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Cain Velasquez vs Brock Lesnar - UFC Undisputed 2009 Online Gameplay

► http://alturl.com/izrh ◄ You can easily rent this and many other great games from Gamefly without ever having to leave home! It's awesome! Check out the link above or the one below to get a 10 day free trial from Gamefly. ■■ GAMEFLY 10 DAY FREE TRIAL OFFER ■■ ►►►►► http://alturl.com/izrh ◄◄◄◄◄ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ Click one or all of the links below for your chance at a FREE game system of your choice! (PS3, XBOX 360, Nintendo Wii, Nintendo DSi, PSP, or a Laptop Computer) FREE PS3 ► http://alturl.com/6ts4 FREE XBOX 360 ► http://alturl.com/p2i6 FREE Nintendo Wii ► http://alturl.com/icbx FREE Nintendo DSi ► http://alturl.com/i537 FREE PSP ► http://alturl.com/rp2n FREE LAPTOP COMPUTER ► http://alturl.com/x6aq ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ UFC fans have had to wait more than five years for a legitimate recreation of their favorite animalistic activity. Now, they're being greeted with UFC 2009 Undisputed, the first in what hopes to be a long-running franchise built from the ground up by THQ and the development team at Yuke's Media Creations. Because we've had to wait so long before venturing back to the virtual octagon, there's a ton of pressure on this UFC game to accurately depict the complexities of the sport while still making it a blast to pummel your opponent's head into chunky gravy. Did they succeed? Keep reading to find out. The first thing that will hit you when you sit down to play UFC 2009 Undisputed is the complexity of the control scheme. It's going to be daunting to everyone who picks up the controller at first, but THQ actually has done an admirable though it's by no means perfect job of mapping the intricacies of the fighting to a game controller. Accessible isn't a word that will ever be used to describe the mechanics, but that doesn't mean they don't suit UFC. There's also a tutorial and an in-depth training mode where you'll be able to hone your skills in the ring. Standard strikes are easy enough with a combination of face and shoulder buttons being used for high and low kicks and punches as well as blocking. You'll see cool variations to almost every strike in the game depending on which fighting style you choose (everything you could want is represented here). Landing strikes is satisfying enough, but you won't hear the thunderous blows as in Fight Night Round 3. Of course, the standing striking of UFC isn't what differentiates it from other sports like kickboxing. Instead, it's the intricate and complex ground fighting and positioning something that was surely a worry for the development team when they started making UFC 2009. In theory, the ground game translates perfectly onto the right analog stick. Through a series of minor and major transitions you can naturally move to and reverse any of the ground positions that you'll see in a typical Pay-Per-View event. It's when that theory is applied in the game that things can get just a bit rocky. Every so often you'll feel like you've landed a transition or counter by luck. You'll try repeatedly to do a reversal or transition out of a position and it won't work. Then, as if by magic, your final attempt gets the desired result. It's not a huge annoyance, and when the ground game works it's great, the problem happens when things don't transpire the way you feel they should. I do have a few serious gripes with the combat in UFC 2009 Undisputed. The first is submissions. While they're fun when playing against someone sitting next to you, they're almost worthless against the AI (artificial intelligence). In order to be successful you'll need to significantly drain the other fighter's stamina and then you'll have a better shot at making him submit, but there are no guarantees. Maybe it would have helped if there was some sort of meter that popped up as you furiously spin the right analog or mash the face buttons to show your progress. As it stands, it seems like building your fighter's submission offense is a waste of time unless you're planning on engaging in a ton of multiplayer matches. My second issue with the fighting in UFC 2009 is that there's a definite lack of speed when you compare the game with actual UFC bouts. Because the gameplay looks and feels so much slower than actual UFC fights, we miss out on a lot of the animalistic actions and intensity that happen in the octagon. The result is a less organic and more mechanical fighting experience that doesn't recreate the real UFC as well as it could have had the framerate been pumped up. NO COPYRIGHT INFRINGEMENT INTENDED. Clips and song belong to their respective owners. I don't own or claim to own it, can and will remove on request.

