
"We used to have to dance around the issue and hide the fact that people weren't in the scene." "We were never able to do wide shots on Fight Night because the performance couldn't handle having more than four characters on screen at a time," Hayes explained. However, because EA Sports UFC is being made exclusively on the new consoles, the developers aren't being forced to take the same shortcuts they had to take before.

Boxing games, and other fighting titles like UFC, benefit from having to render very few individuals in high detail everything else adds to the fight atmosphere, but it's not as important as the fighters in the ring. The Fight Night games on the previous two generations of consoles were some of the best-looking titles on those systems. And that level of detail is made possible by the power of new hardware, he said.
#Ea sports ufc 2 controls skin#
That's one of the most important pieces of the presentation package that EA Canada wants to deliver, and Hayes said that elements like real-time lighting throughout arenas and sub-surface scattering on fighters' skin really help make players feel like they're watching a UFC fight on TV. "It's still not shipping until spring of this year, and we're really targeting, like, very late spring of this year," said Hayes.Īccording to Hayes, the strongest element of EA Sports UFC in its current state is its graphics. We spoke with Hayes about how far EA Sports UFC has come since E3 2013 - when EA showed off nothing but a bare-bones demo of facial expressions - and how far the developers still have to go. "When we've been showing people hands-on, just, we're managing expectations." So there's still a lot of that work left to be done," said Hayes, creative director on EA Sports UFC at developer EA Canada, in a phone interview with Polygon last week. "We're post-alpha, so everything's in there and you can test it and play it, but that also means that we can find all the bugs and places where it needs to be tuned and balanced. That should be enough to stop a submission from being locked in.Brian Hayes is proud of the progress on his UFC game to this point, but he knows there's still a long way to go before it's ready for public consumption. To escape a submission, just push the right stick in the direction that you see on the screen above. You have to be quicker than your opponent or else you won’t block it properly. You should see a “defend” button on the screen. To defend a submission attempt, you hold the right trigger (R2) button then push the right stick in the direction that the opponent is using. If you do all of these steps successfully, you can finally do the submission. You have to be faster than your opponent so push the stick quickly when you see them trying to escape. This is indicated by either a red or blue color. To block an opponent’s attempt to escape, hold the right stick in the direction that your opponent is using.


If successful, you might be able to lock on a different type of submission to your opponent. Use the left analog stick to push in the direction that the green part shows up. You can also do something called a chain submission. If successful, you should see the name of a submission highlighted in yellow such as “armbar” or “kimura” for example. To do this, you pretty much just have to keep pressing the left trigger (L2) and hold the right stick in the desired direction that tells you where you need to go. You need to be in the dominant position when you are on the ground. You just need a lot of patience and skill in order to do them successfully.

Speaking of submissions, it’s pretty difficult to do but they’re not impossible.
