- 2 years ago
Get a deep dive into EA Sports UFC 5 in this gameplay trailer, including new features you can expect from the upcoming game, like the real impact system, a new submission system, new strikes and hit reactions animations, doctor’s checks and stoppages, and more.
EA Sports UFC 5 will be available on PlayStation 5 and Xbox Series X/S on October 27, 2023, and the Deluxe Edition will be available beginning October 24.
EA Sports UFC 5 will be available on PlayStation 5 and Xbox Series X/S on October 27, 2023, and the Deluxe Edition will be available beginning October 24.
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00:00 Welcome to the EA Sports UFC 5 Gameplay Deep Dive.
00:09 My name is Martial Mind and today we'll be talking about some brand new features designed
00:14 to deliver a whole new level of MMA authenticity and immersion to the game.
00:20 We'll look at features like the Real Impact System, new striking animations, doctor stoppages,
00:26 a brand new exciting submission system and plenty more.
00:30 And with that, let's get into it.
00:32 The first thing I want to talk about today is the Real Impact System, which is essentially
00:37 a catchphrase for the conglomeration of health events, facial injuries, full body hit reactions,
00:44 overall authentic damage and the impact they have on a fight.
00:48 Unlike previous games where injuries to the athletes were mainly superficial, UFC 5 introduces
00:54 an innovative impact system that accurately reflects the physical toll the athlete undergoes
01:00 during a match, which influences both the athlete's condition and the ultimate match
01:05 results.
01:06 This is demonstrated visually with the all new damage icons.
01:11 Now before we get into these icons, I can't stress enough just how much more impactful
01:16 this new damage system is going to be in UFC 5.
01:19 The few times that I've played against another player, every single time I got caught it
01:24 was like "Oh my god, you really gotta re-evaluate what you're doing, you gotta watch out"
01:28 and UFC 5, as you guys are gonna see once we start talking about these damage icons
01:32 in a moment, getting cut, getting damaged, it really, really means something and has
01:37 an impact in the way the fight actually plays out.
01:40 The Vision Penalty icon appears when an athlete gets cut in areas of the face where bleeding
01:46 could lead to visual impairment, like the brows, the eye, the forehead, etc.
01:51 This leads to an increase in the amount of damage you take on the affected side while
01:56 the penalty is active.
01:58 If no further impact occurs to the affected location in 30 seconds, the penalty is lifted.
02:04 The penalty is also lifted at the start of a new round.
02:08 The Breeding Penalty icon appears when an athlete sustains an injury to the nose or
02:13 mouth.
02:14 This impact will decrease the short-term stamina recovery for as long as the penalty is active.
02:19 If the athlete can protect against subsequent damage to the affected area, the penalty will
02:24 be lifted in 30 seconds or at the start of a new round.
02:28 The Stun Icons are broken down into three different icons.
02:32 The Head Stun Icon, The Body Stun Icon and The Leg Stun Icon.
02:37 The Head Stun Icon appears as the result of any health event to the head.
02:42 The Body Stun Icon appears as the result of any health event to the body.
02:47 And The Leg Stun Icon appears as the result of any health event to the leg.
02:52 The Health Icons are also broken down into three different icons.
02:56 The Heart Icon, The Arm Health Icon and The Leg Health Icon.
03:01 These icons authentically represent the effect a submission attempt can have on an athlete.
03:07 The Heart Icon appears when a player loses a chunk of their maximum stamina due to a
03:12 deep choke.
03:13 The goal here is to accurately represent how chokes, especially deep ones, can negatively
03:19 affect an athlete's overall stamina.
03:21 The Arm Health Icon is meant to signal a loss in maximum block health due to a deep arm
03:27 submission.
03:28 Whether it's an arm bar or a kimura, overextending the arm realistically leads to a reduction
03:34 in blocking ability, and UFC 5 represents this authentically.
03:39 The Leg Health Icon signals a loss in permanent leg health when a player survives a deep leg
03:45 lock.
