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GameSpot's Sports Gaming Blog

  • UFC Undisputed 3 Hands-On Preview

    One of the most fundamental issues facing most fighting games is accessibility. If you've played a series for years, you have a grasp of the controls and can more or less dominate any new opposition that comes your way. With nearly two years between games, the guys at Yuke's and THQ have taken that time to make the upcoming UFC Undisputed 3 accessible to a wider audience. While veterans of the series will be able to grab a controller and fight as they always have, a number of new additions allow for newcomers to grasp the controls and still be competitive.

    Hear the latest updates on UFC Undisputed 3 in this interview with producer Neven Dravinski

    For starters, Undisputed 3 looks at teaching you in-game rather than having you jump into a tutorial and learn from a very static lesson set. When you're beginning a fight, small pop-ups will appear during key situations to explain what you should do at that particular moment. The first set of notifications will explain the face button attacks, how grappling and clinching work with the right analog stick, and the differences between quick hits and more-focused ones.

    This gradual learning of the controls and basics of the game let you jump into a fight and have fun. Since these notifications occur at specific moments, you learn what you need to know at the relevant moment rather than learning it elsewhere and then trying to remember it when that scenario occurs later in the octagon. These notifications can be easily turned off so that seasoned players aren't bothered by bits of information they already know.

    Onscreen notifications are not the only way the game teaches you. Audio notifications will also assist you in learning what you are doing right and wrong, through the commentary between longtime UFC commentators Joe Rogan and Mike Goldberg and from your corner-team. Rogan and Goldberg do a fine job of pointing out key situations that are happening in the match; the same goes in regards to directions coming from your corner. If you so choose, you can turn off all outside noises and be able to hear the guys in your corner yell suggestions and point out things. If you're not blocking your face and getting countered too often, they will make sure you're aware of your faults.

    Feeding you with information also happens between rounds, with a nice text comment telling you what you're doing right and wrong. To go one step further, when you're being informed of the aspect of your fight that is weak or lacking, a simple click of a button reveals a more in-depth hint detailing what needs to be done to address this fault.

    Just a sample of what to expect in January 2012

    Another way the fighting is being made more user-friendly is through the inclusion of two different ways of handling transitions. In the past, to perform major and minor transitions, especially when trying to get up from the ground or putting someone down, you had to do specific movements with the right analog stick. While this more advanced system is still in place, the introduction of a simple transition system lets less experienced players remain dominant on the ground without worrying about more technical motions. Rather than having to flick the analog stick in specific rotations, you flick up to perform a minor transition and flick down to perform a major transition.

    Of course, there are limitations in place to prevent this use from being too one-sided or easy. Those who stick with the advanced transition system will be able to cancel their moves midway through an animation if they see something they don't like; those who use the simple system will be stuck in a particular animation and will not be able to prevent their opposition from performing an action.

    Grappling and clinching are not the only aspects being addressed; a new submission system is in place that not only is easy to grasp, but is even more reliant on the fighter's skill in determining success. This time around, when you're pressing the right analog stick and attempting a submission, a 2D octagon appears on the screen along with two markers signifying each fighter. Here, the fighter trying to perform the submission needs to move their cursor to be on top of the cursor of the other fighter and keep it there long enough for the submission to take place. The length of this cat-and-mouse-like minigame is determined by the type of submission taking place and the skill of the two fighters.

    This system won't be exploitive. Over time, not only will the ability to perform a submission become more difficult, but the length of time given to perform the minigame will also be drastically cut. Depending on the fighter, though, in some situations, if you are unsuccessful with one type of submission, you may be able to quickly transition to another one, have a fresh bar, and finish off the fight. Also, the person performing the submission has a slight edge and can move their marker closer to or on top of their opponent's bar before they have the opportunity to move. This window of opportunity is very short, but it could very well be the difference between success and failure.

    UFC Undisputed 3's launch in January is still a ways off, and the fact that so much focus is being put on delivering a strong product that can be appreciated by a wider audience is very promising. There is still a lot more to be seen, especially in regard to the inclusion of fighters from Pride and new weight classes, but so far the time between Undisputed 2010 and this upcoming release is being used wisely. Expect that as we move closer to launch we will get more details on all the additional features.

  • FIFA Soccer 12 Wii - First Details

    The FIFA series on the Nintendo Wii has had a fairly good run of late. When you consider the small number of sports games that are regularly released on the console, EA Sports has done a good job of not only giving fans a game to play but also improving the series each year. We recently managed to have a nice phone call with Tristan Jackson, producer of FIFA Soccer 12, to discuss some of what fans can expect later this year.

