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Inflation Got You Deflated?

    

  The article you are currently reading will cost you around $0.00, but in the spirit of inflation, you may have to pay a whopping $10.00 for copy like this in the near future. That is if Microsoft’s decision to raise it’s Xbox Live membership fee has set a new pricing trend. That’s right folks, Microsoft has increased it’s 12 month XBL service fee from $49.99 to $59.99 with additional hikes to the one month and three month plans, now $9.99 and $24.99 respectively. These price changes will effect North America as well as the United Kingdom, Canada and Mexico.

  The increases are said to be in part due to inflation, as well as the newly added features of the XBL service. Electronic Entertainment Design and Research analyst Jesse Divnich had this to say about the November 1st price change, “When originally launched in 2002, a Gold subscription cost the same as an AAA video game, $49.99. When taking into account for inflation ($50 in 2002 is roughly $60 in 2010) and the additional services available to Gold subscribers in 2010, such as ESPN, Facebook, Twitter, Netflix, Last.fm and Video Kinect, a $10 price increase still represents an incredible value to consumers”. Never fear loyal XBL account holders, existing customers can “lock in” their current price by renewing before the scheduled change goes into effect. Will you renew?

  The community’s response has been understandably negative. Considering the state of the economy, this is a risky move. People are faced with foreclosures, rising gas prices and an ever growing cost of basic living. Video gaming is a passion for some, an occupation for a select few, but for the vast majority it’s just a hobby. In tough times non-necessities are the first things to go and we all know that gaming is an expensive hobby. The flip-side to that coin is the cost to produce the product. The good people at Microsoft are made up of families just like ours, people who are trying to survive while eeking out a bit of entertainment here and there themselves. Sure, the increase could be due to inflation, could be development costs and might just be old fashioned greed. Regardless of the culprit the increase is coming, whether or not it is a mistake on the part of Microsoft is yet to be seen. Thanks for reading, that will be $10.00.

Leave your comments below, give us your thoughts on the price hike and if you intend to renew your XBL subscription.

  

Medal of Honor Beta - Second Opinion

Despite how much I despised the last go I had at the closed Medal of Honor Beta on PSN [jump to my June MoH closed Beta post], I decided to give it another shot with the open beta currently running on Steam. The only reason I went in for seconds was because of some live streaming footage I saw on Justin.tv of the game where I had noticed some vast improvements in a lot of the key problem areas. Could it be that EA is actually using this Beta to fix things and not just as a marketing ploy as so many publishers are doing these days? Keep in mind, this is the trend most developers follow. The Beta is almost always the spitting image of what you get on release day, thus my absolute disgust with what I had initially played. I’m very happy to say that even from closed to open Beta MoH has made leaps and bounds. Either that, or it just seemed better on my PC then on the PS3.

          

Before I start the process of removing my foot from my mouth, allow me to give you a descriptive play by play of my first jump back into the multiplayer action. Ready?

“Spawn! Die! Spawn! Run, die! Spawn! Duck, die! Spa/Die! Spawn! Change weapo-DIE! Exit game!”

Wow, that was fun! I think MoH suffers from too many players on such narrow terrains. At this point though, that is about all the game suffers from. This of course can be remedied by the ability to chose 6 on 6 team games, let’s hope they include this toggle in the final product. I found myself backing out and going into the “find server” mode and looking for games that only had 6-8 players in them. Once I loaded into a game like this, the fun started to pour in.

Let’s talk improvement.

The in game menus are vastly improved, it’s much easier to navigate, make class changes and way more esthetically pleasing over all. The character models have been penciled in finely, the details are a sight to behold. The levels themselves are amazing looking. The closest thing I have seen to photo realism to date. Battle chatter is nothing short of awesome, the OPFOR especially. The voices are very authentic sounding (based off what I have heard in recent war documentaries), nothing sounds over acted or forced. Once I was in a smaller team game I could actually make out what the US military was saying. They voice things that are happening on the field as you progress through objectives. I was rushing in to plant a bomb on one of the control points when my character automatically blurted out that what I was doing to command, then command responded with an acknowledgement. It was pretty cool to say the least. Hit detection has been dialed in, weapon models have been ramped up, snow even collects on your weapon and clothing as you move about one of the icy maps. Most importantly, the absolute Battlefield Bad Company clone feeling is gone. Is it still similar? Yes.

   

[video by: TheGodlikeTube] (Randomly selected video, not me playing.)