03:46 Leg locks of course are some of the most potent submissions an athlete can endure.
03:50 So whether it's a deep heel hook or a calf slicer, surviving will not leave the athlete
03:55 unscathed, and UFC 5 authentically represents this reality.
04:00 The next thing we'll take a look at is Doctor Stoppages.
04:04 For the first time in the EA Sports UFC series, the Doctor Stoppage will now be another viable
04:11 way for players to end a match.
04:13 The Doctor Stoppage Icon will appear initially as a result of any facial injury, not including
04:19 injury to the mouth.
04:20 At first, the icon appears yellow, but as subsequent impact is received on the affected
04:26 area, the icon will appear more red.
04:29 The more red the icon becomes, the closer the ref is to halting the match briefly and
04:34 requesting a doctor check.
04:36 If the doctor examines the injury and determines it is not severe enough to warrant a stoppage,
04:42 he will exit the cage and the match will continue.
04:45 However, if he examines the injury and determines that it is indeed significant enough, he will
04:51 signal to the ref and the match will end.
04:54 The introduction of Doctor Stoppages to UFC 5 is just another way that the game truly
05:00 delivers an authentic mixed martial arts experience.
05:04 It also adds another layer to gameplay.
05:08 Being defensively sound has never been more important and because of this, there has been
05:13 some significant enhancements to the core defensive tools in the game.
05:17 Footwork, blocking, head movement and lunges have all received significant upgrades, resulting
05:24 in a substantial improvement in their reliability for defensive maneuvers.
05:29 Now this is an area that a lot of players definitely complained about in UFC 4.
05:35 Pressure is too strong, block breaking is too strong, being defensively sound in UFC
05:40 4 is not as easy as it's supposed to be.
05:43 And don't get me wrong, in UFC 5 when you run into a player that knows exactly what
05:47 they're doing, you can definitely still get run down with strikes.
05:50 But as we start talking about these new defensive tools in UFC 5 and how they've been upgraded,
05:56 how they've been buffed, once you master these and once you start using them as intended,
06:01 you're going to notice you'll have a lot more success in UFC 5 than you did in UFC 4 when
06:07 it comes to dealing with pressure and just overall aggression.
06:10 In UFC 5, head movement in all directions is far more responsive.
06:16 It is faster and it costs less stamina.
06:19 In addition to that, the vulnerability incurred while using head movement has been reduced.
06:24 Altogether, these advancements collectively establish head movement as an even more potent
06:29 defensive tool in UFC 5.
06:32 Lunges will now also cost less stamina as well as concede less vulnerability, which
06:37 means players will be able to use them a bit more freely compared to UFC 4.
06:43 And let's not forget about footwork.
06:45 The significance of the footwork stat has been amplified in UFC 5, specifically when
06:51 it comes to locomotion.
06:53 Athletes with a high footwork stat will move noticeably faster and athletes with low footwork
06:59 stats will move slower.
07:01 So if your goal is to operate from the outside and be slick and run circles around your opponent,
07:06 this will be a much more viable strategy in UFC 5.
07:10 Now this topic of defense has always been a nagging issue in the EA Sports UFC community
07:15 and I really wanted to dive a bit deeper into this just in case I missed something, which
07:19 is why I sat down with Yves Gomez, an EA Sports UFC developer who by the way used to be a
07:25 game changer.
07:26 Some of you probably already know who this is.
07:28 He explained to us a little bit deeper in regards to what we've already talked about
07:33 right with the head movement, the lunges, the locomotion.
07:36 He goes a little bit deeper and not only explains to us what they did, but also why they did
07:41 it.
07:42 What was the logic behind why they made those decisions that they made.
07:46 So here's Yves talking about these changes.
07:49 Alright so can you talk about how vulnerability is going to affect head movement in UFC 5?
07:55 The frames part of it is just the first part, like the first buff and it was also buffed
08:03 regarding the stamina cost.
08:05 It now costs a lot less across the board and the vulnerability was decreased and the mitigations
08:12 were increased.
