks more authentic and beautiful.”

EA SPORTS UFC 3 also introduces the new G.O.A.T. Career Mode where – for the first time – the choices made throughout your career impact your path to greatness. Outside of fights, players will make promotional choices to build hype, gain fans, earn more cash through big contracts and capture the world’s attention. A new in-game social media system allows players to create heated rivalries with other UFC athletes, providing the freedom to take on any type of persona, between cool-headed contender or infamous trash-talker.

Building on the fan-favorite Knockout Mode introduced in EA SPORTS UFC 2, EA SPORTS UFC 3 delivers a new suite of multiplayer modes designed for fast, fun fights that are perfect for letting fists fly when playing against friends. Those looking for a quick social experience can jump into Stand & Bang mode, Submission Showdown mode, or opt to customize their match with unlimited stamina or extra strike damage in Fight Now Custom. The all-new Tournament Mode offers ultimate bragging rights as players attempt to take on as many opponents as possible in bracket-style elimination rounds with continuous damage and fatigue.

EA SPORTS UFC 3 will be available worldwide on February 2 for Xbox One and PlayStation®4. Pre-order the Champions Edition now and receive up to three days early access to the full game, the choice of one current or former UFC champion in Ultimate Team and 20 Premium Packs in Ultimate Team*. Choose between former UFC middleweight champion Anderson Silva, former UFC welterweight champion Georges St-Pierre, UFC lightweight champion Conor McGregor, UFC flyweight champion Demetrious Johnson or UFC strawweight champion Joanna Jedrzejczyk. For full pre-order details and to learn more about EA SPORTS UFC 3 visit https://www.ea.com/games/ufc/ufc-3.

EA Access members receive a 10 percent discount when they purchase a digital version of EA SPORTS UFC 3 on Xbox Live.**

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  1. There's a lot of mechanics in there I'm really happy to see. Counters look to be a vital part of the game which is fantastic. It's good to see that career mode is gonna have more to it this time too.
    However, the animations look pretty bad/stiff again. Especially the ones at the press conferences and weigh ins. It just didn't look right. Tbh it looked a bit like a PS3 game. I just thought technology allowed animations better than this at this point. Sorry to be negative but I'm just calling it how I see it. I still believe the game will be very fun to play though. Really looking forward to the new striking mechanics.
    Guys i don't want to be a negative nancy.
    But that looked terrible. It looked like FN champion with the way over the top lighting and weird body movements.
    Ugh.... please just be the trailer...
    Not to mention i saw some more unrealistic kicks added to the game...
    Please god why does mighty mouse have that arm bar finish? It was a fluke he ever did it to begi with. I dont see the reasoning for adding it other then casuals saying they want to do it.
    Morgan Monkman
    Guys i don't want to be a negative nancy.
    But that looked terrible. It looked like FN champion with the way over the top lighting and weird body movements.
    Ugh.... please just be the trailer...
    Not to mention i saw some more unrealistic kicks added to the game...
    Please god why does mighty mouse have that arm bar finish? It was a fluke he ever did it to begi with. I dont see the reasoning for adding it other then casuals saying they want to do it.

    Every kick in the trailer happened in real life by the person who did it. Werdum landed a jump kick just like that on Browne. Diakese has done that kick in a UFC fight.
    MM practiced that move for months before doing it in the cage. It wasnt a fluke. Its a cool move that probably only MM will have.
    Morgan Monkman
    Guys i don't want to be a negative nancy.
    But that looked terrible. It looked like FN champion with the way over the top lighting and weird body movements.
    Ugh.... please just be the trailer...
    Not to mention i saw some more unrealistic kicks added to the game...
    Please god why does mighty mouse have that arm bar finish? It was a fluke he ever did it to begi with. I dont see the reasoning for adding it other then casuals saying they want to do it.

    Are you sure you're not the casual? Diakiese throws that crazy kick in the trailer. Werdum has also thrown that flying side kick multiple times. DJ's armbar wasn't a fluke. How can that be a fluke? lol.
    Anyway, It's a trailer man. They're gonna include the flashy ****. Doesn't mean they're gonna be the most efficient techniques to use.
    Another thing I noticed, it looks like Connor goes off on a very slight angle before throwing that left straight against the bald geezer.
    A very subtle step. Could this mean angles become more useful?
    While we're at it, is there any chance of adding a pivot in too? He has literally put his foot in the right place to do an outside pivot.
    WAIIIITTT!!!
    I JUST SAW THE PIVOT WHEN HE THREW THE HOOK!!!!!!!!!!
    MY GOD
    :OOOOOOOOOOOOOOOO
    AydinDubstep
    Another thing I noticed, it looks like Connor goes off on a very slight angle before throwing that left straight against the bald geezer.
    A very subtle step. Could this mean angles become more useful?
    While we're at it, is there any chance of adding a pivot in too? He has literally put his foot in the right place to do an outside pivot.
    WAIIIITTT!!!
    I JUST SAW THE PIVOT WHEN HE THREW THE HOOK!!!!!!!!!!
    MY GOD
    :OOOOOOOOOOOOOOOO

    Yeah, the only problem with the trailer is you never see the feet.
    Next trailer should make a lot of this stuff more obvious.
    EightBall1997
    Those in game punches looked identical from the first games :(
    Sent from my iPhone using Operation Sports

    Every punch, kick, block, and counter has been recaptured and rebuilt in EA SPORTS™ UFC® 3 using cutting-edge Real Player Motion (RPM) Tech. With over 5,000 new animations captured and rebuilt from the ground up, you can now move, strike, and create seamless combinations with the fluidity and freedom of the world’s best UFC fighters. Slip and strike while in full motion to execute dangerous counterattacks, adding new levels of strategy and competition to every fight.
    Damn that game is a looker. No complaints about graphics, that's for sure. Looking forward to getting my hands on it to see the improvements in gameplay.
    Sent from my Z981 using Tapatalk
    tissues250
    Every punch, kick, block, and counter has been recaptured and rebuilt in EA SPORTS™ UFC® 3 using cutting-edge Real Player Motion (RPM) Tech. With over 5,000 new animations captured and rebuilt from the ground up, you can now move, strike, and create seamless combinations with the fluidity and freedom of the world’s best UFC fighters. Slip and strike while in full motion to execute dangerous counterattacks, adding new levels of strategy and competition to every fight.

    Thanks for posting that.
    GameplayDevUFC
    Yeah, the only problem with the trailer is you never see the feet.
    Next trailer should make a lot of this stuff more obvious.

    This right here mate, this right here is why this game might actually trump the FN & THQ series!
    My goodness gents.....
    aholbert32
    Every kick in the trailer happened in real life by the person who did it. Werdum landed a jump kick just like that on Browne. Diakese has done that kick in a UFC fight.
    MM practiced that move for months before doing it in the cage. It wasnt a fluke. Its a cool move that probably only MM will have.

    I dont believe he practiced that move. I think it was just perfect coincidence and i 100% believe it will never happen again.
    This just gets back to all the previous dicussions fromprevious games. Because one guy did a move it now HAS to br in the game. Whatevrer i guess. They need to add silly moves for the cash cow ultimate team.
    Graphics looks dope but I’m not touching this one unless they have a dope, deep single player career mode.
    Sent from my iPhone using Operation Sports
    RPM Tech also recreates the styles of world-class UFC fighters, mirroring the look and feel of your favorite fighters like Conor McGregor, Georges St-Pierre, and Joanna Jedrzejczyk.
    awesome awesome awesome.
    the real fighter animation confirmed. you know, cristiano ronaldo looks really really awesome in FIFA18.
    Morgan Monkman
    I dont believe he practiced that move. I think it was just perfect coincidence and i 100% believe it will never happen again.
    This just gets back to all the previous dicussions fromprevious games. Because one guy did a move it now HAS to br in the game. Whatevrer i guess. They need to add silly moves for the cash cow ultimate team.

