twitter google

UFC Undisputed 2010: Five changes to make UFC Undisputed 2010’s career mode better

THQ has announced many changes to UFC Undisputed 2010 gameplay, adding the ability to pick you own strikes and submissions in create-a-fighter, ability to use the cage, three news styles, and online fight camps. While this is nice, it seems like THQ is going to stick with their original career mode set-up which was criticized by many of the journalists in their reviews for being lackluster.

With EA MMA on the way and their claims of a “Robust” career mode, one would think that career mode would get a major overhaul in order to persuade any potential gamers who were thinking of saving their money and buying EA MMA.

So  I’ve racked my brain and came up with five ideas that could make the Career Mode you know….interesting.

5. Being the Villain

Brock Lesnar has shown us that being the bad guy in MMA isn’t a bad gig. Fans pay more money to see you get your butt kicked and that means more fights and more money. In UFC 2010, you could do interviews in—which you trash talk about your opponent about how they lost their last fight to a bad fighter, talk about how your going to claim that Knockout of The Night, etc. Doing stuff like this enough times would draw people to boo you come fight night, and hell you could have the option to hit your opponent when puts his fist out at the beginning of the fight. If you lose the fight, claim that the ref did it, or that Josh Barnett put your dog in a Kimura when he came to visit. It would be nice to actually have some variety in your career mode, because let’s face it being good only gets you the respect of the fans and Dana White constantly tweeting you about meeting him at Pinkberry for a chocolate frozen yogurt. Being the villain would be a nice curveball, and something that would make career mode fun.

4. Post-Fight Damage/Injuries

Let’s say that you just got out of a five round war with Anderson Silva, in which he used your legs and body as target practice for kicks. That would mean that when you go back to training you move a bit slower do to the damage that was done in the previous fight. If you suffer a knockout, you can train on the ground until your trainer would feel that can return to stand-up training. Injuries can occur while your training and there’s a risk/reward system if you decide to return early from training you could re-injure yourself and delay your return to fighting even more, or you make it through training injury-free and can return to training and prepare yourself for your next fight.

3. Balanced Pacing During Fights

When it comes to this sort of thing in most boxing or now MMA games, you seemingly run into a wall of unbalance. You can either throw an extravagant amount of strikes in one five minute round without losing much cardio or you lose a lot of cardio by throwing a one strike too many. The last Fight Night game added this problem in which you could throw about 200 punches in one round without even breaking a sweat. In Undisputed, special moves like head kicks and superman punches could be thrown at a relentless pace without facing any discipline if you knew when to back off at the right time. These moves are considered special for a reason, and throwing them should yield a significant amount of energy loss. This would also help in the online mode where xxxSuperPWNGAGEPRN13xxx will relentless do this and this call you a “f***** b****” when you submit him.

2. Expanded Sparring

In the last game, sparring was basically having a three minute fight that would give you points for listening to the directions. If would to see skill-specific training such as the new ability to work against the cage. You get a list of the things that you are supposed to do: Five points for getting your opponent against the cage, three points for every successful strike you land against the cage, and ten points for every takedown you land. For cage defense: Five points for defending the takedown, three points for blocking the strikes, and ten points for escaping and taking the fight back to the center of the cage. You also lose the same amount for letting the opponent beat you senseless. I also wouldn’t mind seeing minor stuff like heavybag training, stand-up sparring, and ground training.

1. Better Matchmaking

The one major gripe that I had with the career mode in the game was the matchmaking. In my first attempt at Heavyweight, I started off 4-0 with my biggest victory being over future champion Eddie Sanchez (don’t ask) and was given the opportunity to face Brandon Vera who had lost two straight fights. I took the fight and trained extremely hard, but when the fight began I was completely destroyed in under a few minutes. Despite my fighter being around Vera’s size, I moved significantly slower and Vera manhandled me and took me out with knees. I figured that they would offer me more can fights, but the idiot light in my head went off when the chance to fight Cro Cop arrived. I did much better (I made it out of the first round) but I still lost, and I still moved like I had cement shoes on. I realized that the problem with the game was the steep difficulty hike. The matchmaking should be determined on how your performance in previous fights has been. If you’re slashing through opponents like Jason Voorhees at a teenager convention, then your next fight will be against an established fighter. If you’re just taking the fight to a decision by using lay—and—pray, then your choice of opponents will be weaker.

Well, those are my five ideas to make career mode better. Of course, if you have better recommendations or criticisms on how to make it better, please feel free to comment below. The ability to download User Created Content would be a nice add-on since EA had done it so well with the Fight Night games. It would be a lot easier than creating a bunch of fighters and having to take each one through career mode to boost their stats, and sometimes the instructions that some people give for creating fighters can make your head explode.

Follow 5OZ