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EA Sports MMA News Post


The EA Sports MMA demo is now available for the 360. Download it now or queue it up right here.

Please download it and post your impressions here.

UPDATE: It is now available for PS3 users.

Quote:
"EA SPORTS MMA brings the authenticity of the world’s most intense combat sport home like never before. Go on the offensive with a dynamic control system for strikes, elbows, knees and kicks and strategically manage advances and counters with an intuitive submission system. Battle it out in the Strikeforce cage or deliver vicious soccer kicks and head stomps in a ring in Japan. Are you ready? Let’s get it on!"

Game: EA Sports MMAReader Score: 8/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 5 - View All
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Member Comments
# 321 Lakers 24 7 @ 10/04/10 01:30 AM
Quote:
Originally Posted by Azamien
If it was 20 attempts in a fight I would be OK with that, but it's 20 attempts per round.

There are no FightMetric breakdowns for Shields or Lashley, so instead I took a look at the guys who like to spend the least time on their feet.

St-Pierre: Most takedown attempts in one fight (5 rounds) was 12.

Fitch: Attempted 11 takedowns vs Alves (3 rounds).

Matt Hamill: 12 attempts vs Bisping.

Based on reality wrestlers should be attempting takedowns at a rate of 3-4 per round. In the demo they're trying 3-4 per minute.

I'm not really bashing the demo, because I enjoy it and will probably pick up the game. But the takedown attempts need to be toned down by a lot. I've found myself keeping Lashley or Shields in the face-down position after a sprawl just to stretch out the time and lower the number of takedown attempts.

No, that's a valid point. The problem though, IMO at least, is not exactly the amount of TDs being attempted, the core problem is actually the ground game. It's way too easy to sweep and way too easy to get off of the ground. In real life if Shields get you down you're working for at least a minute or two before you're able to get him off of you. In the game you can sweep Shields pretty easily (which is unrealistic) or you can push him off of you within seconds (also extremely unrealistic).

So because of that we see the AI attempting so many TDs. Once they get it down the AI is unable to keep it there, thus they're forced to attempt such a high number of TDs. If it wasn't so easy to get off the ground, we'd see the AI holding top position for a longer period and that make the flow of the game more realistic and cut down on the TD attempts. If Shields was getting thrown off this quickly in real life there's no doubt he'd have 20 attempts per round. But, that's not the case, so basically they need to improve the ground game and make it harder to stand in order to cut the TDs to a more realistic rate.
 
# 322 russwg1970 @ 10/04/10 10:12 AM
It's a bit disapointing not seeing any developer involvement to answer a few of the questions regarding the demo game play. Considering that one of the devs was pretty active right when the demo was released and the game was receiving nothing but praise at that time. Now that some issues have been brought up, nothing. The game has potential, but EA's history is to support games that are BIG sellers, not niche type games (Head Coach). Hopefully, at some point, prior to release we'll get some news regarding the final product.
 
# 323 allBthere @ 10/04/10 10:17 AM
Quote:
Originally Posted by Lakers 24/7
No, that's a valid point. The problem though, IMO at least, is not exactly the amount of TDs being attempted, the core problem is actually the ground game. It's way too easy to sweep and way too easy to get off of the ground. In real life if Shields get you down you're working for at least a minute or two before you're able to get him off of you. In the game you can sweep Shields pretty easily (which is unrealistic) or you can push him off of you within seconds (also extremely unrealistic).

So because of that we see the AI attempting so many TDs. Once they get it down the AI is unable to keep it there, thus they're forced to attempt such a high number of TDs. If it wasn't so easy to get off the ground, we'd see the AI holding top position for a longer period and that make the flow of the game more realistic and cut down on the TD attempts. If Shields was getting thrown off this quickly in real life there's no doubt he'd have 20 attempts per round. But, that's not the case, so basically they need to improve the ground game and make it harder to stand in order to cut the TDs to a more realistic rate.
I disagree because overeem shouldn't be trying so many takedowns or any at all.
 
# 324 Azamien @ 10/04/10 10:26 AM
Quote:
Originally Posted by allBthere
I disagree because overeem shouldn't be trying so many takedowns or any at all.
That too. The first day the demo came out I switched from playing Overeem to Lashley just to get a break from so many takedown attempts, and Overeem shot almost right away.
 