    Yeah this is a ridiculous argument. I've never seen anyone mad because a game added MORE MOVES.
    Morgan Monkman
    I dont believe he practiced that move. I think it was just perfect coincidence and i 100% believe it will never happen again.
    This just gets back to all the previous dicussions fromprevious games. Because one guy did a move it now HAS to br in the game. Whatevrer i guess. They need to add silly moves for the cash cow ultimate team.

    Bro......
    I NEVER ask this question, but foreal, are you trolling right now? Because you got me. If that's a troll, you got me good.
    He never practiced it? Tell me you're trolling.
    Jesus, those combinations looked exactly like EA UFC 2. The way that you were able to mix high and low strikes was ridiculous and apparently carried over to this game. No bueno.
    But I can see that the career mode is going to be interesting.
    MartialMind
    Bro......
    I NEVER ask this question, but foreal, are you trolling right now? Because you got me. If that's a troll, you got me good.
    He never practiced it? Tell me you're trolling.

    When's the new video up dude? Waiting for some real nice breakdown plus sneaky behind the scene comments :D
    Kkdbeats
    Jesus, those combinations looked exactly like EA UFC 2. The way that you were able to mix high and low strikes was ridiculous and apparently carried over to this game. No bueno.
    But I can see that the career mode is going to be interesting.

    Its a 1 min trailer. Wait until u see more before jumping to conclusions. Also every combo in that trailer is a real life combo thrown by that fighter.
    Morgan Monkman
    I dont believe he practiced that move. I think it was just perfect coincidence and i 100% believe it will never happen again.
    This just gets back to all the previous dicussions fromprevious games. Because one guy did a move it now HAS to br in the game. Whatevrer i guess. They need to add silly moves for the cash cow ultimate team.

    You'd be surprised the things these guys do practice. Just that some things aren't smart to try to do in certain fights.
    AydinDubstep
    When's the new video up dude? Waiting for some real nice breakdown plus sneaky behind the scene comments :D

    Yh i'm waiting for Martial to put something up too lol.
    Not_Entertained
    Ok I want someone to clarify something for me. Did they add a new blocking system or is it still the same high/low blocking?

    It's still hi/lo, but the logic behind it is completely different.
    Kkdbeats
    Jesus, those combinations looked exactly like EA UFC 2. The way that you were able to mix high and low strikes was ridiculous and apparently carried over to this game. No bueno.
    But I can see that the career mode is going to be interesting.

    It’s almost like how in real life fighters throw punches to both body and head :ohno: :34:
    Morgan Monkman
    Guys i don't want to be a negative nancy.
    But that looked terrible. It looked like FN champion with the way over the top lighting and weird body movements.
    Ugh.... please just be the trailer...
    Not to mention i saw some more unrealistic kicks added to the game...
    Please god why does mighty mouse have that arm bar finish? It was a fluke he ever did it to begi with. I dont see the reasoning for adding it other then casuals saying they want to do it.

    Have to agree. Striking looked robotic still to me. Connors model still looks off to me. As a mostly offline player I'm more interested to know if the AI will be broken again
    burningxspirit
    Well that got my ****** hard

    I'm very curious to know what exactly got hard...... Because I see 6 stars in your post so it couldn't have been your c**k, p***s or d**k
    While the punch animations may look similar, the footwork + single shot stopping power is going to make this play a whole lot different than the first game and much closer to real life!
    If I were nit picking, I'd say Conor's left hand should have a more forward then downward trajectory, with his weight shifting more onto his front leg. It doesn't really have a unique Conor left hand look to it atm.
    AFAIK, he either throws it like that, with all his weight leaning and using all of his reach the way he did against that small wrestler dude.
    He often throws it then his hand goes all the way down to his waist before coming back up. The way he threw it in the trailer was more of a left hook which has nowhere near the power compared to the overhand leftish style of his left straight.
    Would be great if the animation team could work further on it. Please notice how a big shot thrown leaves him well off balance and open to counters.
    Here's a short vid covering it: https://www.youtube.com/watch?v=0Uw7tluqn5k
    I hope whoever gets on the beta will take the time to go through the punch animations and highlight the stuff that isn't realistic.
    MartialMind
    Bro......
    I NEVER ask this question, but foreal, are you trolling right now? Because you got me. If that's a troll, you got me good.
    He never practiced it? Tell me you're trolling.

    So you think his training partners let him suplex them into a arm bar?
    I mean i can believe some stuff. But not that.
    Morgan Monkman
    So you think his training partners let him suplex them into a arm bar?
    I mean i can believe some stuff. But not that.

    Who said they "let" him? You can practice that in sparring.
    AydinDubstep
    While the punch animations may look similar, the footwork + single shot stopping power is going to make this play a whole lot different than the first game and much closer to real life!
    If I were nit picking, I'd say Conor's left hand should have a more forward then downward trajectory, with his weight shifting more onto his front leg. It doesn't really have a unique Conor left hand look to it atm.
    AFAIK, he either throws it like that, with all his weight leaning and using all of his reach the way he did against that small wrestler dude.
    He often throws it then his hand goes all the way down to his waist before coming back up. The way he threw it in the trailer was more of a left hook which has nowhere near the power compared to the overhand leftish style of his left straight.
    Would be great if the animation team could work further on it. Please notice how a big shot thrown leaves him well off balance and open to counters.
    Here's a short vid covering it: https://www.youtube.com/watch?v=0Uw7tluqn5k
    I hope whoever gets on the beta will take the time to go through the punch animations and highlight the stuff that isn't realistic.

    That small wrestler dude
    Morgan Monkman
    Id be pissed if some guy just suplexed me in SPARRING potentially injuring me.

    Some gyms go hard (AKA), Plus it wasnt a suplex he threw him up in the air and just before landing caught his arm for a armbar. An actually suplex is more damaging.
    Trillz
    Some gyms go hard (AKA), Plus it wasnt a suplex he threw him up in the air and just before landing caught his arm for a armbar. An actually suplex is more damaging.

    Amateur MMA enthusiasts slam each other in training.
    I'm sure DJ had no problem finding a willing participant.
    Morgan Monkman
    Id be pissed if some guy just suplexed me in SPARRING potentially injuring me.

    Well you would be pissed. Alot of MMA fighters dont hold back that much in sparring.
    Trillz
    Some gyms go hard (AKA), Plus it wasnt a suplex he threw him up in the air and just before landing caught his arm for a armbar. An actually suplex is more damaging.

    Exactly...let's not talk about Chute Boxe back in the day. Dudes use to legit ko each other on the regular in training.
    That specific punch at 0:16, the ending should have a downward trajectory arc if it's to have the power of the gods...
    Give it a downward trajectory arc at the end and you'll have a perfect Conor left overhand.
    So his whole body has gone through the punch - like a pitcher in baseball.
    xFINISHxHIMx
    Hi/lo is perfect glad that the blocking system is back really excited for feb2 and Nov 27

    It's "perfect"? What? That's not true at all. It is not realistic in any way and actually encourages people to play unrealistically. In real life, attacks don't just go high and low, they also come from different directions (attacks also go mid too, so it's actually high, mid and low). Sorry, but it is far from perfect. GPD, please try the system I suggested for the next UFC game. Not trying to brag here, but you could make a case for my system being perfect! It accurately mimics the difficulty and realism of blocking strikes. Don't take this personally, please!
    Not_Entertained
    It's "perfect"? What? That's not true at all. It is not realistic in any way and actually encourages people to play unrealistically. In real life, attacks don't just go high and low, they also come from different directions (attacks also go mid too, so it's actually high, mid and low). Sorry, but it is far from perfect. GPD, please try the system I suggested for the next UFC game. Not trying to brag here, but you could make a case for my system being perfect! It accurately mimics the difficulty and realism of blocking strikes. Don't take this personally, please!

