Got Questions? We got Answers: Community Q&A 1
Thanks to the community for posting their great questions over the last week. Every two weeks, we're going to be combing through the questions that you pose in the official community Q&A thread and answering them. Questions can be about anything game or development related, so if you have that burning inquiry that keeps you up at night, post it here. Without further ado, Q&A #1!
Q: Are there going to be TKO's due to injury and stoppage in Undisputed 2010?
Yes! Victories in 2010 can be achieved in a number of ways, one of which is stoppage due to cuts and injury. Did anyone tune in to UFC 110 and see the Bonnar fight that ended due to ref/doctor stoppage? 'Stoppage' was one of the biggest requests from our fan base, so we just had to implement these victory conditions.
Q: About slamming: Does it cost stamina? Can you KO someone from a slam? Can you rock someone from a slam?
Slamming will take a stamina toll on both the player executing the slam and the player who is colliding with the mat. While you cannot KO someone from a slam, you can most definitely rock someone from a slam. And because you can rock anyone in any position, if you slam your opponent, rock him, and you end up in side control, you can execute, say, an armbar while he's reeling with a better chance to follow through on it.
Q: Do fighters have different stances? Are they going to all move the same way and animate the same way?
Fighters in Undisputed '10 will have a variety of stances, movements, and animations. The way a Muay Thai expert will navigate the octagon will look and feel differently from a wrestler's.
Q: KO animations: have they changed?
Completely. Last year, we divulged that KO animations were a combination of animation and free form physics. The same is still true this year, but we changed a few things...We've emphasized the physics share of the equation much more. This makes the Knockout a much more high fidelity experience. How the KO looks will also be a product of how a player gets his lights put out: depending on where and how hard you land a strike, you'll get a different looking KO. Cant wait to see some community compilations come May!
Q: Whats up with the game menu this year?
We redesigned the entire navigation system so you can get to where you want quickly and easily. 'Nuff said.
Q: In a standing position, are you going to be able to manoeuvre around a rival player and get behind him?
Yes. Not only can you get behind a challenger, you're going to be able to take advantage of back binding clinches that can lead to some punishing follow up techniques.
Q: Did you update fighter models?
A: We have an extensive roster this year and every single fighter got the attention he deserves. Last year, you may have noticed some fighters rendered with the Create A Fighter tech. In UFC Undisputed 2010, we've updated the rendered fighters from last year, and given visual overhauls to the rest so they're looking true to form.
Q: Will there be a crane kick?
A: No...
Hope you found this informative? We'll be back with more questions in 14 days!
Submission Switching: Pull a fast one…
One of the new ground game features that everyone on the team is really excited about is Undisputed 2010’s Submission Switching. On its surface, Sub Switching might seem like a pretty straight-forward and simple gameplay upgrade – don’t be fooled, it packs some pretty powerful ramifications. Read on to see how you’ll be using Sub Switch in the game.
When you see an Ultimate Fighter like George St. Pierre in the Octagon, the one thing you can count on is that he’ll be using every tactic at his disposal to try to rock his opponent or to submit the guy (. When designing Undisputed 2010, we knew we had to give players the same opportunity to show their fight-smarts. As far as the ground game is concerned, the answer came in the form of Submission Switching.
When you initiate a submission this year, you’ll be able to switch to another similar submission. This works with virtually all submissions from all positions in the ground game. Check out the IGN Video below to get a feel for how its going to look. Sub Switching starts at about 1 minute in.
So first we have the Kimura switched into an Armbar. A few seconds later you can see another Armbar being switched into a Triangle. So when would you actually want to use a Sub Switch?
Because we did away with rapid button taps, players will need to rotate their thumbsticks either clockwise or counterclockwise to follow through on their submission (we call this “shiningâ€). Here’s a step by step:
1. I initiate a Kimura on my friend and start rotating my thumbstick counterclockwise.
2. My friend has pretty nasty stick skills and plays a fighter with good submission defense…it looks like he’s going to escape the submission.
3. I quickly switch to an Armbar with a controller input and start shining clockwise. Note that you need to rotate your thumbstick the opposite direction after you start your Sub Switch.
4. There’s a chance that this new submission will give me better odds of submitting my opponent, but there’s also chance that it could weaken my odds as well. However, if my opponent isn’t watching for the visual cue to notify him that I’m now going for an Armbar, I could get in several thumbstick rotations before he’s caught on…
Submission switching by no means guarantees an advantage, but it does add a fun and competitive technical layer to the ground game. And at first you don't succeed, try, try again: you'll be able to switch back to your original submission if you feel like pushing it.
http://www.youtube.com/v/4jtfE-wbjyw&hl=en_US&fs=1&