08:13 We also added mitigation to when you try to dodge sideways against a frontal attack
08:21 and it still catches you.
08:22 So if you're trying to dodge a jab but you don't get out of the way in time, it will
08:28 still grant you a little bit of vulnerability because you're like you're slipping out of
08:32 the way.
08:33 So it's like the punches glancing off your face.
08:35 Alright so earlier when you said frames, are you saying that fighters with higher head
08:38 movement stats will now have access to more evasive properties which will allow them to
08:43 evade shots a lot easier than say UFC 4?
08:48 Very slightly.
08:50 It was buffed across the board by one frame.
08:53 The low end is not as slow as before.
08:56 So a fighter with a bad head movement stat won't be as slow.
09:00 And as the fighters get tired throughout the fight, they don't get chunks of slowness added
09:06 to them.
09:07 But overall, the timing of it is slightly faster and varies more granularly.
09:14 And what about with lunges when it comes to vulnerability?
09:17 Has that been reduced, increased?
09:19 Like what are we going to see in UFC 5 when it comes to that?
09:23 When you lunge away from a strike, you take less damage.
09:26 What about when you lunge directly into a strike?
09:29 Are we still going to have vulnerability with that?
09:31 Has that been increased?
09:32 Has that been reduced?
09:34 That gives you vulnerability, which has been decreased.
09:37 It was a bit much.
09:39 It was like maybe the most common way of getting like a flash KO.
09:43 You could see the block.
09:45 And in terms of the footwork stat, right?
09:47 Like showing the changes between the fighters that are faster and fighters that are a bit
09:51 slower like we're definitely getting a bigger difference between those two fighters in UFC
09:56 5, right?
09:57 Yeah, in comparison to UFC 4, yeah, there's a bigger contrast now.
10:02 More precisely, the high end stays the same.
10:05 So someone with maxed out footwork stat will remain just as fast.
10:09 The changes that someone on the low end of it will be slower.
10:13 Defense is not the only important aspect of a match though.
10:16 And in UFC 5, going on the offense has never felt better.
10:21 UFC 5 introduces brand new animations for punches, kicks, elbows, and knees.
10:27 To talk about a few, the new leg kick animation is beautiful and the knees are so realistic
10:33 and powerful looking.
10:35 The new pivot left hook animation will come in handy when dealing with pressure.
10:40 And the new front kick to the body animation is snappy and beautiful.
10:44 But that's not all.
10:46 With the power of next generation graphics, visual cues as well as hit reactions showing
10:51 just how impactful strikes are, have all been amplified.
10:55 When you throw a strike and it makes impact with the athlete, improved facial deformation
11:00 sends a ripple through the face and body.
11:03 UFC 5 has also revamped striking controls to be more dynamic, giving players a lot more
11:08 control over basic strikes, advanced strikes, as well as combinations.
11:14 Unlike in UFC 4 where you had to press two buttons simultaneously to perform a strike
11:19 as basic as an uppercut, in UFC 5 it is as simple as holding the right bumper and pressing
11:25 either square or triangle for the lead and rear uppercuts.
11:29 A new dedicated spin input has also been introduced to the game.
11:33 And so rather than having to remember a multitude of button combinations for different spinning
11:38 attacks, the X and circle buttons pressed together will always result in a spin.
11:45 And when you pair that with another button input, like circle for example, your fighter
11:49 will perform a turning side kick to the body.
11:52 The button input to initiate a clinch has also changed and it's a change that I personally
11:57 really appreciate.
11:59 It now maintains a uniformity with the takedown input which enhances the overall experience.
12:05 In UFC 5, triggering a clinch is as simple as simultaneously pressing square and X.
12:11 But that's not all that was done to the clinch.
12:14 And I definitely had to find out from Eves if anything has been done to improve the clinch
12:19 from UFC 4 because I know I'm not the only one that's curious about this.
12:22 A lot of players who had issues with the clinch because let's be honest man, it was a sore
12:27 spot in UFC 4.
12:28 A lot of those same players are going to be very curious.