I will more than likely trade in my copy of Halo: Reach and pick up MoH on release day. This will be a great way to pass the time between now and Call of Duty: Black Ops. However, I won’t be picking this up for the MP portion of the game. I’m looking forward to the single player campaign on this one. I found myself wishing I was able to access it in the Beta. I could honestly care less about playing yet another military FPS. COD is my brand of choice for MP, but I’m always up for a great story and that is something that Medal of Honor has always provided. I loved the older editions of the series, why not see what this new edition has to offer?

I have a friend who is an actual T1 operator as a member of DEVGRU. Since the announcement of this title and the inclusion of T1 military input into the development of the game, I have been anxious to see a glimpse of what he may be seeing on a day to day bases (as arcade a version it may be). I don’t pretend to think it is anything actually like what he does, but it will be interesting to compare the two and see just how authentic a rendition they’ve gotten it.

If for no other reason, I want to pick it up because military officials have decided to ban it from being sold on any bases due to the enemy being appropriately titled and portrayed as the Taliban. This day in age, that’s just ridiculous! In America we have this little thing called freedom, who is any military official to say what is and isn’t appropriate for anyone else? We can assume the roll of German, Vietcong and Russian military and shoot Americans in crap tons of games, why is this one any different? To be fair, I’m speaking from the point of view that has no bearing on the matter though. If I was actually there and saw friends die at the hands of the Taliban, then came home to watch people play a game were you assume the roll of the same entity and are awarded points for killing an American likeness, maybe I would have an issue as well. Still doesn’t change the fact that this is America and you have the freedom to do things like that here.

Anyway, I’ll be back mid-October with my review on this installment of Medal of Honor. Watch this space!

Halo: Reach - Review [A COD Player’s Perspective]

I mentioned back in June that I had never played a Halo title before, but was seriously considering trying out the new edition. Well, I caved and decided to try my hand at the long appreciated and highly respected franchise.

Before I get into my impressions of the game, let me say, I am an avid Call of Duty player. I’ve played pretty regularly since COD4 with a growing group of consistent gamers, the 9pm sessions have become routine and only wane when an edition becomes over played. I’ve always been partial to modern or historic military themes and was pretty turned off by the over the top futuristic brand Halo offers. That being said, allow me to give you a Call of Duty player’s impression of Halo: Reach.

A forethought, this will not be a comparison of the two franchises, as no parallel can be made other than genre, this is simply a COD gamers perspective of Halo.

Straight off the bat I was amazed by the quality of production, not that I should have been, we’re talking about a legendary title created by seasoned developers. For some reason I had always assumed that the Halo games were sub par in their visual representation. I can’t speak for the earlier editions, but with Reach, this couldn’t be further from the truth.

Lush green landscapes, limitless ocean views contrast harsh mountainside military installments coated in a metallic shine and ominous dread. I found myself taking many a laser lash while I soaked in the view. Keep in mind you aren’t playing in some generic Unreal Tournament backdrop (as I thought would be the case) you are traversing portraits. A lot of developers reward players with beautiful concept paintings upon completion of their game. Usually when I viewed these pieces I found myself wondering what had gotten lost in the translation. Not the case with Halo: Reach, you really feel as if you are being dropped into the concept art. The attention to beauty is even applied to the ugliness of the alien Covenant.

Could there be a cooler looking and acting alien faction? The various types of alien military are impressive. Your enemy is smart, cunning and ruthless. I can honestly say I have never played against better A.I. in any title. The lengths that the Covenant will go to take up a defensive position, dodge a frag or charge into battle are to no end. You can even hear field chatter as they speak to each other in a complete language unique to their species. Leaders bark orders at minions, air and ground units take up defensive and offensive positions and fire waved attacks all while you attempt to push the line. It’s truly a ton of fun. 

Whether you play solo or coop, patience and position are key to advancing the battle. You cannot run and gun your way through any level in Halo. Taking the time to outfit your character properly with equipment and the appropriate ranged weapons, then executing short bursts of fire and movement are imperative. Unlike Call of Duty, you are dealing with a system of futuristic armor and shields. One must deplete an enemies shields before you can deal any direct hit damage. Head shots are the best means to down an enemy and due to the shield system they take precedence. This creates a much more difficult aiming situation than you find in most shooters. You really have to be able to aim well and stay on target as your alien opponent leaps in large evasive strafing maneuvers to avoid taking damage. Often a well placed frag accompanied by a barrage of burst fire to the head can easily drop even the biggest of baddies. In short, this is not an easy game.