    How about you try it before writing it off? It's actually pretty good.
    WarMMA
    Exactly...let's not talk about Chute Boxe back in the day. Dudes use to legit ko each other on the regular in training.

    That's a really stupid way of "training". It shouldn't even be called training anymore, these are now fights.
    i don't understand some pessimist on this forum. the new trailer looks awesome everything. and you guys have never played the game yet. at this moment i really want to know info about resolution / fps.
    GameplayDevUFC
    How about you try it before writing it off? It's actually pretty good.

    I don't doubt that, but I'm just saying that it isn't "perfect". Either way, I liked what I saw in this trailer so I'll almost definitely be buying EA UFC 3!
    tissues250
    i don't understand some pessimist on this forum. the new trailer looks awesome everything. and you guys have never played the game yet. at this moment i really want to know info about resolution / fps.

    Peeps been real indigenous lately.
    I don't really understand the high/low complaint. All I'm looking forward to is strikes dealing lot of damage like EA MMA days, it'll literally be the only deciding factor in whether or not I buy it LOL. Thank God that there's a beta so I can try it out myself :D
    SwedishTouch76
    Have to agree. Striking looked robotic still to me. Connors model still looks off to me. As a mostly offline player I'm more interested to know if the AI will be broken again

    The AI has taken huge strides when striking in standup from UFC 2, no comparison at all. We've done a ton of fighter customization for individual fighters tendencies and better archetypes too, as aholbert can attest.
    Our hardest difficulty setting routinely beats our best players and testers. I honestly can't beat it very often at this point.
    Some important changes sadly didn't make it on time for the beta, but that just means you can look forward to an even better experience from the final version.
    TehFlame
    I don't really understand the high/low complaint. All I'm looking forward to is strikes dealing lot of damage like EA MMA days, it'll literally be the only deciding factor in whether or not I buy it LOL. Thank God that there's a beta so I can try it out myself :D

    It's not accurate or realistic.
    Skynet
    The AI has taken huge strides when striking in standup from UFC 2, no comparison at all. We've done a ton of fighter customization for individual fighters tendencies and better archetypes too, as aholbert can attest.
    Our hardest difficulty setting routinely beats our best players and testers. I honestly can't beat it very often at this point.
    Some important changes sadly didn't make it on time for the beta, but that just means you can look forward to an even better experience from the final version.
    Can you share what those changes are that won’t be in the beta but are in the retail version on the game?
    Skynet
    The AI has taken huge strides when striking in standup from UFC 2, no comparison at all. We've done a ton of fighter customization for individual fighters tendencies and better archetypes too, as aholbert can attest.
    Our hardest difficulty setting routinely beats our best players and testers. I honestly can't beat it very often at this point.
    Some important changes sadly didn't make it on time for the beta, but that just means you can look forward to an even better experience from the final version.

    Alot of work was done on this and its something that I'm proud of. The AI was greatly improved when I played the game months ago and I think it will be even better in the retail version.
    TehFlame
    I don't really understand the high/low complaint. All I'm looking forward to is strikes dealing lot of damage like EA MMA days, it'll literally be the only deciding factor in whether or not I buy it LOL. Thank God that there's a beta so I can try it out myself :D

    I know they are saying the game will be similar to the beta, but the game does get much better over time with patches and what not.
    I gotta say, I absolutely adore the addition of weigh ins and press conferences to the game. While I love FNC, the career mode was pretty barebones, and the lack of press events and weigh ins made it so you never actually saw their full personalities on display.
    With media events, we can truly get immersed in the game.
    Skynet
    The AI has taken huge strides when striking in standup from UFC 2, no comparison at all. We've done a ton of fighter customization for individual fighters tendencies and better archetypes too, as aholbert can attest.
    Our hardest difficulty setting routinely beats our best players and testers. I honestly can't beat it very often at this point.
    Some important changes sadly didn't make it on time for the beta, but that just means you can look forward to an even better experience from the final version.

    Tha AI is really going to be that difficult? I LOVE it! Too many games nowadays are ridiculously easy, I hate easy! I believe that every single game should have one difficulty level where the developers make it as hard as they possibly can. This would mean that few players would win on this difficulty and it would be incredibly addicting. In single player story games, they should have a difficulty that accurately depicts what the character is going through. So if the character is going through hell, then so are you!
    Skynet
    The AI has taken huge strides when striking in standup from UFC 2, no comparison at all. We've done a ton of fighter customization for individual fighters tendencies and better archetypes too, as aholbert can attest.
    Our hardest difficulty setting routinely beats our best players and testers. I honestly can't beat it very often at this point.
    Some important changes sadly didn't make it on time for the beta, but that just means you can look forward to an even better experience from the final version.

    This sounds promising!
    Dave_S
    I know they are saying the game will be similar to the beta, but the game does get much better over time with patches and what not.

    I'm not sure about this, but through patches could they add a different blocking system? That would be awesome. And yes I know I haven't even played the game yet so I can't accurately say whether it's good or bad currently, but you know, just saying!
    Not_Entertained
    I'm not sure about this, but through patches could they add a different blocking system? That would be awesome. And yes I know I haven't even played the game yet so I can't accurately say whether it's good or bad currently, but you know, just saying!

    UfC 1 after the last patch was much better than original game. Same with UFC 2. Imo.
    GameplayDevUFC
    So what did you guys think of the parries in the trailer?

    Say what? I was personally looking for some but saw none :confused: Did you guys remove them?!
    Bigg Cee
    Can you share what those changes are that won’t be in the beta but are in the retail version on the game?

    The biggest one that stands out to me is the AI's movement and ability to cut off the cage. This was drastically improved recently, but was too late to make the cut for beta.
    The AI's ability to predict where/when it's strikes will land has also improved to the point that the AI has the ability to essentially land every strike it wants to unless the user does something to change the prediction after it's thrown. Not that the AI is cheating in any way, and it still misses from time to time as anyone would.
    The AI's striking system has been 100% re-written from UFC 2, and is an entirely different beast. Defense as well is quite different on the feat.
    The different difficulties are also notably different in terms of AI capabilities and "Fight IQ" if you want to call it that.
    Skynet
    The biggest one that stands out to me is the AI's movement and ability to cut off the cage. This was drastically improved recently, but was too late to make the cut for beta.
    The AI's ability to predict where/when it's strikes will land has also improved to the point that the AI has the ability to essentially land every strike it wants to unless the user does something to change the prediction after it's thrown. Not that the AI is cheating in any way, and it still misses from time to time as anyone would.
    The AI's striking system has been 100% re-written from UFC 2, and is an entirely different beast. Defense as well is quite different on the feat.
    The different difficulties are also notably different in terms of AI capabilities and "Fight IQ" if you want to call it that.

    I look forward to taming this new beast you have created.
    That trailer was amazing. The only thing that would have made it better is if Floyd showed up at the last second.
    Here's hoping netcode hasn't fallen by the wayside, with all the other aspects of the game being improved. Thanks for keeping us updated all the while.
    Skynet
    The biggest one that stands out to me is the AI's movement and ability to cut off the cage. This was drastically improved recently, but was too late to make the cut for beta.
    The AI's ability to predict where/when it's strikes will land has also improved to the point that the AI has the ability to essentially land every strike it wants to unless the user does something to change the prediction after it's thrown. Not that the AI is cheating in any way, and it still misses from time to time as anyone would.
    The AI's striking system has been 100% re-written from UFC 2, and is an entirely different beast. Defense as well is quite different on the feat.
    The different difficulties are also notably different in terms of AI capabilities and "Fight IQ" if you want to call it that.