Channels: Fights 

Added: 1030 days ago by mmaDudue

Runtime: 03:59 | Views: 89 | Comments: 0

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Frank Mir vs Brock Lesnar- UFC Undisputed 2009 Online Match (1 of 3)

► http://alturl.com/izrh ◄ You can easily rent this and many other great games from Gamefly without ever having to leave home! It's awesome! Check out the link above or the one below to get a 10 day free trial from Gamefly. ■■ GAMEFLY 10 DAY FREE TRIAL OFFER ■■ ►►►►► http://alturl.com/izrh ◄◄◄◄◄ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ Click one or all of the links below for your chance at a FREE game system of your choice! (PS3, XBOX 360, Nintendo Wii, Nintendo DSi, PSP, or a Laptop Computer) FREE PS3 ► http://alturl.com/6ts4 FREE XBOX 360 ► http://alturl.com/p2i6 FREE Nintendo Wii ► http://alturl.com/icbx FREE Nintendo DSi ► http://alturl.com/i537 FREE PSP ► http://alturl.com/rp2n FREE LAPTOP COMPUTER ► http://alturl.com/x6aq ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ ◘ ■ Ask any developer what the toughest part of making a fighting game is and theyll all say the same thing: Hit detection. I posed this question to Capcom staff for Street Fighter IV and they went on to explain how they had to completely rewrite the hit-detection algorithms for the right feel when using 3D character models. Or look at what EA Canada is doing with the Fight Night franchise. Round 4 is completely physics driven; a move made in an attempt to add more resolution to the hit-detection system employed in its predecessor. I bring up hit detection first in this review of UFC 2009 Undisputed, because making a fighter with as much grappling as there is in the sport of MMA is a nightmare when it comes to believable contact. However, hit detection has to be right for a fighting game to havewell, a fighting chance. Essentially, its the most important component of the core gameplay. Luckily, developer Yukes is used to such tussling, as its the developer on the contact-heavy WWE games for THQ. But in UFC 2009 Undisputed, the hit detection means more. Its real—or at least more real than in a wrestling game. Theres more effort needed to get the ground work moves to look natural, and just as much effort to get the upright elements of the game right since it too is clench-heavy. The focus is fighting—not studio fluff—so theres more at stake when two fighting machines collide in UFC 2009 Undisputed. The goal for UFC 2009 Undisputed was zero inner penetration, which is a dirtier way to say clipping. For what Yukes and THQ were up against in such a complex game, I think they did a fine job dealing with this all-important issue. There is some clipping that can be found, but most of it involves a referee stepping in for a stand-up or to call a match. Slightly less successful than the lack of clipping is how each punch or kick scores in terms of damage on the opponent. Again, this is a highly complex gameplay dynamic to get right, but there are times when what look to be glancing blows carry knockdown—or even knockout—power. The stranger thing is that, often times the replay of what was clearly a near-perfect punch is perfect when the replay is shown. For instance, you may catch the side of a fighters neck with a jump punch, though the replay will show a point-of-chin hit. But when you take into account how consistently and technically solid the battles are in UFC 2009 Undisputed, the instances of erroneous hit count or the rare cases of ref hand clips can be overlooked. After you pick up the controller and realize that Yukes got the wireframes and physics (Havok-powered, by the way) right, the next thing that any fan of fighting games—or more specifically, the UFC—will look for is a visual package that captures the essence of the sports number-one league. Just as a MLB fan wont stand for a Green Monster that is, say, blue, a UFC die-hard will demand things such as correct sponsors, familiar fight venues and, of course, ring girls with the properum, jiggle. Adding to UFC 2009 Undisputeds feel—that anticipation that brews in a room full of those who paid for a part of that pay-per-view tab—are impeccable character models and tons of full-screen, full-motion video pieces. And those character models are simply amazing in UFC 2009 Undisputed, even if you dont know just how much each fighters actually looks and acts like its real counterpart (some are better than others, though, and Im not exactly sure why). The speed and fluidity of the animation sets, coupled with realistic textile movements (a new textile system from Havok was employed) make for very realistic fights at full speed. NO COPYRIGHT INFRINGEMENT INTENDED. Clips and song belong to their respective owners. I don't own or claim to own it, can and will remove on request.

Channels: Sports 

Added: 1032 days ago by hax0r

Runtime: 08:32 | Views: 76 | Comments: 0

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