![]() These quick hits cannot be caught or deflected, only blocked or dodged. ![]() There’s also a new ‘quick hit’ attack which doesn’t deal much damage but is designed to put your opponent off-guard and/or set them up for stronger blows or simple takedowns. Leg kicks can also be ‘checked’ with a well-timed flick down on the right-stick a very welcome feature and one that should have been featured in the series from the very start given the technique’s importance and frequency of use in the sport. Hits to the body and legs can now result in KO’s, giving you the opportunity to recreate Rashard Evans’ crushing knee-to-the-chest blow against Tito Ortiz in the recent UFC 133 event with the same sort of impact. Alterations are also being made to the stand-up systems. During the five or so fights we’ve had so far we haven’t witnessed a submission victory yet (either in our favour or against us) but it is nice to not have to just circle the stick and smash the buttons like a madman. Things are made easier when playing as a fighter with a high submission rating in that your bar is longer and the defending fighter finds it more difficult to break free of the hold. Of course, the new system results in a frantic scramble as you chase the other player’s bar around the circle and against the clock. The aim is for the attacking party to use the left-stick and position your bar over that of the defending player if you can hover your bar over your opponent’s for long enough before they break free then they’ll submit. ![]() Upon initiating a submission a circular ring now appears with two bars, one for you and one for your opponent. Staying with the ground game, the submission system has been completely re-worked the button mashing frenzy of the past replaced by something altogether more civilised. Given the fact that the traditional control scheme offers more control over your movements – in that you can choose your exact transition if you know the correct input –it’s unlikely that hardened fans of the series (like myself) will opt for the new scheme but at least newcomers will have some kind of ground game without hours of practise versus the CPU. Success is still determined by timing, your fighter’s comparative stats and your opponent’s ability to block/counter your movements but it’s now much easier to bring those elements into effect I know for a fact that many players had difficulty with the right-stick gymnastics of previous games. Flick the right-stick up for a minor transition, down for a major. The same system of major and minor transitions being performed by one-third rotations of the right-stick in a given direction still remains, but this time it’s accompanied by an “amateur” control scheme which switches the rotations to flicks. ![]() Many players have been put off by the way in which the two previous games have handled wrestling, Brazilian jiu-jitsu and general grappling transitions (in layman’s terms, the stuff that happens when both guys are on the floor). Due out next year, UFC Undisputed 3 seems to be trying to reach out to an even larger audience by including an optional simplified control scheme, news rules and various tweaks and additions to the in-ring gameplay. Indeed, given the fact that there have only been two home console releases of the series thus far, the series’ success speaks volumes about the skill possessed by the development team at Yuke’s. However, THQ’s UFC Undisputed series has done an impressive job in bringing the intimidating and brutal (but highly technical) world of the Ultimate Fighting Championship to joypad junkies. Not only do you need to recreate the nitty-gritty of the sport, you need to recreate it in such a way that satisfies the hardcore without alienating pretty much everyone else. Technical sports featuring subtle movements and paper thin lines between a win and a loss are not easy to translate into videogame form. ![]()
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