    My"Fight IQ' stat idea would have been amazing in UFC 3. :cry:
    Dave_S
    If parries were removed that's insane. Just read an article today they were mentioned in. I saw what looked like slip counter windows.

    Parries will be a LOT less useful than they were in the previous games.
    Kenetic NRG
    Parries will be a LOT less useful than they were in the previous games.

    I'm still wondering where they are tbh lol. I saw none in the trailer. But that's good to know...now you have to be truly skilled and can't depend on a button to freeze your opponent and land a free strike.
    GameplayDevUFC
    It's still hi/lo, but the logic behind it is completely different.

    Does everyone have a different/unique block animation? Or is it still that peek-a-boo block like the first 2 games?
    Not_Entertained
    It's "perfect"? What? That's not true at all. It is not realistic in any way and actually encourages people to play unrealistically. In real life, attacks don't just go high and low, they also come from different directions (attacks also go mid too, so it's actually high, mid and low). Sorry, but it is far from perfect. GPD, please try the system I suggested for the next UFC game. Not trying to brag here, but you could make a case for my system being perfect! It accurately mimics the difficulty and realism of blocking strikes. Don't take this personally, please!

    Fighters go hi/lo all the time. They set up body strikes with head strikes once they get their opponent to block high.
    Fighters however, do not mindlessly spam out body punches in rapid succession with no set up because it is RISKY. I encourage you to try doing that in the beta and see what happens.
    What's up with the easy submission controls mentioned in the IGN article? Has the system been retooled or is this an extra option??
    Sent from my iPhone using Operation Sports
    I assume GPD asked about parries due to it being a big issue and from what I seen, there were none in the trailer? Even in slow mo everything looked like slipping punches to me, so either no parries were in it, or the animation has greatly changed. Hopefully being parried doesnt leave you completely open still or freeze you
    SMOKEZERO
    What's up with the easy submission controls mentioned in the IGN article? Has the system been retooled or is this an extra option??
    Sent from my iPhone using Operation Sports

    What article? I wouldn't trust IGN, they haven't played the game :D
    Skynet
    The biggest one that stands out to me is the AI's movement and ability to cut off the cage. This was drastically improved recently, but was too late to make the cut for beta.
    The AI's ability to predict where/when it's strikes will land has also improved to the point that the AI has the ability to essentially land every strike it wants to unless the user does something to change the prediction after it's thrown. Not that the AI is cheating in any way, and it still misses from time to time as anyone would.
    The AI's striking system has been 100% re-written from UFC 2, and is an entirely different beast. Defense as well is quite different on the feat.
    The different difficulties are also notably different in terms of AI capabilities and "Fight IQ" if you want to call it that.

    Could you pretty please add a difficulty where you make it as hard as it can possibly get? Thanks in advance!
    Not_Entertained
    Could you pretty please add a difficulty where you make it as hard as it can possibly get? Thanks in advance!

    Well then they could make it unbeatable lol, just set the AI to read every button input and react accordingly on the first frame.
    Not_Entertained
    Could you pretty please add a difficulty where you make it as hard as it can possibly get? Thanks in advance!

    It would be known as the "So hard it's not entertaining" mode.
    ZHunter1990
    Fighters go hi/lo all the time. They set up body strikes with head strikes once they get their opponent to block high.
    Fighters however, do not mindlessly spam out body punches in rapid succession with no set up because it is RISKY. I encourage you to try doing that in the beta and see what happens.

    And some fighters can go many fights by exclusively targeting for example, the head. This is not an effective strategy with high/low blocking because you only need to hold down one button to block everything regardless of whether it's a hook or an uppercut. In a real fight, attacks come from different directions so it's viable to target the same body part if you wish to do so. With a Directional Blocking system, defense against strikes would not only be more funner but also more realistic. Different strikes are blocked differently you know!
    Skynet
    It would be known as the "So hard it's not entertaining" mode.

    Well you know it's not just about entertainment. There are many other factors that make a video game great, and one of them is the challenge.
    MartialMind
    Bro......
    I NEVER ask this question, but foreal, are you trolling right now? Because you got me. If that's a troll, you got me good.
    He never practiced it? Tell me you're trolling.

    I had the same reaction to Monkman's comment. If me or Martial aren't complaining about movesets, I would recommend to chill out and be happy about movesets because you probably aren't as aware as hardcore fans are (no offense). I am SUPER happy about them including these awesome signature moves, and I was hopeful they'd include them but I honestly wasn't betting on it! And definitely wouldn't be mad if they won't have them in, but damn were those 3 signature moves were a nice surprise.
    I can understand if a very few selection of fighters have Marc Diakiese's flashy Hwoarang kick, like Anthony Pettis (who did this with the assist of the cage but it's easy to believe he could do it without it if he'd wanna risk it), and that Dagestani newcomer who's name I forgot, something with Magomedov as the second part of his last name who was flashy as all ****
    But the arm bar and flying werdums clumsy running kick are hopefully exclusive or I'll be a little sad )':
    I seriously wonder how much parry to magic combo spammers are gonna cry. Literally half of everyone i play on UFC 2 just stands there waiting to try and parry then throw jab straight to the body then lead headkick. Now there is no combo multiplier and parries are not as effective. Now i don't have to make up random combos constantly out of fear to be parry combo rocked.
    xtremeba1000
    I seriously wonder how much parry to magic combo spammers are gonna cry. Literally half of everyone i play on UFC 2 just stands there waiting to try and parry then throw jab straight to the body then lead headkick. Now there is no combo multiplier and parries are not as effective. Now i don't have to make up random combos constantly out of fear to be parry combo rocked.

    Don't be so predictably then homie!
    xtremeba1000
    I seriously wonder how much parry to magic combo spammers are gonna cry. Literally half of everyone i play on UFC 2 just stands there waiting to try and parry then throw jab straight to the body then lead headkick. Now there is no combo multiplier and parries are not as effective. Now i don't have to make up random combos constantly out of fear to be parry combo rocked.

    Every UFC game there will be a new batch of great EA UFC players, but i think kenetic will be up there still and whoever was exceptional with the grappling on EA UFC 2.
    Kasel
    I had the same reaction to Monkman's comment. If me or Martial aren't complaining about movesets, I would recommend to chill out and be happy about movesets because you probably aren't as aware as hardcore fans are (no offense). I am SUPER happy about them including these awesome signature moves, and I was hopeful they'd include them but I honestly wasn't betting on it! And definitely wouldn't be mad if they won't have them in, but damn were those 3 signature moves were a nice surprise.
    I can understand if a very few selection of fighters have Marc Diakiese's flashy Hwoarang kick, like Anthony Pettis (who did this with the assist of the cage but it's easy to believe he could do it without it if he'd wanna risk it), and that Dagestani newcomer who's name I forgot, something with Magomedov as the second part of his last name who was flashy as all ****
    But the arm bar and flying werdums clumsy running kick are hopefully exclusive or I'll be a little sad )':

    Zabit Magomedsharipov! I couldn't even fit his name when I made him as a caf. Plus he's 6'1" featherweight, I had to make him at lightweight.
    The game looks good to me.
    But I really hope they changed some animations on the ground. I mean, when you are striking from above, you can't feel the power of the strikes. Also, when you're in top mount, you just can't knock your opponent out. In UFC 2, the fighter under just put his arms in front saying 'i'm done'. I want to knock the guy out, just like Undisputed 3.
    Finally, I hope they removed the 'finish the fight' animation. It was horrible. There were only two or three animations, and when you hit the guy, it looked robotic.
    Thanks for reading my text, and sorry for my bad english.
    You cant really blame parry spammers when it is one of the only defensive tools what still worked against hyper agressive spammers. I have been called some horrible **** for my so called "parry spamming" just because I dont want to go all out in a silly brawl and keep it realistic with my strike output.
    Head movement was a rather pointless mechanic in the second game. It never allowed you to punish anyone.
    Not_Entertained
    And some fighters can go many fights by exclusively targeting for example, the head. This is not an effective strategy with high/low blocking because you only need to hold down one button to block everything regardless of whether it's a hook or an uppercut. In a real fight, attacks come from different directions so it's viable to target the same body part if you wish to do so. With a Directional Blocking system, defense against strikes would not only be more funner but also more realistic. Different strikes are blocked differently you know!

