SN: It also feels like there was some work to emulate the fighting styles and how fighters move depending on weight classes. A lot of things we've done to make sure, like I said, your controls aren't something you feel like you're fighting against, you just feel like you're fighting the person across the cage. We also added grapple assist controls, which is just a simple system where pushing up is an attempt to stand up, pushing right will improve your position and pushing left will see you attempt a submission. It also allowed us to put triggering takedowns and initiating a clinch on button inputs as well, so you don't have to dart from buttons to sticks. Now there’s no strike that requires more than three buttons to be held at the same time so that’s a pretty big win that reduces the amount of ergonomic complexity for throwing strikes. In UFC 3 there were some strikes in the game that you had to hold down like five buttons to do. There’s a stand up striking input scheme that we call dynamic striking inputs. We wanted to improve the accessibility so that you can concentrate on fighting your opponent rather than figuring out what buttons to push. Mixed martial arts is complicated as it is with the striking, grappling and submission systems.
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We've done things to make the controller not your opponent as much as possible. SN: What were the things from UFC 3 that you knew needed immediate attention heading into this installment?īrian Hayes: One of the biggest things for us was a big focus on accessibility.