Let it be stated from the outset that I love the UFC and MMA in general, so the following will be the most blatantly biased, glowing and sugar coated pile of cookie dough you’ll have ever read from me.
I’ve known about UFC Undisputed since it was first announced late last year. Earlier this year when the opportunity arose to pre-order it, I jumped on it right away. What I didn’t know, until it was already out was that the demo was available the day after I got back from Korea. In my half asleep state I just about fell sideways out of my usually secure high back leather chair. I’ve since played about 10 hours of this demo over the past few days. I’m resisting the urge to run back and play it right now.
The demo is relatively small on content, only two fighters were included in what was meant to be a preview of last weekend’s co-main event at UFC 97. Chuck Liddell and Mauricio Shogun Rua. The selection works out well as it gives you a chance to play with 4 of the 6 disciplines included in the final game. Chuck has Wrestling and Kickboxing, whereas Shogun specialises in BJJ and Muay Thai.
The striking aspect of the game feels fantastic. Face buttons control a limb each, LB and LT adjust those strikes between high and low. The range your fighter is at will determine what type of strike is thrown when you hit each of those, for example what would be a jab at mid range will be an elbow or uppercut in close. Much like the Fight Night series, stringing combinations of hands and feet is extremely satisfying.
Clinching and takedowns are all handled with the Right Stick by flicking it toward your opponent. Again the Left Button and Trigger come into play adjusting the height of the clinch. Takedowns seem pretty hard to achieve at times and I’m hoping that it’s due to the fighters included in the game. As Shogun, I’ve had to resort to just duking it out with Chuck on the higher difficulty settings as takedowns are hard to time unless you catch him mid combo.
Once you do manage to get things to the ground, the grappling system is brilliant. Small and large Right Stick movements determine minor and major transitions. Moving from on position to another, the animations are slick and each opens up unique striking and submission opportunities.
The amount of ways to finish a fight are astonishing. In stand-up, damage is all physics based so catching a fighter coming in, or at an odd angle can result in a flash KO (and often does). On the ground, submissions can be pulled from almost every position provided your opponent is tired enough. Over the hundreds of matches I’ve played my favourite so far has to be catching Shogun with a knee to the chin as he was shooting in for a takedown. Out. Cold.
So now I have a very very long wait until May 22nd when that wonderful brown box arrives. I wonder if I can freeze myself until then.

The art side of things gave me a chance to do a few things I’ve been wanting to try for a while. The characters in particular I had a lot of fun with as I painted them from scratch, by hand, well….by mouse anyway. I’m really happy with the way they turned out, even though you can’t see them at full scale unless you’re using the editor.