    Who says blocking high will keep you safe entirely? Just because it is hi/lo doesnt mean it will be like UFC2 or any other past game for that matter. Before playing UFC3, I was kind of dissapointed about the return of hi/lo block. But after playing it didnt bother me the slightest bit. You can definitely headhunt. I'll leave it at that.
    Skynet
    The biggest one that stands out to me is the AI's movement and ability to cut off the cage. This was drastically improved recently, but was too late to make the cut for beta.
    The AI's ability to predict where/when it's strikes will land has also improved to the point that the AI has the ability to essentially land every strike it wants to unless the user does something to change the prediction after it's thrown. Not that the AI is cheating in any way, and it still misses from time to time as anyone would.
    The AI's striking system has been 100% re-written from UFC 2, and is an entirely different beast. Defense as well is quite different on the feat.
    The different difficulties are also notably different in terms of AI capabilities and "Fight IQ" if you want to call it that.

    I'm really happy to read this comment Skynet. I wish however that Fight IQ that determined per fighter but I completely understand that it would be disrespectful to have someone (I don't wanna name any names... diego sanchez) to have low fight IQ for players to capitalize on and just generally add to the realism and diversity of each match to bring different strategies to the table....... completely understand why it cannot be added in.... which is why a PC release with mods and sliders in 60fps would be awesome ;)
    Also I have a very important A.I related question I wanted to ask for a long time but knew it would be too early to answer, but would the highest difficulty be considered realistic? Do you have an aim for that or is that not part of building difficulties together? Would you say the difficulty is dependent on the specific fighter?
    So let's say if I'd want to have a realistic CPU vs CPU to make bets with friends where we choose our fighter Pokemon style and he'd choose Anderson Silva, and I'd pick Tim Boetsch. For max realism, would you recommend I'd pick for a Tim Boetsch level fighter a medium-high difficulty and Silva the highest or both at the highest level of difficulty?
    Thank you.
    sam223
    The textures look good but WTF is up with the animations and lighting? Also it looks like all the same old moves except for more ninja flippping stuff. I have to say this is a major disappointment. I hope something else comes along to change my mind!

    Pack up drinklime
    ZHunter1990
    Who says blocking high will keep you safe entirely? Just because it is hi/lo doesnt mean it will be like UFC2 or any other past game for that matter. Before playing UFC3, I was kind of dissapointed about the return of hi/lo block. But after playing it didnt botber me the slightest bit. You can definitely headhunt. I'll leave it at that.

    So you are saying pump blocking will be effective like fnc, when you gotta quickly press it before the opponent strikes but if you hold and walk forward it could sneak through?
    ZHunter1990
    Who says blocking high will keep you safe entirely? Just because it is hi/lo doesnt mean it will be like UFC2 or any other past game for that matter. Before playing UFC3, I was kind of dissapointed about the return of hi/lo block. But after playing it didnt bother me the slightest bit. You can definitely headhunt. I'll leave it at that.

    Ok maybe I'm complaining too much, but I believe that high/low blocking isn't the best blocking system. Ultimately we all want the best game that we can get so I say they should reach higher and go for an even better system. They improved from EA UFC 1 to 2 and now they can still improve even further.
    Trillz
    So you are saying pump blocking will be effective like fnc, when you gotta quickly press it before the opponent strikes but if you hold and walk forward it could sneak through?

    No, thats not what Im saying.
    GameplayDevUFC
    Werdum is the only one who has the flying side kick, and he can only doing while sprinting forward.

    Sprinting is in the game?! Amazing, I'm so glad. Also, is there a chance of someone getting "Aldo'ed" in this game? Like is it possible to replicate the 13 second KO?!
    ZHunter1990

    Fighters however, do not mindlessly spam out body punches in rapid succession with no set up because it is RISKY. I encourage you to try doing that in the beta and see what happens.

    I am so angry right now:

    via GIPHY


    Just Kidding. So is Mike and the other legends(who used to be pre-order bonuses) still gonna be in the game by the way? Bruce Lee was in both games, despite being advertised only for the first one.
    Trillz
    So you are saying pump blocking will be effective like fnc, when you gotta quickly press it before the opponent strikes but if you hold and walk forward it could sneak through?

    He said the return of a hi/low blocking system turned out to be better than he had thought. It might surprise some people here to know it, but just because something is given a label doesn't mean it fully explains what's behind it.
    Something about books and their covers?
    I guess i was being a bit negative this morning. I am just sour from playing EA UFC 2.
    I had really high expectations for the last two so i am just tempering my excitement.
    Yaari
    Fight Night games had fun blocking logic. Enjoyed that. Breaking through block etc. Just saying :y220a:

    I hope the blocking is more like FNC. Where it's reflexive blocking that breaks down and shots start to slip through if you just hold it.
    Kasel
    I'm really happy to read this comment Skynet. I wish however that Fight IQ that determined per fighter but I completely understand that it would be disrespectful to have someone (I don't wanna name any names... diego sanchez) to have low fight IQ for players to capitalize on and just generally add to the realism and diversity of each match to bring different strategies to the table....... completely understand why it cannot be added in.... which is why a PC release with mods and sliders in 60fps would be awesome ;)
    Also I have a very important A.I related question I wanted to ask for a long time but knew it would be too early to answer, but would the highest difficulty be considered realistic? Do you have an aim for that or is that not part of building difficulties together? Would you say the difficulty is dependent on the specific fighter?
    So let's say if I'd want to have a realistic CPU vs CPU to make bets with friends where we choose our fighter Pokemon style and he'd choose Anderson Silva, and I'd pick Tim Boetsch. For max realism, would you recommend I'd pick for a Tim Boetsch level fighter a medium-high difficulty and Silva the highest or both at the highest level of difficulty?
    Thank you.

    Firstly, I used "Fight IQ" in quotes because I wanted to allude to the overall idea that it represents without there actually being a definition of it, very open to interpretation. I said that it changes with difficulty, but I never said it didn't change between different fighters ;)
    Secondly, I did in fact say that we've done quite a bit of fighter specific tuning to make them more realistic and differentiated. That just so happens to include such things as making one fighter good at one thing, and bad at another, even at high difficulties.
    As to your last question, I don't really have a good answer for you. In the past we've had a lot of different opinions on which difficulties were the most realistic, and which had the best AI for different reasons. In general, I would say the highest difficulty is always going to be slightly unrealistic by nature. That being said, some might still find it the most enjoyable of a spectacle to watch in CPU vs CPU due to the higher level of fighter capability and entertainment? You'll just have to play it for yourself :)
    Stats and fighter styles come into play, but they aren't heavily tested against each other for the purpose of CPU vs CPU fairness. They are tested to try and be as close to representative of the style. Some might have an innate advantage over others, but I honestly couldn't say who that would be.
    Skynet
    Firstly, I put used "Fight IQ" in quotes because I wanted to allude to the overall idea that it represents without there actually being a definition of it, very open to interpretation. I said that it changes with difficulty, but I never said it didn't change between different fighters ;)
    Secondly, I did in fact say that we've done quite a bit of fighter specific tuning to make them more realistic and differentiated. That just so happens to include such things as making one fighter good at one thing, and bad at another, even at high difficulties.

