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Аз отначало като пуснах клипчето си помислих че са пуснали някакъв мач и си праят базик с нас :D.Наистина е адски реална, но за моя жалост ще е само за Xbox360, а аз скоро ще си копувам PS2 за кеч игрите.Просто великолепна игра.

[img]http://store.picbg.net/pubpic/B4/66/1aa8a67199f1b466.JPG[/img]

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Играта определено изглежда невероятно реалистична!Вече се замислям дали да не си взема конзола..

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Невероятна графика и реализъм !

[center][color="#ffc0cb"]
[size=6][color="#483d8b"][s]Flair[/s][/color][/size][/color]

[img]http://www.wwfchamps.com/wallpaper/thumbnails/Shane_Douglas_1.jpg[/img]
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[color="red"][size=18][center][size=7][b][font="Impact"][color="#ffa500"]Flair[/color] [color="#0000ff"]is[/color] dead [color="#000000"]![/color][/font][/b][/size]
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Za UFC kolko igri sa izlizaaaaaaaaaaaaaaliiiiiiiiiiiiiiiiiiiiiiiiiiiiii... ;)

P.S - Ima edna mnogo dobra za Dreamcast koqto stawa za emulirane...

P.S.S - Taq otgore nema da e samo za X360 a i za PS3...

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Не знам колко са, но тази изглежда страшно добре...

Gonna fly this boat to the moon somehow

First they ignore you, then they laugh at you, then they fight you, then you win.

If you don't believe me or don't get it, I don't have time to try to convince you, sorry.

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  • 5 months later...

Za UFC kolko igri sa izlizaaaaaaaaaaaaaaliiiiiiiiiiiiiiiiiiiiiiiiiiiiii... ;)

P.S - Ima edna mnogo dobra za Dreamcast koqto stawa za emulirane...

P.S.S - Taq otgore nema da e samo za X360 a i za PS3...

Има УФЦ игра , която става за емулиране !!! :clap: :clap: :clap: :w00t: дай линк да дарпам плс !!! :teehee:

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Не се лъжете много по един трейлър.Признавам, че гледам чат пат UFC но имам и двете

игри, излизали по организацията за PS2 - UFC: Sudden Impact и UFC: Throwdown.Играят се, но не

са нищо особеноСигурен съм, че и с тази игра ще стане същото.

Информация за всичките UFC игри може да намерите тук http://www.gamespot.com/search.html?type=1...=all&qs=UFC

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  • 2 weeks later...

Олееей .. страшно са го направили спор няма ^_^ . Почвам да се замислям и аз за конзола :P А дали има UFC някъде за PC ?

 

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Много яка е игрицата.И аз като tugg си помислих, че това е истински мач, но няма да повторя глупостта заради една игра да си купувам конзола(направих го с svr 2008, като за нея си купих PS2).

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BigPoppaPump

Графиката е наистина невероятна.Ще излиза ли за PS2 или ще е само за Xbox 360 и PS3 ?

[img]http://img145.imageshack.us/img145/446/williamstron7wl.jpg[/img]

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На няколко дни е това но нека да има все пак :)

LAS VEGAS--Not every generation is fortunate enough to witness the birth of a new sport. Every mainstream sport in the United States (and most international sports) has roots that date back several decades. Ultimate fighting hopes to be the next new sport. One factor that bodes well for the UFC is its early presence in the console gaming market.

On the eve of the Ultimate Fighter finale we had a chance to check out the latest creation from the THQ-Yuke's team: UFC Undisputed 2009. UFC heavyweights Forrest Griffin and Quinton "Rampage" Jackson (team coaches from the mixed martial arts reality show) were on hand for the unveiling and offered the play-by-play during the gameplay demonstration (which featured two Yuke's developers playing as Forrest Griffin vs. Rampage Jackson).

The first thing that stands out about UFC Undisputed 2009 is the accuracy of the game's player models. We were shown side-by-side comparisons of B.J. Penn, Anderson Silva, and a few others, along with their in-game equivalents. Each of the game's 85 fighters (across all five UFC weight divisions) uses more than 30,000 polygons, and the ones we saw looked impressive. B.J. Penn's rendition in particular drew some applause from the audience.

The presentation mimics what you might see in an actual UFC event on television, even down to the music played during the fighter intros. The prefight commentary and between-round banter follow this theme as well. THQ associate designer Wes Bunn acknowledged that the similarity to an actual UFC broadcast was important to make the experience feel authentic. That's even reflected in the absence of any visible health bars or HUD display. Instead, the definition of the player models will let you gauge the damage and fatigue of your fighter simply by looking at him.