    For starters, the biggest inclusion this year is a new front-end feature called FIFA City. When you boot up the game for the first time, you will be introduced to your very own soccer city. Initially, your city will contain a few different items, such as a basic training facility and small stadium; as you progress in the five different modes, which include Be a Manager and Streets to Stadium, your performance will unlock items that will allow your city to grow. Your city grows both in terms of how many people live in it and how it looks. Other ways of improving your city have to do with your performance on the pitch. In previous games, scoring a hat trick or saving a penalty would unlock minor upgrades and rewards, but this time, accomplishing these feats will help improve the city with a number of different treats.

    This type of rewards system isn't new to sports games, but EA Sports is taking it one step further with an additional mode called Intercity Cup. As the size of your own FIFA city starts to grow, you will be able to play against other cities in various five-versus-five tournaments. This mode won't be unlocked at first, but as your city grows into the millions, you will slowly unlock a better training facility and then kits for your team to wear. Once you surpass 5 million residents, you will be invited to start challenging other cities. Of course, you'll start off playing smaller sides, which will allow you to then recruit those players and use them to challenge better sides. Once you reach the high ranks of a city, you'll be rewarded for your progress and be able to play against full squads in 11-versus-11 matches and tournaments.

    The Intercity Cup should not only easily prolong the experience, but also entice soccer fans to play all the modes available in FIFA Soccer 12. Last year's popular mode, Streets to Stadium, returns with very little changed. You will still commence as a lowly street soccer player, make your way up the ranks, and hopefully reach your dream goal of playing for the club of your dreams. After your five season trek to greatness--if you so wish--you can take your created character and move on to the game's improved Be a Manager mode and see how well you can manage a squad to championship status.

    Be a Manager will see a major upgrade from past years and should offer a more realistic approach to managing a team. Gone are the star requirements to recruit players; now it's all about dollars, pounds sterling, and euros because you need to carefully manage your budget for scouting players, improving facilities, and handling contracts. You'll be able to either begin by taking a smaller club and moving it up the ranks or maintaining one of the better clubs in Europe and ensuring its pedigree stays in tact.

    Pedigree also plays into your own position, and your requirements as a manager will factor into how much prestige you earn through your five seasons. If the board's expectations are low and you manage to not only accomplish its expectations, but also greatly surpass them, you will be rewarded with additional prestige and be able to do more with your side. Conversely, though, if you can't fulfill the board's requests, then you can expect to see your ability to improve your squad diminish. Managing a side, such as improving your health facilities and training grounds, not only factors into Be a Manager but also improves your FIFA city status and your ability to take on other cities in Intercity.

    As you may have gathered from the early bits of information we got, FIFA Soccer 12 is looking at ways to incorporate all aspects of the game so that players are enticed to partake in every mode possible. The inclusion of FIFA City, where you will be able to see your city grow as you play, is something we're looking forward to fooling around with once we get our hands on the game. For those people anxiously waiting to get their hands on FIFA Soccer 12 on the Wii, your wait ends on September 27.

  • NBA 2K12 Reveal - NBA's Greatest

    Two weeks ago when 2K Sports revealed that three of the greatest NBA players to ever take to the court would be gracing the cover of NBA 2K12, we should have figured there was more to it. Today, 2K Sports revealed a new mode coming to this year's game titled NBA's Greatest. Similar to Jordan Moments from last year, NBA's Greatest lets you play as 15 of the greatest NBA teams in history and re-create some of the best matches ever seen.

    Check out some of the faces coming to NBA 2K12

    The mode will play out similarly to last year's game; you will have the ability to re-play various matches and try to complete objectives to unlock additional games. Once unlocked, these Greats and their teams will be available to play against current NBA clubs, opening up the chance to see who is better between Dr. J and Carmelo Anthony, for example.

    Matches will be re-created to be as authentic as possible to the time in which they took place. Games will feature commentary that reflects the time frame and that references matches leading to the game in question, and there are promises of extras that should make NBA historians very happy.

    Thus far, only five NBA Greats have been confirmed. In addition to Michael Jordan, Magic Johnson, and Larry Bird, the Philadelphia 76ers' Julius Erving and the Lakers' Kareem Abdul-Jabbar will be featured in the mode. The other 10 players and teams will be revealed at a later date. Regardless of that fact, debates should commence shortly as to which teams and players should be included and which are better left in the past.

    Anyone who enjoyed playing last year as Michael Jordan should absolutely adore NBA's Greatest. With debates running all the time as to who is, in fact, the greatest NBA player ever, this might at least settle the debate in the virtual world. Expect that once we get our hands on this mode, we'll give you more insight on the teams featured and how the mode plays out.

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