    So will you add THE difficulty level then!
    Chibrinator
    The game looks good to me.
    But I really hope they changed some animations on the ground. I mean, when you are striking from above, you can't feel the power of the strikes. Also, when you're in top mount, you just can't knock your opponent out. In UFC 2, the fighter under just put his arms in front saying 'i'm done'. I want to knock the guy out, just like Undisputed 3.
    Finally, I hope they removed the 'finish the fight' animation. It was horrible. There were only two or three animations, and when you hit the guy, it looked robotic.
    Thanks for reading my text, and sorry for my bad english.

    Definitely agree with this. Ground & Pound was horrible in UFC 2 imo, hope it changed.
    GameplayDevUFC
    Werdum is the only one who has the flying side kick, and he can only doing while sprinting forward.

    Thank you. In previous games, I hated unrealistic movesets to the point that I didn't use some of the fighters I liked just because half their strikes were ridiculous kicks they would never throw
    I'm not sure why there aren't more people mentioning the animations in this thread. They're choppy/robotic again. They really should be one of the main focuses next game. They're very important imo. Better animations would do so much for immersion.
    The way it plays is more important at the end of the day but still... I really hope the animations are improved a lot next time around. The animations during the press conferences are honestly really bad. The facial animations are off. The lip syncing is off. And they're just clunky in general. I don't play other EA sports games so I don't know if they're the same but they really need to step their game up in regards to animations imo.
    Serengeti95
    I'm not sure why there aren't more people mentioning the animations in this thread. They're choppy/robotic again. They really should be one of the main focuses next game. They're very important imo. Better animations would do so much for immersion.
    The way it plays is more important at the end of the day but still... I really hope the animations are improved a lot next time around. The animations during the press conferences are honestly really bad. The facial animations are off. The lip syncing is off. And they're just clunky in general. EA really need to step their game up in regards to this imo.

    I want gameplay down first, then animations.
    Listen, I LOVE great and fluid animations and if we could have both then amazing (honestly what I saw in the trailer looked fine to me, compared to UFC 2 it's a big step up), but UD3 had pretty robotic looking striking yet it played amazingly well. Gameplay before graphics!
    EDIT: And about the press conference, I wouldn't worry that much because I'm fairly sure the audio for Conor's lines were added in post, without trying to sync it up with the game.
    TheUFCVeteran
    I want gameplay down first, then animations.
    Listen, I LOVE great and fluid animations and if we could have both then amazing (honestly what I saw in the trailer looked fine to me, compared to UFC 2 it's a big step up), but UD3 had pretty robotic looking striking yet it played amazingly well. Gameplay before graphics!

    The animations during gameplay are the best we've ever had, and top tier in the industry.
    Just wait until you see actual gameplay footage.
    It's night and day from UFC 2.
    It's impossible to see from the trailer given the camera cuts and close framing.
    GameplayDevUFC
    The animations during gameplay are the best we've ever had, and top tier in the industry.
    Just wait until you see actual gameplay footage.
    It's night and day from UFC 2.
    It's impossible to see from the trailer given the camera cuts and close framing.

    The next trailer you mentioned, will we be able to see it better?
    Serengeti95
    I'm not sure why there aren't more people mentioning the animations in this thread. They're choppy/robotic again. They really should be one of the main focuses next game. They're very important imo. Better animations would do so much for immersion.
    The way it plays is more important at the end of the day but still... I really hope the animations are improved a lot next time around. The animations during the press conferences are honestly really bad. The facial animations are off. The lip syncing is off. And they're just clunky in general. I don't play other EA sports games so I don't know if they're the same but they really need to step their game up in regards to animations imo.

    what the talking about? it was just a trailer captured from gameplay footage. its not real gameplay and you have never played and seen the game. its a just game, not real. can i see not robotic striking animation what you thinking? UD3? It was way more robotic than ea ufc.
    Serengeti95
    There's a lot of mechanics in there I'm really happy to see. Counters look to be a vital part of the game which is fantastic. It's good to see that career mode is gonna have more to it this time too.
    However, the animations look pretty bad/stiff again. Especially the ones at the press conferences and weigh ins. It just didn't look right. Tbh it looked a bit like a PS3 game. I just thought technology allowed animations better than this at this point. Sorry to be negative but I'm just calling it how I see it. I still believe the game will be very fun to play though. Really looking forward to the new striking mechanics.

    Can't go by the trailer the finish product is probably not done yet
    Sent from my SM-G930T using Operation Sports mobile app
    GameplayDevUFC
    The animations during gameplay are the best we've ever had, and top tier in the industry.
    Just wait until you see actual gameplay footage.
    It's night and day from UFC 2.
    It's impossible to see from the trailer given the camera cuts and close framing.

    Yeah when you're shooting a trailer you're going for high production, snazzy looking shots that, depending on how you want to style the trailer, quite quick cut and more (in this case, literally) impactful.
    Can't wait to see it. This is shaping up to be the best MMA game ever, my god how we've waited such a long time for this. Oh, and please give props from me to whoever made the trailer, it was awesome! The editing and the cuts were top notch. Has me wondering if I should add some voiceover clips into my UFC 2 tribute. Not sure though, I sort of want it as music only. Well I'll figure it out as I go along.
    GameplayDevUFC
    The animations during gameplay are the best we've ever had, and top tier in the industry.
    Just wait until you see actual gameplay footage.
    It's night and day from UFC 2.
    It's impossible to see from the trailer given the camera cuts and close framing.

    I was hoping this was the case. The close ups make it difficult to tell. From what I see in the trailer I don't really see how the animations are top tier though. Maybe for an EA game? Actually, thinking about it, I always remember the animations in FIFA looking clunky as well. It's very jarring when you go from playing like a Naughty Dog game to an EA sports game.
    We have to see a full gameplay video to see how the animations actually look live.
    The kicks look okay.
    The punches could use work but again, hard to tell from the footage.
    THQ UFC 3 punches were trash but they had a venom about them. FNC was magic. These punches look better but lack that venom / snap when compared to FNC.
    The punches here are better than before. In UFC 2 the body was twisting somewhat correctly but the arm was taking an unusual trajectory which IRL would zap power out of the strike. Here is seems to be a bit better but still not FNC level.
    Particularly for hooks where it's like the shoulder and arm lifts unnaturally, with the elbows and upper lifting way above the shoulder line. It looked like they were swimming. The elbow shoulder either be 90 degree or lower otherwise all the power is mostly gone unless you hit like GGG but he uses the elastic tension to gain some extra Goku power in his shot anyway.
    Perhaps the thing it needs is more venom / snappiness. The front leg head kick in UFC 2 had a serious amount of snap to it and that sort of snap is what is needed in the punches - especially hard shots. Heavy punches gotta be more like a whip for some guys (Anderson), like a pitcher throwing a ball for some guys (Conor), like a baseball bat for others (A.Johnson), and like a bazooka (D.Henderson) for other fighters. Instead, it looks like they are swimming (well in EA UFC 2 anyway).
    Serengeti95
    I was hoping this was the case. The close ups make it difficult to tell. From what I see in the trailer I don't really see how the animations are top tier though. Maybe for an EA game? Actually, thinking about it, I always remember the animations in FIFA looking clunky as well. It's very jarring when you go from playing like a Naughty Dog game to an EA sports game.

