Game: UFC Undisputed 2010
Platform: PlayStation 3, Xbox 360
Publisher: THQ
Developer: Yuke’s
ESRB: Teen
Genre: Mortal combat
Players: 1-2
What's Hot: Outstanding combat sees a lot of little improvements that go a long way; loads of fighters and unlockable abilities; new modes are great
What's Not: Career mode is more about navigating menus, crunching numbers and doing chores than it is about fighting
Review by: Mitch Dyer
A handful of critics chastised UFC 2009 Undisputed’s simplistic career mode. It was flat, basic, and straightforward. Before each bout, you cranked through some training and, well, that was it. Personally, I liked that aspect of it. That meant spending less time dealing with menus and more time kicking fools in the face. The fighting is the core of the game, and it was excellent. One year later, it seems the dev team took that criticism to heart, because the new career mode – UFC Undisputed 2010’s most recognizable overhaul – is drastically more involving. And I can’t stand it.
That’s not to say I don’t dig the game. I love UFC 2010, and can’t recommend it enough. But what I love about the game is actually playing it, and this year’s “enhanced” career mode pulls you out of the octagon to shove math homework in your face. Last year, I appreciated, but didn’t like, the enthusiasm toward authenticity outside the ring. The career mode was about training your fighter to reach top form, working his strength, speed and cardio while maintaining stamina. If you went into a fight fatigued, you’d get your clock cleaned. Understandable, sure, but kind of a hassle to manage. UFC Undisputed 2010 cranks that up, forcing you to maintain a consistent balance between dozens of percentage factors. This is the furthest thing from fun for me.
While training, whether it’s through simulated sparring sessions or participating in training camps, you’re constantly improving your statistics. You’re also tiring yourself out while simultaneously conditioning. When you walk into a fight, you want to minimize fatigue and maximize conditioning. The problem is, boosting one lowers the other, and vice versa. It’s less an external activity correlating to cage fighting, and more like balancing your checkbook. Meanwhile, your stats – like striking defense, submission offense and a stack of other variables – develop as you train harder. But again, you have to manage scales. While training in one area of expertise, attribute points in other areas deplete, diminishing your fighter’s ability. If you’re not constantly boosting your kicks offense, that skill slips away. This might be true to life, but it’s not a good gameplay mechanic.
I also ended up skipping as much of the other unexciting activities as possible. Smack talking or praising another fighter in a post-fight interview is a decent way to boost your reputation because it’s a lot like what you see on Pay Per View fights. But attending pre-fight weigh-ins, attending other events to call fight winners, and shooting promo videos for the UFC are things I have no interest in. It gets in the way of a good time.