# 325 Gotmadskillzson @ 10/04/10 11:42 AM
Well I have read on EA's website last week that this demo was a early July build and since then they been playing the game every thursday looking for exploits and problems. Therefore the following was changed for the retail version:

Sound effects on punches
Player foot plants
Player movement
Sways and parries
Fighter stances
Punch and kick animations for some fighters
Takedown attempts
Counter window
Stamina drop on takedowns, missing punches, missing kicks, shots to the body
Ring rope interaction

That is all I can rememeber off the top of my head. But it was posted by them in the EA forums. Trust me not like they aren't aware of stuff, their forum on EA website is blowing up 24/7 since the demo came out.
 
# 326 DaveDQ @ 10/04/10 12:21 PM
Quote:
Originally Posted by Gotmadskillzson
Well I have read on EA's website last week that this demo was a early July build and since then they been playing the game every thursday looking for exploits and problems. Therefore the following was changed for the retail version:

Sound effects on punches
Player foot plants
Player movement
Sways and parries
Fighter stances
Punch and kick animations for some fighters
Takedown attempts
Counter window
Stamina drop on takedowns, missing punches, missing kicks, shots to the body
Ring rope interaction

That is all I can rememeber off the top of my head. But it was posted by them in the EA forums. Trust me not like they aren't aware of stuff, their forum on EA website is blowing up 24/7 since the demo came out.
I'm curious about sways. I find it hard to sway to defend a punch. I'm actually getting better success by using my defend a take down maneuver. It pulls me away from the fighter and then I can head back in with a counter. The swaying seems to find me behind in time.
 
# 327 Mossfan8480 @ 10/04/10 12:50 PM
Quote:
Originally Posted by Gotmadskillzson
Well I have read on EA's website last week that this demo was a early July build and since then they been playing the game every thursday looking for exploits and problems. Therefore the following was changed for the retail version:

Sound effects on punches
Player foot plants
Player movement
Sways and parries
Fighter stances
Punch and kick animations for some fighters
Takedown attempts
Counter window
Stamina drop on takedowns, missing punches, missing kicks, shots to the body
Ring rope interaction

That is all I can rememeber off the top of my head. But it was posted by them in the EA forums. Trust me not like they aren't aware of stuff, their forum on EA website is blowing up 24/7 since the demo came out.

Funny how things work. The idea that the demo is an early July build actually originated here at OS from a post made by Simon Sherr, the animation director, and then reposted on the EA forums.


Quote:
Originally Posted by Anim8or
There will be some bugs in the demo that were not ironed out yet when branch it off. The gameplay team was off the demo a long time ago (my last changes went into the demo branch back in early July). It's a long process to get the demo ready to roll out and get through Microsoft and Sony for approval etc... So I would expect some glitches, I am quite sure these were ironed out in the main build though.
 
# 328 Gotmadskillzson @ 10/04/10 01:21 PM
When it comes to sways and pretty much everything else depends on the fighter you are using. That is something I always noticed, some people simply move faster then others.

Like Overeem kicks faster then Lashley, but Lashley punches faster then Overeem. I can sway better with Miller then Shields. Lashley can take more shots to the head then Overeem can.

Kind of funny last night Overeem rocked me, but when he was coming in I swayed and caught him with a hook that rocked him. Followed it up with 2 straights and a hook that dropped him and then I just finished him off.

That was the funniest thing ever. And I must say a diving into guard punch with Lashley pretty much ends the fight 90% of the time.
 
# 329 Lakers 24 7 @ 10/04/10 03:39 PM
Quote:
Originally Posted by allBthere
I disagree because overeem shouldn't be trying so many takedowns or any at all.
He doesn't attempt nearly as many, at least in my experience doing Reem vs Reem. Lashley vs Reem, why wouldn't he want Lashley on his back? Don't forget Reem's ground game is pretty solid and he threw Brett Rogers to the ground pretty easily in his last fight.
 
# 330 Phobia @ 10/06/10 03:30 PM
Jake Shields(me) vs Miller(cpu)

It was a close match with Miller almost locking in two subs. Got in some decent work on the ground and did a great job taking me down.

I landed some bigger blows in the stand up and on the ground stood up from mount twice because the CPU sucks once mounted.

This was a really close fight and don't see anyway shape or form the judging would of came out like below. This looks as if i just straight dominated, but it looked much closer.