    I'm talking about gameplay not cinematics/cut scenes.
    The biggest difference with a Naughty Dog game is they animate everything to a single character.
    We animate to a roster of 300 fighters.
    You cannot achieve the quality Naughty Dog does across a roster that big within a realistic budget given the technology currently available.
    GameplayDevUFC
    I'm talking about gameplay not cinematics/cut scenes.
    The biggest difference with a Naughty Dog game is they animate everything to a single character.
    We animate to a roster of 300 fighters.
    You cannot achieve the quality Naughty Dog does across a roster that big within a realistic budget given the technology currently available.

    Yeah, animating 300 fighters each with fully detailed unique (that's the important part) animations would not only be extremely time consuming, you either couldn't ship the game in time or like GPD said, you'd just run out of your budget. If they can get as many or even more signature animations than Undisputed 3 then I'm a happy man.
    TheUFCVeteran
    I want gameplay down first, then animations.
    Listen, I LOVE great and fluid animations and if we could have both then amazing (honestly what I saw in the trailer looked fine to me, compared to UFC 2 it's a big step up), but UD3 had pretty robotic looking striking yet it played amazingly well. Gameplay before graphics!
    EDIT: And about the press conference, I wouldn't worry that much because I'm fairly sure the audio for Conor's lines were added in post, without trying to sync it up with the game.

    At the end of the day it'll be easier to tell when we see footage of an actual fight taking place. That's what matters most.
    The lighting is very subpar too imo. Again, maybe this is normal for sports games but a lot of the games I've played on my PS4 look a lot better.
    Yes, it's just a trailer... But this thread is here for us to discuss and judge the trailer so that's what I'm doing. The visuals are the main thing you can judge in a trailer.
    Martyzz
    Just out of curiousity, is the game running on the ignite engine like the last game or is it the frostbite engine? Also, 30 or 60fps?

    i think, its running on the ignite. i dunno info about frames.
    Martyzz
    Just out of curiousity, is the game running on the ignite engine like the last game or is it the frostbite engine? Also, 30 or 60fps?

    I would suspect Ignite, I don't know how long it would take to port all the assets over to Frostbite (or if that's even possible, I assume it must be though), I reckon it's running at 30fps too. I would obviously prefer 60 BUT if the game works fine (remember, EA MMA and FNC were 30fps and we all loved that) then I can deal with it happily.
    GameplayDevUFC
    I'm talking about gameplay not cinematics/cut scenes.
    The biggest difference with a Naughty Dog game is they animate everything to a single character.
    We animate to a roster of 300 fighters.
    You cannot achieve the quality Naughty Dog does across a roster that big within a realistic budget given the technology currently available.

    I know you were talking about gameplay.
    But that makes a lot of sense. Their facial animations are so lifelike. They've spoiled me. Thanks for explaining this : )
    I’m curious about how stats are going to be done. If we’re gonna end up with guys like Cain with a 60 clinch, Nog with 52, Nelson and Woodley with a 70 otb, or Cerrone with an 87 takedown stat compared to GSPs 79...
    Alot of stats dont make sense, seems like some got purposely lowered to keep a fighter at a certain rating while other stats on some got boosted? Anthony Johnson has a better top game then DC or Jones? So many stats were wrong.
    Yaari
    Anything you do like? :star:

    Look man... Nobody else is doing the criticising so I'll gladly throw myself under the bus to do it lol. That's the way things change. But yes, I've already gone through what I do like. Much like the majority that have posted in this thread.
    Serengeti95
    I know you were talking about gameplay.
    But that makes a lot of sense. Their facial animations are so lifelike. They've spoiled me. Thanks for explaining this : )

    By gameplay I mean in the octagon when you are controlling the character.
    I consider all the walk in, celebration/weight in/press conference stuff cinematic.
    cut-scene and actually gameplay are very different. frames, movement, animations all. FIFA, Madden running 60fps on actual gameplay but it runs 30fps on cut-scene. 2k sports nba, too.
    HereticGabriel
    I’m curious about how stats are going to be done. If we’re gonna end up with guys like Cain with a 60 clinch, Nog with 52, Nelson and Woodley with a 70 otb, or Cerrone with an 87 takedown stat compared to GSPs 79...
    Alot of stats dont make sense, seems like some got purposely lowered to keep a fighter at a certain rating while other stats on some got boosted? Anthony Johnson has a better top game then DC or Jones? So many stats were wrong.

    The stats will be much better. Cant go into detail yet but you wont see crazy stats like that in this years game.
    Can you still throw sliding kicks or head kicks etc when right in the other guys face, or is there a distanxe requirement. Ive fought lots of people in ranked, specially the Jones and McGregor users thatd just spam sliding kicks with no real risk, regardless of if they were face to face or kickig distance away
    HereticGabriel
    Can you still throw sliding kicks or head kicks etc when right in the other guys face, or is there a distanxe requirement. Ive fought lots of people in ranked, specially the Jones and McGregor users thatd just spam sliding kicks with no real risk, regardless of if they were face to face or kickig distance away

    Range management and how it relates to kicks in particular has been completely revamped.
    So short answer is no, but there's a lot more to go into on that.
    GameplayDevUFC
    Range management and how it relates to kicks in particular has been completely revamped.
    So short answer is no, but there's a lot more to go into on that.

    Awesome. Always thought it was goofy that everyone can throw a headkick while literally standing face to face with someone, and not having any real way to punish those people that love to spam certain kicks.
    Could you answer if leg kick checks have any affect? Lol
    Wanted to make a note that move in the trailer is not the "mouse trap". (I have no idea what it's called in game, but some dudes online are referring to it as the mouse trap. )
    Any chance of the real "mouse trap" being in the game?
    HereticGabriel
    Awesome. Always thought it was goofy that everyone can throw a headkick while literally standing face to face with someone, and not having any real way to punish those people that love to spam certain kicks.
    Could you answer if leg kick checks have any affect? Lol

    Huge effect.
    GameplayDevUFC
    Range management and how it relates to kicks in particular has been completely revamped.
    So short answer is no, but there's a lot more to go into on that.

    Ah I cant wait to hear more about this. Realy want to know how kicks work in those situa
    Dave_S
    Wanted to make a note that move in the trailer is not the "mouse trap". (I have no idea what it's called in game, but some dudes online are referring to it as the mouse trap. )
    Any chance of the real "mouse trap" being in the game?

    Think the armbar one he calls the mighty-plex now.
    GameplayDevUFC
    Huge effect.

    Maaan, I love you guys. No parries, range for kicks, leg checks actually doing something, head movement and distance control being key for defense, no combo multiplier, spamming and being predictable throwing same **** over and over will get you hurt...
    I can’t wait. Really hoping I get in the beta now lol
    GameplayDevUFC
    Range management and how it relates to kicks in particular has been completely revamped.
    So short answer is no, but there's a lot more to go into on that.

    This is good to hear. I always hated how a player could be right in your face and pull of these sliding side kicks, spinning ****, ect, without being in proper range to do it.
    Regarding heavy punches, I think I'm onto something.
    1 - The torso and shoulders don't twist through properly. The punches stop before they are finished.
    2 - There's a lack of downward arc to the harder shots which is especially important for nailing that Mcg left straight / overhand.
    3 - The elbow seems to flare oddly on hooks, making what should be a hook cross over too much with an overhand as the elbow flares strangely or as I've now labelled it: Swimming Hooks.
    Have a look at the 3 examples I've attached on what might be wrong.
    Edit: In the bottom shot, the way the fighter in the boxing clip is throwing it is to lift the hand then use his body to drag it down using elastic recoil tension. There's a good video on it on YT about GGG and the way he uses the pectoral muscles to and tension in the shoulder to drag his fist for extra power. Thing is, this isn't what you guys are going for with these hooks is it? Few fighters use this style of punching afaik and in order for it to work, there has to be a maximum follow through on the punch.
    smokeface
    Dear God is it ever annoying reading the complaints about this trailer. How do you developers take it?