The developers behind Undisputed are aiming to set a new standard in the way collision detection is handled in console gaming. Throughout the trailer and subsequent gameplay there was not one instance of a fist clipping through the opponent's body. THQ suggested that glancing blows--made possible with the improvements to collision detection--will also play a prominent role in-game (though the speed of the gameplay made it difficult to view firsthand). As good as the collision detection is, transitions between animations (especially in the stand-up) could be smoother, but this is likely something the development team is still tweaking.

The speed of gameplay mimics that of the Smackdown vs. Raw wrestling series (also developed by THQ and Yuke's). Bunn said one influence was the way EA presented Fight Night: Round 3. While the game would feature great visuals and a fast-paced experience, button mashers would struggle with winning consistently with this type of game.

In UFC matches, factors such as position mean just as much as hitting your opponent, and the array of standing, ground, and submission moves should allow for various combat strategies. The game will include moves from various disciplines, including Brazilian jujitsu, boxing, kickboxing, muay Thai, and wrestling. The large number of moves is handled through a context-sensitive system that selects the appropriate animation depending on the position of your fighter. For instance, your fighter will not attempt an uppercut if he is too far from his opponent to reasonably land it.

Though it isn't the first UFC game (that distinction goes to 2000's Ultimate Fighting Championship game on the Dreamcast), UFC Undisputed 2009 could be the start of the next wave of growth for the burgeoning sport. The game is due on the PS3 and Xbox 360 in the spring of 2009, and we'll be bringing you more information on it in the months ahead.

И още малко сники на геймката:

e16jah.jpg

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December 19, 2008 - Last night we got our hands on UFC 2009 Undisputed for the first time, and, while the game's still far from complete and its control scheme has yet to be finalized, we can safely say that this game has all the makings of a future champ.

Everything we'd seen of UFC 2009 Undisputed heading into our hands-on session had been impressive – superb fighter renderings, fluid animations and an extremely authentic, true-to-the-broadcast presentation – but, all that would be for naught if the game didn't handle well. So, heading into our first hands-on session with the work-in-progress, our attention was focused purposefully on the title's gameplay.

UFC 2009 Undisputed lets you get out of the gates in a hurry.

Still, the first thing that caught our eye was just how incredibly true-to-life the fighters looked and how authentic the game's presentation felt. We played the three biggest fights on the UFC 92: The Ultimate 2008 card, beginning with the main event, Light Heavyweight Champion Forrest Griffin versus Sugar Rashad Evans. It was impossible to ignore that Griffin's character looked and moved just like the real-life champ, right down to the combed-down bangs and tufts of chest hair, and that Evans looked legit, stenciled beard and all.

We also couldn't help but notice the level of detail THQ poured into the Octagon and its surrounding areas. Every element was a nearly perfect match to a live UFC event, including advertisements for the company's real-life business partners, cameramen stationed exactly where they would be during a live event meticulously following the action as the fighters move around the Octagon, as well as commentators Joe Rogan and Mike Goldberg seated at their Octagon-side broadcast location.

However, it wasn't until the opening bell sounded and Griffin and Evans charged out of the gates that our biggest questions began to be addressed.

Score a flash knockout with one well placed kick to the head.

The game's controls are still a work in progress, but the control scheme we played with was fairly intuitive and easy to use. The controller's main face buttons controlled right and left punches and right and left kicks, while the right shoulder buttons controlled blocking and the left shoulder buttons controlled attack elevation (L1 for high and special attacks, L2 for low strikes and takedowns). Grappling was handled entirely by using the right stick, and the grappling system itself was both complex enough to add an exciting strategy element to the game and simple enough that you won't feel overwhelmed or frustrated.

Each fighter is assigned a striking style and a grappling style that dictates his moves in the Octagon, and each style is packed with a very nice amount of variety. However, gamers won't have to worry much about which type of punch or kick to throw at which range, as the game's AI automatically gauges the situation and triggers the appropriate strike animation. So, a simple left punch from the outside will automatically produce a jab, while the same punch button, pressed while in close proximity to your opponent, will produce a hook. Similarly, a punching special attack from farther away would trigger a spinning back fist, while the same command will trigger a spinning back elbow at close range.

Each of Rampage Jackson's big punches has the potential to end a fight.

The power behind each strike is also handled "under the hood", as the game's physics engine calculates a wide range of factors in determining the effects of each strike. So, there's no need for gamers to worry about throwing power punches versus jabs and the like – the game will automatically throw the appropriate punch based on your fighter's current stamina, his range to his opponent, and that opponent's stamina and movement, and the results will vary accordingly. Land a kick flush to the chin of an onrushing opponent and he'll likely be left flat on his back counting the lights.