Judge 1
Round 1 - 10/8 Jake
Round 2 - 10/7 Jake
Round 3 - 10/10 Jake
Total - 30/25 Jake

Judge 2
Round 1 - 10/9
Round 2 - 10/8
Round 3 - 10/10
Total - 30/27 Jake

Judge 3
Round 1 - 10/8 Jake
Round 2 - 10/7 Jake
Round 3 - 10/10 Jake
Total - 30/25 Jake
 
# 331 mgoblue @ 10/06/10 05:00 PM
UFC's judging has been similar with wacky results I remember...seems like it's near impossible to get decent video game judging.
 
# 332 aholbert32 @ 10/06/10 05:02 PM
Quote:
Originally Posted by mgoblue
UFC's judging has been similar with wacky results I remember...seems like it's near impossible to get decent video game judging.
Not that wacky. Ive never seen a 10-7 round in UFC 09 or 10. Rarely see 10-8 rounds unless a person is clearly dominating.
 
# 333 mgoblue @ 10/06/10 05:06 PM
Quote:
Originally Posted by aholbert32
Not that wacky. Ive never seen a 10-7 round in UFC 09 or 10. Rarely see 10-8 rounds unless a person is clearly dominating.
That is true...I'd get 10-8 rounds but don't think I've seen a 10-7
 
# 334 aholbert32 @ 10/06/10 05:33 PM
Quote:
Originally Posted by mgoblue
That is true...I'd get 10-8 rounds but don't think I've seen a 10-7
There are alot of things to complain about with UFc but most of the time the judging is fine. Just like in real life.
 
# 335 TheShizNo1 @ 10/07/10 11:41 AM
I think I'll be passing on this game. It's nice, doesn't keep me coming back for more. I played the demo for the last time sometime last week and haven't felt the urge to play it again.
 
# 336 Str8_A @ 10/07/10 05:50 PM
Quote:
Originally Posted by Mossfan8480
Wow. The striking is much more responsive with the "classic" controls. It really opens your striking game, especially since the left trigger becomes the body modifier.

Initially I was reluctant to give the "classic" controls a shot because I'd become pretty good with the "Total Strike Controls", but man, what a difference.

I recommend to anyone currently using "Total Strike Controls" to try out the "classic" setting. Your grappling will suffer at first, as you'll be pressing "B" to defend takedowns and such, but the re-learning is well worth it.

Give it a shot. It can't hurt. Not like you're the one getting punched in the face.
Switched to classic controls, and I definitely prefer it over the total control.

Overall, solid game with potential.They do need to tone down the takedown attempts, and polish a few things up. I do appreciate the practice of defending against it though haha. Most likely will not be a first day purchase, but eventually I will. I'll give this a rent first.
 
# 337 thegut @ 10/07/10 07:24 PM
Anybody else finding it really easy just to lay and pray on the cpu even on Legend. I have found that if I get the cpu down on the ground then the round is basically over. It seems to easy to just lay there and pepper shots. By the third round I can typically sub or mount the cpu because they have blown all their stamina. Pretty disappointing to find this on the demo.
 
# 338 DavonBrown @ 10/07/10 09:23 PM
Quote:
Originally Posted by TheShizNo1
I think I'll be passing on this game. It's nice, doesn't keep me coming back for more. I played the demo for the last time sometime last week and haven't felt the urge to play it again.
I'm the exact same way.
 
# 339 allBthere @ 10/08/10 10:38 AM
Quote:
Originally Posted by DavonBrown
I'm the exact same way.
+1

char limit
 
# 340 PolkHigh33 @ 10/08/10 02:16 PM
Quote:
Originally Posted by Phobia
Jake Shields(me) vs Miller(cpu)

It was a close match with Miller almost locking in two subs. Got in some decent work on the ground and did a great job taking me down.

I landed some bigger blows in the stand up and on the ground stood up from mount twice because the CPU sucks once mounted.

This was a really close fight and don't see anyway shape or form the judging would of came out like below. This looks as if i just straight dominated, but it looked much closer.

Judge 1
Round 1 - 10/8 Jake
Round 2 - 10/7 Jake
Round 3 - 10/10 Jake
Total - 30/25 Jake

Judge 2
Round 1 - 10/9
Round 2 - 10/8
Round 3 - 10/10
Total - 30/27 Jake

Judge 3
Round 1 - 10/8 Jake
Round 2 - 10/7 Jake
Round 3 - 10/10 Jake
Total - 30/25 Jake
10/10 round?

The winner gets 10 and the loser gets 9 or less ..
 


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