In order to submit a fighter, the bar on the outside needs to cover the bar on the inside for long enough to fill a meter up, and the fighters can chase their opponent's bars around the shape flat octagon.Ībove: See the submission system in action Now, starting a submission throws an octagon on the screen, with the initiating player being given an icon that goes on the outside of the octagon, and the defending players being given a bar on the inside. The new system is still a bit unwieldy at first, but it's undoubtedly much better. We'd be fighting a fun fight, using all we've learned about the game to do battle with our opponent, and then all of a sudden we were spinning the right stick like we'd stumbled into a game of Mario Party.
The maneuver, called "the shine" by the developers, required no technical knowledge, and simply wasn't very fun. Submissions were completed and defended by spinning the right analog stick. The largest problem with Undisputed 2010, however, was the submission system. Still, it's an improved experience, technically, and adds to the long list of general improvements made to the game. These were elements we were desperately hoping would be expanded in the sequel, not removed entirely. Are we fighting in a UFC career where we're being immersed into the sport, or are we being inundated with the brand instead? We miss CGI Dana White inviting us to join the UFC, and we missed being able to create a personality with our fighter.Ībove: Flipping tires gives stats, which doesn't make sense, but at least it's fun We like the videos, but it leads to a conflicted experience. Instead, there are interviews with fighters during key moments of our career, with actual UFC athletes talking about their first wins, losses, title shots, and such as we reach those benchmarks. Cut completely in favor of a more enjoyable, streamlined career where stats go up, without ever falling back down.īut there's a trade-off: the last game's cinematic moments, showing our created fighter's rise through the ranks with occasional cutscenes and post-fight interview dialog options, have been stripped out entirely. The most unpopular aspect of 2010's was likely the stat degradation system, which aimed for an authentic, realistic feel by having attributes fade over time unless they were constantly trained. Some are undoubtedly for the better – training is easier and more enjoyable, with new mini-games replacing the old training modes, and the actual system of improving stats, leveling up skills, and learning new abilities is much, much better. The career mode has also been overhauled, too, though we're sort of conflicted as to whether or not we're happy about the changes. Above: The models are nearly perfect recreations of the athletes