12:31 What was done?
12:32 How was it improved?
12:33 What changes are we going to see that will make our quality of life a lot better in UFC
12:38 5 in regards to the clinch?
12:39 So here's Eves giving us some insight into what was done to the clinch in UFC 5.
12:46 So we did a few things.
12:48 The main thing is that it is easier to prevent people from clinching you by striking them.
12:53 This one first really thing is that, okay, you're going to clinch me.
12:55 I'm just going to punch out of it.
12:58 But in UFC 4, almost always you would punch them and they will clinch you through it as
13:03 an exchange.
13:04 Exchanges into the clinch can still happen.
13:07 But if you're punching someone with a straight attack, we figured that it would make sense
13:11 that that should be the thing that will kind of push their face away and not let them clinch
13:15 you.
13:16 So any jab with straight will nullify a clinch attempt.
13:20 Furthermore, any retreating attack, like any sort of retreating attack makes the clinch
13:26 not stick to you.
13:27 You're moving away, right?
13:29 So they can't clinch you if you're using a retreating attack.
13:32 And we made more subtle changes to the flow of when you're striking someone as you're
13:38 trying to escape the clinch.
13:40 For a specific window, they can't block when they're actually exiting, right?
13:45 That is still possible, but it is harder to do now.
13:48 And it is especially harder from the cage single under position.
13:53 But the defensive striking the clinch is generally more powerful than it seems.
13:59 The truth is that if people clinch you through your strike, you actually have the upper hand.
14:04 If you continue to strike, it will take them out of what they're trying to do.
14:08 Like you will, it will interrupt the knee that they try to throw you and stuff like
14:12 that.
14:13 Now we move into what I consider to be the most exhilarating transformation in EA Sports
14:18 UFC 5.
14:19 The seamless submission mechanics.
14:22 For the first time in EA Sports UFC history, submissions are now performed without relying
14:28 on a minigame.
14:29 In earlier iterations like UFC 4, triggering a submission, be it a joint lock or a chokehold,
14:36 necessitated engaging in a minigame to secure or counter the move.
14:41 This element was somewhat detached from the core grappling system.
14:44 However, in UFC 5, this dynamic has been seamlessly integrated, making a groundbreaking evolution.
14:52 Allow me to explain.
14:53 Upon initiating a submission in UFC 5, for example, a guillotine, you'll have two choices.
15:00 You can choose to force your opponent to submit by crossing both feet behind their back and
15:04 squeezing, leading to a tap.
15:07 Or you can choose to advance to the mount, a more advantageous position.
15:12 And although you gave up the submission, you secured another favorable position.
15:17 As the attacker, the direction of your inputs will always remain the same regardless of
15:22 the submission.
15:23 Up to submit and down to advance to another dominant position.
15:28 As the player who's defending, the directions of your input will also always remain the
15:32 same regardless of the submission, left to escape and also right to escape.
15:38 Now I understand the potential worry that this new submission system could oversimplify
15:43 submission and make them too easy.
15:46 Well rest assured, the team accounted for this concern because in tandem with the regular
15:51 HUD displaying head, body and leg health, an additional gauge now shows your submission
15:57 health.
15:58 Depending on the strength of the submission, your athlete's submission defense stats,
16:03 as well as your current stamina level, it might require as many as three submission
16:08 attempts to completely deplete your submission health.
16:11 And when that happens, the submission is instantaneous.
16:15 It is important to note that despite this protective measure, one-shot submissions remain
16:21 plausible in UFC 5.
16:23 These occurrences are exceptional and typically happens when a player has severely mismanaged
16:28 your stamina, granting the attacker a substantial stamina advantage upon initiating the submission.
16:35 When it comes to submissions in UFC 5, stamina is king, so make sure to manage yours.
16:42 Contextual submissions have also been expanded in UFC 5.
16:46 If you find yourself in side control and you try to escape to half guard by framing and
16:51 bridging up, be careful because your opponent could very well counter that with an arm triangle.
