![]() While UFC 4 plays better than ever, it doesn’t necessarily look much nicer than 2018’s game. MMA was built on variety, and your route to victory feels open than ever in UFC 4. I admit, I mostly went for standing knockouts in previous UFC games, only going to the mat when an opponent forced the issue, but in UFC 4 I was scoring submission and GNP victories in more than half my matches. Revamped ground and pound mechanics and new simple, yet satisfying submission minigames also make finishing matches on the mat a lot easier. Don’t worry, you can still opt for the old grappling controls, or better yet, choose the “Hybrid” option, which allows you manually choose your transitions with the right stick or fall back on Grapple Assist if you get overwhelmed. Yes, it’s a major simplification, but it actually opens up the ground game to folks who would have ignored it in the past. Related Story Nathan Birch Need for Speed Unbound Drops a First Trailer and a December Date DLSS, PC HDR SupportedĮA Sports UFC 4 introduces Grapple Assist, which allows you to simply chose Get Up, Ground and Pound, or Submission with the left analog stick when on the mat, with the game’s AI choosing the best transitions. Half-guard, full-guard, side control? Just jiggle the right analog stick and hope everything turns out for the best! Sometimes it felt like you actually needed to have trained in MMA to fully master the action. Even though I know a fair amount about MMA, I often found myself overwhelmed in the heat of battle. In previous EA UFC games, the ground game could be rather challenging to come to grips with, as you needed to manually position yourself in order to grab submissions and ground-and-pound victories. If this game were called EA Sports Kickboxing 21, I’d say its mechanics would be just about perfect, but of course, we can’t ignore UFC 4’s ground game. With a small amount of practice, you’ll be having a blast destroying scrub fighters with big hooks, spin kicks, and clinch beatdowns, but eventually you’ll get the hang of nuances like head movement and proper spacing as you take on higher-level opponents. Once you lock horns with an opponent, you’re free to muscle them around or try to escape with the left analog stick. Clinch fighting has been significantly refined as well, and now feels like an extension of UFC 4’s striking game (as it should), rather than a separate minigame. This eliminates the sometimes-complex Street-Fighter-esque inputs from past UFC games – you’ll never have to press more than three buttons at once to pull off a move. ![]() ![]() ![]() This year, the concept of dynamic input is introduced, with different moves being delivered depending on whether you quickly tap a button combination or hold it down for a second. The four face buttons are your right and left punches and kicks, and they can be modified by combining them with the shoulder buttons. Sure, you might be a bit overwhelmed at first if you’re totally new to the franchise, but there’s a certain consistent logic to the controls, particularly when you and your opponent are standing. To their credit, the makers of UFC 4 do a pretty remarkable job of making all this feel manageable. You have to get it all right, or the game isn’t going to feel right. Punching, kicking, takedowns, grappling, submissions, ground and pound, ect. I don’t envy the developers behind EA Sports UFC 4, as MMA is inherently more difficult to translate into video game form than, say, boxing or wrestling.
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