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Jabs matter, and when a fighter gets popped, his head flies back and leaves an opening for more damage to be done. And not only does punching feel good, but getting hit actually feels right, too. It feels so good to land a 1-2, adjust your stance, then move back into range for another slick combination. Hit boxes were arbitrary at times (you can still throw a flying knee, hit someone and nothing happens) but the good, even at this somewhat early stage, far outweighs the bad, and we could be on the precipice of one of the best combat sports games ever to be released.įans of the Fight Night series will love to know that the striking in EA UFC 2 is brilliant, and is probably the best striking in a combat sports game since Fight Night: Champion. There were plenty of bugs, clipping issues and wacky physics issues rearing their heads. Since it was *just* a beta, a preview is somewhat dubious. I’ve spent many, many hours in the closed EA UFC 2 beta. They’re always playing catchup, and it’s rare when we get some truly impressive leaps forward.ĮA UFC 2 is attempting to make these leaps. MMA games, unlike many other genres, have lacked consistency and growth through the years, and very little refinement of their mechanics. The UFC Undisputed series peaked just as THQ was going out of business. I loved EA MMA, and the THQ games and Fight Night. I bought my Dreamcast just for the old UFC game with Tito Ortiz on the cover. The best thing you could say about it was that the game had a lot of potential. It’s a game that’s fun to launch for an hour or two each week, thanks mostly to its smooth striking and oddly satisfying damage system. EA UFC is one of those games that I know isn’t perfect, but I still love to play. Even EA UFC, 2014’s well-intentioned but ultimately disappointing debut on next-gen consoles. I’ve played them all, and I’ve played them a lot. A tentative thumbs up from us, then, and fingers crossed the devs successfully spin this crunchy combat core into a moreish dungeon crawler.Full disclosure: I’m an MMA game addict. “But overall, I’d say we had a fairly good time. “Questions remain around progression and whether there will be plentiful ways to grind out levels,” they wrote. Ed and Katharine have already gone hands on, and while they enjoyed the combat, they had a few concerns about grind.
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“We are working hard on the development of the game so as not to disappoint our players and appreciate your continued support.”īabylon’s Fall is set to arrive on PC and the PlayStations some time next year. “We apologize for any concerns this caused,” Saito adds.
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If you have nice assets, why not share them? I’m sure it takes ages to put so many different outfits and emotes together, it seems like efficient game design to let other devs borrow stuff like this. Back then, I didn’t realize that it would become such a hot topic…”Īs far as explanations go, this is a pretty good one. We have so many, it’d be a shame to limit them to FFXIV alone,’ and that’s how it all started. So, I said, ‘Let’s use FFXIV’s assets too. That’s why I couldn’t be happier if Babylon’s Fall succeeds and reinvigorates Japanese online games while boosting the number of players in the genre. “I myself am a huge fan of online games, a gamer, and a developer. Yoshi-P chimes in with his own statement about all this as well, saying: Babylon’s Fall will supposedly have lots of its own “unique” stuff as well. He also notes that the reason it was so obvious in the beta was because a lot of the borrowed FFXIV stuff has been turned into mid-level gear (the sort of level folks would’ve been playing at). Ultimately, Saito says this has allowed Platinum to add a wider variety of gear and emotes. We then carefully implemented the data while closely coordinating with the Final Fantasy XIV team.” “When I gave my Babylon’s Fall presentation at a company meeting, Final Fantasy XIV producer and director Naoki Yoshida was also in attendance and offered his help, to which I replied, ‘Yes, please!’ This is how the plan came to fruition. “To get straight to the point: yes, Babylon’s Fall contains gear and emote data borrowed from Final Fantasy XIV,” he says in a blog post. Producer Yosuke Saito says that’s because Square Enix let Platinum borrow them, letting the devs add lots more gear than they had originally planned. For the most part, feedback from the test looked pretty good, though some players noticed something a familiar – the game reused armour and emotes from Final Fantasy XIV. Earlier this month, Platinum Games held a closed beta for their upcoming action RPG, Babylon’s Fall.