        

You essentially play as a Spartan called 6, you are a get the job done sort of soldier who quietly moves through objectives keeping the game on pace. Speaking of pacing, the developers have done an excellent job of giving you fun and varied things to do. Flying missions, door gunner missions, recon and rescue, right down to your traditional field battles, they’re all here. Though you backtrack a couple of times in the game, the scenes change according to the situation. For example, you may have made your way through a building once by taking an elevator, but your second time through, you’ll need to take the stairs as the building has been smashed to smithereens. If you’ve played any COD game you will be familiar with the degree of destructible environment. You won’t have to go it alone though. Your A.I. counter parts are capable enough to take out a few enemies along the way, but cannot be relied upon too much. However, they will never get in your way and will always point out enemies in site…just don’t let them drive!

So how do you get around in Halo: Reach? Vehicles with mounted weapons are supplied in plenty and all enemy alien vehicles can be commandeered as well. It’s quite a satisfying attack when you grab onto an enemy craft and forcefully gank that thing! We’re talking ATVs, trucks, jeeps, choppers and the enemy’s alien equivalent of the aforementioned. If that’s not enough, there are even spaceship combat missions.  

   

I wont go into much detail about the story or who your character 6 is, most of you already know the details much better than I. I have no prior knowledge of the game or story, but I can say that Reach did a great job as a stand alone title for me. I had a sense that there was this epic lineage that I had stepped into, the developers payed homage to their fan base and it was great to pick up the reigns for moment. For me the single player experience is where this game shines due to playability, the story was great, but nothing spectacular. 

Let’s move onto multiplayer briefly. This is where the divide between Halo and COD gamers comes into play. If you are the type of gamer who can easily switch between the two night and day styles of FPS comfortably, then you are probably the lucky rare exception. Having finally had the chance to experience both games in depth, I can make an educated comparison between the two franchises variable element. That element is Hit Damage. 

Call of Duty is an unforgiving game when it comes to hit damage. In Hardcore mode you can take essentially one bullet before you’re done. Regular mode allows for much more damage, but still far less then you can take in Halo. Here’s is the trade off, Call of Duty players don’t have to be anywhere near as accurate as Halo gamers. Halo players are forced to fine tune their control over aim to a point where they can land a head shot from across the map with a pistol in one trigger pull…constantly. COD players have no shield to contend with (pain killer being the exception). In Halo if you don’t have the ability to land head shots at will (mind you some Halo gamers actually do) you are forced to deplete your opponents shield before you can take them out. You still have to be aware of your own shield and any special equipment he/she might use, ie; drop shield, decoy, etc. In Call of Duty, less ability to aim is needed, yet staying alive while dealing out death is much more difficult than in Halo.

    

The amount of strategy and skill needed in both games is balanced perfectly. It’s preference at that point. What do you like? Parallels in MP are easier to make, yet aren’t very valid. If Battlefield Bad Company and COD are apples and oranges in terms of experience, both delicious fruit, just taste completely different. Halo and COD are Apples and Potatoes. Personally I prefer COD over Halo’s multiplayer. 

Halo: Reach is an absolute blast in MP though. From racing games to big team battles, on in to theater mode where you can watch recently played rounds and single player campaigns, the fun is limitless. You can edit your own clips and share them with friends, customize your own game type and even create your own multiplayer levels to play with friends. Almost forgot, character customization is sewn into Halo: Reach throughout single and multiplayer. Though nothing you buy with the in game currency changes your character’s stats, it does add a nice goal driven unlock system to apply aesthetic clout to your Spartan. Nothing like stepping onto the multiplayer field donning a high level helmet to strike fear into your opponent.

Let’s talk control, this is a huge budget title with some of the best in the industry behind it. You really feel that when you pilot a Spartan through a battlefield. The controls are tight and responsive, the vehicles are intuitive and fun, the weapons are polished and carry weight, there’s a decade of experience behind the layout and it shows.

Summary and Rating:

I have to say that Halo: Reach is one of those titles you don’t miss. Even if you haven’t been following the series since 2001, you will appreciate the sheer amount of quality in this FPS. There’s really nothing missing, like a home cooked meal, all the ingredients seem to be in the pot. MY RATING: 10/10

OnLive - Hands On

                      

For those who may not know what the OnLive service is, it’s a pretty radical innovation in delivering games to your home. No this isn’t another mail order system where you have to wait for your game to arrive via snail mail and then hope that the crevasse ridden disc doesn’t start skipping right at the final boss battle. Nor is it some direct to your drive download site that hogs up hard drive space with games and patches. No, OnLive is a revolutionary vehicle to provide gaming experiences to Core, Casual and Non-Gamers with the ease of pick and play instant gratification. 