    Honestly this attitude doesn't help us. The game has not been released yet. They're releasing a beta for the purpose of us to give constructive criticism. We should do it while we can. Before the game comes out. Not after. Too many people are all hyped and starry eyed before the release but then do most of their criticising after the game is out.
    I understand it must be frustrating for the developers. It's like people ****ting on your art. It's necessary if we want to get the best game we can get though. With that said, I really like that this place is as positive as it is. A lot of gamers just winge about everything. They're some of the most whiny people around lol.
    Serengeti95
    Honestly this attitude doesn't help us. The game has not been released yet. They're releasing a beta for the purpose of us to give constructive criticism. We should do it while we can. Before the game comes out. Not after. Too many people are all hyped and starry eyed before the release but then do most of their criticising after the game is out.
    I understand it must be frustrating for the developers. It's like people ****ting on your art. It's necessary if we want to get the best game we can get though. With that said, I really like that this place is as positive as it is. A lot of gamers just winge about everything. They're some of the most whiny people around lol.

    You made my point for me. Wait for the beta. There is absolutely no reason in the world to be criticizing animations and lip sync from a trailer this short and edited.
    Edit: Just to clarify my point further, this trailer is made and released solely for hype. The beta is released solely for criticism and feed back. This is a time to be excited for what's to come. When we actually play it and see real game play is when we talk about things they can do better. There is a time and a place for this stuff. Complaining now is pointless.
    smokeface
    You made my point for me. Wait for the beta. There is absolutely no reason in the world to be criticizing animations and lip sync from a trailer this short and edited.

    I mean this thread is here for discussion. I suppose if there's no reason to criticise there's also no reason to praise? We may as well have no thread? You can criticise but still withhold a conclusive opinion on the game. Imma be honest at the end of the day. Doesn't mean I don't know I'll love the game regardless.
    Serengeti95
    I mean this thread is here for discussion. I suppose if there's no reason to criticise there's also no reason to praise? We may as well have no thread? You can criticise but still withhold a conclusive opinion on the game. Imma be honest at the end of the day. Doesn't mean I don't know I'll love the game regardless.

    Read my edit. You are criticizing a short and edited trailer. There's really no point.
    smokeface
    Read my edit. You are criticizing a short and edited trailer. There's really no point.

    Agree to disagree I guess. Trailers are there to give a first impression of a game. You can judge the visuals.
    You can judge anything... As long as you're not judging it as the final product.
    The great thing about this team is they listen and take feedback on board. :star:
    Strike cancels, stopping power, better footwork / movement, changed combo multiplier, no matrix-stun lock parries, revamped stamina system, more realistic meta, all stuff we've asked for and they've tweaked or added!
    :y1:
    Edit: And I guess that's the reason we criticize too, because we know they'll at least read over it. Whether or not our idea is feasible or a good one is anyone's guess but it makes it worthwhile especially as we'll all be hopefully racking up insane hours in this game come February time.
    Serengeti95
    Agree to disagree I guess. Trailers are there to give a first impression of a game. You can judge the visuals.
    You can judge anything... As long as you're not judging it as the final product.

    Yeah, I'm just more thankful than critical I guess. I feel we are incredibly lucky to have a new MMA game at all, and with devs like these it's icing on the cake. I guess I look at like this, if someone gives me $100 dollars, I don't look at them and say "why not $120"?
    AydinDubstep
    The great thing about this team is they listen and take feedback on board. :star:
    Strike cancels, stopping power, better footwork / movement, changed combo multiplier, no matrix-stun lock parries, revamped stamina system, more realistic meta, all stuff we've asked for and they've tweaked or added!
    :y1:
    Edit: And I guess that's the reason we criticize too, because we know they'll at least read over it. Whether or not our idea is feasible or a good one is anyone's guess but it makes it worthwhile especially as we'll all be hopefully racking up insane hours in this game come February time.

    Exactly lol. This is the problem with listening to criticism. It ironically invites more criticism. I appreciate you GameplayDev :) lol
    I kinda hope strike cancels burn less stamina than feints. I've been having a lot of success lately with feints against certain types of players, and noticed it can burn more stamina than I like.
    smokeface
    Yeah, I'm just more thankful than critical I guess. I feel we are incredibly lucky to have a new MMA game at all, and with devs like these it's icing on the cake. I guess I look at like this, if someone gives me $100 dollars, I don't look at them and say "why not $120"?

    Bad analogy. We're gonna pay for the game. We're the consumer. I'm always gonna fight for the consumer at the end of the day. Anyway, we're getting way off topic haha
    One thing I'm very curious to see is how the physics system transitions from UFC 2 in terms of KOs and knockdowns. The trailer is very tough to judge due to the angles that it takes. Punching power seems much more realistic, and guys don't have whipping ragdoll motions upon being knocked down. That said, I'm very curious if the animations are still determined by the physics engine, or if they are scripted like in previous UFC games (before UFC 2). Anyone able to answer that question?
    Also, I love seeing the hands going out on knockdowns like Diaz. Guys would just flop like dead fish in UFC 2 when they got knocked down, even if they were still in the fight. Really hope the devs considered John McCarthy's "five types of knockdowns" when working on how animations are decided.
    ZHunter1990
    Fighters go hi/lo all the time. They set up body strikes with head strikes once they get their opponent to block high.
    Fighters however, do not mindlessly spam out body punches in rapid succession with no set up because it is RISKY. I encourage you to try doing that in the beta and see what happens.

    So actual stopping power to deal with machine gun body spammers?
    I️ can already see people spamming DJs throw into an armbar lol.
    I️ hope Jon Jones’ cheating *** is taken out of the game as well. It would add a whole new dynamic to the game (being able to fight in LHW in ranked mode without getting stuck against Jones every match).
    Sent from my iPhone using Operation Sports
    tissues250
    i don't understand some pessimist on this forum. the new trailer looks awesome everything. and you guys have never played the game yet. at this moment i really want to know info about resolution / fps.

    100% agree !! Im really exciting, the game feels amazing !! Can,t wait to see the NEW foot movement in action. With the new head movement system and the new foot movement, i really thing will have a Great MMA SIMULATION GAME finally !!!!!
    All I can say is thank you very much to all the developers, GPD, Gchangers and the rest of the team.
    One feels in every corner that there are maaany hours working behind this game.
    Excuse my poor englis
    If I was an EA UFC developer certainly wouldn't let negative comments on the trailer get me down. I'd probably be on cloud 9 all week. The trailer dropped, GSP returns tomorrow. It's a good weekend for combat sports fans.
    Hard not to be happy, depending on what happens tomorrow night. There is a lot to like on the trailer.
    sportsfan8812
    I'm very curious to know what exactly got hard...... Because I see 6 stars in your post so it couldn't have been your c**k, p***s or d**k

    I'm ****ing dead. :lolabove:
    sam223
    GREAT NEWS!!! The animations in this trailer seemed like all the same from EA UFC 1. So I'm looking forward to a trailer that showcases the new animations :woot:

    Wtf? It looks nothing like EA UFC 1.
    If anything, it does look more like EA UFC 2, but better and more refined.
    Can a game changer do a write up on what they are aloud to talk about, based on the released information? I know Martial is making a video, but I'd like to see some of you other guys talk about it a little more. I'm sure you are aloud to talk about certain aspects you weren't earlier. Also, if you are already in the process of doing this thank you in advance!
    smokeface
    Can a game changer do a write up on what they are aloud to talk about, based on the released information? I know Martial is making a video, but I'd like to see some of you other guys talk about it a little more. I'm sure you are aloud to talk about certain aspects you weren't earlier. Also, if you are already in the process of doing this thank you in advance!

    Yh I was looking forward to something like this too. I'm sure they can talk about the RPM a bit and little career mode.
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