I know there are quite a few of you all that are avid gamers, sadly I turned in my controllers a while back. However, THQ released some information about the new changes that will be made as UFC Undisputed 2010 will be released later this year in May. I remember a few of you asking about what changes would be made for this game, so I've compiled a list from a recent Q&Abetween Gamespot and one of the designers for the game in Omar Kendall. Check it all out after the jump:
-This year, players will be able to visit fight camps and work on individual moves that they want to improve on or add to their arsenal. For example, if players want to strengthen their guillotine choke or learn something more esoteric like a Peruvian Neck Tie, they'd go to a fight camp and work on it. Afterward, they'd be free to go learn something else from another fight camp, like a judo throw or a special takedown.
-This year, we undertook a new design philosophy that allowed us to better align our clinch grappling and ground grappling. In essence, players will now perform clinch pummels and throws using the ultimate fighting control the same way they performed transitions in UFC 2009 Undisputed.
-Now all fighters will utilize The Shine, but the parameters that govern the success of getting out of a submission have changed. For UFC Undisputed 2010, the submission calculations will use either a fighter's submission defense or his current energy level expressed as a percentage--whichever is higher. For example, let's say a fighter has a submission defense skill of 50. If the fighter has 100 stamina and full (100 percent) energy, the game will look at this energy level, and the fighter will have a great chance of getting out of a submission. If the fighter has 100 stamina and has used the majority of his energy reserves, the game will look at the fighter's submission defense skill; in this case, shine hard! We feel this system is fairer to players and more representative of how an actual submission struggle would go down.
As for flash submissions, all we can say is stay tuned! We've overhauled much more of the submission system, and we can't wait to show it off.
-Cage Gameplay...You'll be able to use the cage during the fight.
-We're really excited about what we're offering online players in UFC Undisputed 2010. We have a pretty dedicated online following to this day, and in order to bring even more people together, we're introducing online fight camps. Fight camps unite many different fighters under a single banner to compete against fighters from other fight camps to unlock new milestones and rewards.
Fight camps, which feature their own matchmaking and leaderboards, aren't just about competition. After all, how do players get better at the game if they don't practice? Players can use the virtual space of their fight camp to spar and teach each other the ins and outs of the game. Players can even bring in their Career mode fighters for an online training session to train with other players and get an extra career "cred" boost. Those boosts make better fighters and those better fighters make better camps. We're sure that fight camps are going to have a great impact on UFC Undisputed 2010's online landscape, and we look forward to showing everyone how it all will work later this year.
I won't post the entire Q&A, but it's pretty in-depth and I think they have made some adjustments from the 2009 version. Just how well those changes will be integrated remains the mystery. Check out the full Q&A and leave your thoughts. Who knows, you might actually convince me to go buy a console and the 2010 version of the game. I think UFC Undisputed 2009 was an integral part of the UFC's success last year, and I expect that to continue this year. That game sold over 3.5 million copies worldwide, and it's possible that this year's version will top that. It's very possible that this game could become like MADDEN football, and have gamers anticipating each year's release. If it ever reaches that stage, MMA(UFC) will have truly taken off.