All we were doing was harvesting commentary lines from UFC broadcasts. In UFC 3 what we had pared back in the interest of saving his sort of mental and emotional well being. It is something that he finds very unpleasant, and drives him nuts. Not even from the first iteration of EA UFC. What happened?īH: To be candid, Joe Rogan has never enjoyed doing voiceover work. SN: Joe Rogan is not involved with the commentary this year. Those were two environments that end up being a lot of fighters' origin stories and they just happen to look really awesome.
#UFC 3 REVIEW MOVIE#
But there are many fighters who got introduced to mixed martial arts by a movie like "Bloodsport" and "Enter the Dragon." That’s what we decided to go for. The backyard fights stood out right away because of the history of Kimbo Slice and Jorge Masvidal. We started thinking about different environments. It had to be different because we knew it's a fourth generation of this game and it's coming on the tail end of a console generation. SN: How did the idea of including the Kumite come to fruition?īH: One of our focuses for the game this year - almost as much as the accessibility - was to create a title that stood apart from its predecessors. And you should have to modify your strategy based on what you're controlling. It's different driving a semi-truck than it is with a Lotus Elise. A fighter like Israel Adesanya is quick and uses his length and kickboxing while Francis Ngannou feels like a heavyweight where one punch can end it.īH: I'm certain there's more we could do to make it even more realistic and authentic, but we wanted to make that all the different fighters in different weight classes feel different. SN: It also feels like there was some work to emulate the fighting styles and how fighters move depending on weight classes. A lot of things we've done to make sure, like I said, your controls aren't something you feel like you're fighting against, you just feel like you're fighting the person across the cage. We also added grapple assist controls, which is just a simple system where pushing up is an attempt to stand up, pushing right will improve your position and pushing left will see you attempt a submission. It also allowed us to put triggering takedowns and initiating a clinch on button inputs as well, so you don't have to dart from buttons to sticks. Now there’s no strike that requires more than three buttons to be held at the same time so that’s a pretty big win that reduces the amount of ergonomic complexity for throwing strikes. In UFC 3 there were some strikes in the game that you had to hold down like five buttons to do. There’s a stand up striking input scheme that we call dynamic striking inputs. We wanted to improve the accessibility so that you can concentrate on fighting your opponent rather than figuring out what buttons to push. Mixed martial arts is complicated as it is with the striking, grappling and submission systems. We've done things to make the controller not your opponent as much as possible. SN: What were the things from UFC 3 that you knew needed immediate attention heading into this installment?īrian Hayes: One of the biggest things for us was a big focus on accessibility.