We were also extremely impressed by the pace of the action. UFC 2009 Undisputed doesn't play like most other fighting games where one player is on the offensive at a time and each successful strike prompts a pause that allows the attacker to follow up with another crushing blow. Just like in a real UFC fight, fighters in the videogame continue to throw punches and kicks even as their opponent connects with strikes of his own, and continue to work from their guard while their opponent rains hammer fists down on him.

"We're really big on creating a really dynamic look and feel where guys are blocking, punching, kicking and grappling all at the same time," explained Nevin Dravinski, the game's product manager.

Ground and pound...

The game's grappling system was a main emphasis of our first fight, as Griffin ended the fight with a beautifully executed kimura arm lock. Once a fighter has initiated a takedown (using the L2 button and pressing the right stick towards his opponent) he's got a wide variety of maneuvers at his disposal. Not only can he initiate a submission hold (performed by clicking on the right stick) and pound on his opponent with punches (and knees if he's in an appropriate position), he can also work to transition to a more advantageous grappling position, just like your favorite UFC fighters do live.

Two different transition types are available once you've gone to the ground, minor transitions, which take your fighter to the next most advantageous position from where he's currently situated (like passing from half guard into side control), and major transitions, which basically skip one step and transition your fighter to an even more advantageous position (like moving from side control to a full mount). Of course, just like in a real UFC contest, just because a fighter's on his back doesn't mean he's helpless. Fighters who find themselves on their back also have the ability to throw punches and work for transitions and submissions of their own, allowing gamers to pull rubber guard on their opponent or time their opponent's punches, click in the right stick and initiate an armbar while under attack.

... Or tactically work your way out of the clinch.

Our second fight, Wanderlei Silva versus Rampage Jackson, showed us another very cool aspect of the game. Just like a real UFC fight, if your fighter isn't working to defend himself from strikes the referee will jump in and stop the fight. So, when Silva rocked Jackson with a stiff kick to the skull, putting him on the mat reeling, and Jackson didn't quickly respond by blocking or scrambling to his feet as Silva stalked him and launched into another attack, referee Mario Yamasaki quickly jumped between the two fighters and called an end to the action.

In our final fight of the day, we played out the Frank Mir-Antonio Nogueira heavyweight fight and let the two big boys beat on each other for a while to get a feel for the way the game handled the damage competitors sustain during a typical UFC bout, and the results were impressive.

As the fight wore on you could see, and almost tangibly feel, each fighter's increasing fatigue. They began sweating more profusely, their movements became labored, and welts, bruises and cuts began to show up as a result of the punches and kicks that they'd absorbed over the rounds. One really cool touch that's been included in this game is that the gore is authentic to a real UFC experience, so when one fighter opens up a cut on another, he'll end up with his opponent's blood on his body. And, while each corner's cut man is able to do some significant work between rounds, you'll definitely see the cumulative effects of the beatings each fighter takes over the course of the fight, even during the announcement of the official decision.

Time an incoming punch properly and initiate a fight-ending armbar.

Another thing that really stood out during our hands-on session was the fantastic commentary provided by Joe Rogan and Mike Goldberg. Although the commentary has yet to be finalized, what we heard in this version of the game was absolutely outstanding. It sounded exactly like a live UFC broadcast, and with good reason. The game's production team not only had the pair in studio to record more than 30 hours of voice overs, they also took audio directly from live UFC broadcasts and inserted it into the game, melding the two seamlessly to create a wholly authentic feel.

So far, THQ and the UFC have only confirmed a small portion of the game's roster. Those that have already been confirmed are: Forrest Griffin, Rampage Jackson, Chuck Liddell, Anderson Silva, Brock Lesnar, B.J. Penn, Wanderlei Silva, Rashad Evans, Kenny Florian, Roger Huerta, Michael Bisping, Matt Hughes and Joe Stevenson.

The completed game, which is scheduled to be released in spring of 2009, will feature a roster of 80 fighters, with each of the UFC's five weight classes containing 16 fighters. Make sure to check back in to IGN regularly for all the latest roster announcements, screen shots and videos from the upcoming game, as well as UFC fight coverage.

http://ps3.ign.com/articles/940/940237p2.html

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Е те това е!Зверска игра...Много ме зарибиха тийсърите,трейлъри,скрийншоти и геймплей,но за жалост няма да излезе за PS2.За тези,на които им се играят UFC игри за PS2,ето някои линкчета:

UFC:Throwdown

UFC:Sudden Impact

[center][center][b]Proud to be a PEEP![/b]
[img]http://fc00.deviantart.net/fs71/f/2011/207/9/0/cm_punk_tag_by_v1ol3nce-d41q1i7.jpg[/img][/center][/center]

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