16:56 If you find yourself entangled in a rubber guard and you try to recover to full guard,
17:01 also be careful because you could find yourself fighting off an arm bar.
17:06 UFC 5 introduces a multitude of contextual submissions that once mastered imbue the ground
17:12 game with a heightened sense of authenticity.
17:15 Adding to the authenticity of the ground game, the ground and pound system has also been
17:20 revamped.
17:21 All new ground and pound animations, from straight punches to hooks, including high
17:26 impact elbows to the head and body, accurately captures the visceral reality of ground and
17:32 pound.
17:33 And unlike past iterations of the game, when you stop the opponent on the ground, the reaction
17:38 they give you is believable.
17:41 So we've talked about the brand new submission system, we've talked about contextual submissions,
17:45 we've talked about the brand new ground and pound, but I'm sure a lot of people still
17:49 have questions in regards to the core ground game, right?
17:52 Like how is it different from UFC 4?
17:54 What else was done to it in UFC 5?
17:57 And once again, I sat down with Yves Gomez and he's going to talk about some changes
18:01 that might not be immediately noticeable, but they'll still have a major impact in the
18:07 way the game actually plays on the ground.
18:10 If you have pretty much a whole round on the ground, your stamina, your permanent stamina
18:15 consumption should be similar.
18:16 Especially if you have a whole round strike, the ground won't be like a refuge of almost
18:21 no stamina cost anymore.
18:23 With the new submission systems, seamless submissions, we added a lot of depth, but we
18:29 didn't want it to be intimidating for new players or players who are starting to grapple.
18:35 You can play grapple assists within submissions.
18:38 It all flows like for a casual player, like it's pick up and play.
18:42 You're not going to play at a high level, but you're not going to get stuck.
18:46 Now there's no more meaning in it.
18:47 And when you're using grapple assists, grapple assists just continues to work as you get
18:51 into the actual submission.
18:53 You can use the submission intent to just keep going and finish the opponent.
18:58 If you're defending, just trying to get up, you can keep just doing that.
19:02 Or if you're trying to ground and pound, you can escape a submission right into a ground
19:05 and pound position to punish the opponent for doing it to you, trying to submit you.
19:10 You can even, as a defender, use the submission intent to counter submission to one of your
19:15 own if your opponent can do that.
19:16 A lot of the fanciest things in this system actually happens a lot.
19:20 You get to see a lot of cool animations because you're often sort of, especially if you have
19:24 two beginners playing with grapple assists, you're constantly racing.
19:28 And when you're racing, like you know that that's when you see the coolest stuff, right?
19:32 We get into an arm bar, like immediately, we just, you try to escape, I try to finish,
19:36 we go into a belly down arm bar, you flip and then end up inside the ring.
19:41 All of these crazy stuff, the coolest stuff actually happens a lot when you're playing
19:45 as a beginner.
19:46 In your own pace, you can start to explore depth and changing your controls and so on
19:52 and so forth.
19:53 And there are more, more changes to the ground.
19:55 So it was almost impossible to get to back mount and back flat positions because when
20:01 you're doing it, the people could just roll for free and end up back sitting, which is
20:06 a little less dominant for you.
20:08 They cannot do that for free anymore.
20:10 If they have a stamina advantage, they can do that just like in UFC 4.
20:13 If they don't, they can't.
20:15 So now there is a new contextual transition there for when you're trying to get back mount
20:21 and they're trying to roll.
20:22 It's a brand new result.
20:23 I won't say what it is, but it's not back sitting.
20:26 Now it should be much more viable to get to the actual back mount and back flat and use
20:31 the submissions from there, which are supposed to be very juicy and they are.
20:35 With the real impact system, intuitive striking controls, improved defensive tools, and all
20:41 new submission mechanics, EA Sports UFC 5 offers the most immersive, authentic, and
20:48 exciting mixed martial arts gameplay experience to date.
20:51 [MUSIC PLAYING]
20:54 [MUSIC PLAYING]
20:58 (upbeat music)
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