Imagine if you could play a game demo on your PC without having to download anything, imagine if you could then purchase the full retail version of the game and start playing within seconds. Now imagine being able to do this with no internet connection from your TV while sitting on the couch. Soak that in for a moment. PC gaming without any memory eating installations, no patches to worry about, no more light wallets from trying to keep your system requirements up, just you and the game. Skipping the PC, imagine gaming from your Television without the need of anything but a “MicroConsole” that directly connects to the OnLive service so as to not even require an internet connection to access your games. “The stuff of the future”, you say? I’m doing it now!

A couple weeks back I entered my information with OnLive.com in the hopes of possibly getting chosen for the Founding Members program. This program grants you a year subscription with OnLive free, plus a redeemable code good for one full game. After I entered my information I sort of moved on and didn’t think much about it figuring I wouldn’t be selected anyway. Low and behold if there wasn’t a congratulations email sitting in my inbox this morning. 

My experience with the PC interface of the OnLive service has been more than enjoyable to say the least. Keep in mind, I’m probably what you would call a Core Gamer. I own a Xbox 360, PS3 as well as a Wii and do a fare amount of PC gaming to boot. I spend a good amount of time gaming and keep up with the industry so I can annoy my girlfriend with bits and pieces of news she cares nothing about, haha. You can imagine how surprised I was at how legit this service is once I tried it first hand. I’m more interested in OnLive than I am about anything announced at E3.

After a one click run of an application found on OnLive.com, I had the launch button ready to go on my desktop. I signed in and was greeted by a rather impressive boot up splash, think of the Xbox 360 or PS3 start up animations. It made me feel like, “Ok, this is an actual gaming system I’ve logged into”. Once in, I explored a bit. The interface has large title buttons and is very user friendly. I had no trouble navigating at all. There seems to be a “friend” system integrated much like you would find on next gen consoles, just a bit more indepth. You have a menu of games to choose from complete with gameplay videos and what I would call a “jump in and play” demo, ready to go. Mind you, these are current titles that you would find on the shelf at any GameStop. There is nothing comparable to OnLive’s ability to allow the user to jump in and instantly try a game the way they have it setup. Normally you would be in for a lengthy wait while you downloaded and installed the demo, assuming you had the Hard Drive space. Not to mention how long you have to wait to download and install the full version if you actually liked the game. Of course you’d need to do the same for any updates, patches and hope your system was par to run the game. Instead of all that, I checked out OnLive’s “Arena” feature. I can only describe this as pure genius in connectivity.

Picture a giant wall of HD displays running different games being played by actual users from all over the world (full motion in thumbnail). Now click on any individual stream and get a full screen view of some one’s current game perspective. They’ll receive a notification that you and whomever else is currently spectating. You can then rate their gameplay with OnLive’s Cheer or Jeer options (think Facebook thumb). You may add that player as a friend if you’d like to keep in touch, jump into a multiplayer session with them or just move on checking out other play styles and games. Just think, you could be sitting on the couch watching your buddy play Splinter Cell: Conviction in HD from a different country, laugh at their mishaps, then take over and show them how it’s really done! Not to mention the ability to find new friends with similar tastes in games and game play styles. Good times.

For me the “Arena” feature helped me decide where I wanted to spend that redeemable voucher code. I was watching someone play a bit of 2K’s “Borderlands”, a FPS/RPG title that I had previously overlooked. Seeing the user’s extended gameplay had sparked my interest, but I still wanted to try it first hand and see how the controls felt. This is when I experienced just how amazing OnLive’s service is. I literally clicked the demo button and was instantly in the game trying it out. No long drawn out tedious wait, just instant gratification. Yes sir, the American Dream. After trying the game out and deciding to unlock the full version, I was still taken back by how nice it was to click “Play Pass” and be ready to jump in game. I can’t stress the liberating feeling of this leap in development enough, we’re talking literally seconds from starting up OnLive to playing a full current title you’ve been wanting to play!

None of this convenience would matter if the actual gaming experience wasn’t on par with what we are used to on current consoles and PCs. My hands on time with Borderlands has been identical to gaming on my PS3, Xbox 360, etc. The graphic quality was in high definition, the sound was full and there was absolutely no delay or lag in control response time. So how do they do it? Here is a diagram and wiki explanation:

The service is a gaming equivalent of cloud computing: the game is synchronized, rendered, and stored on a remote server and delivered online. The service was announced to be compatible with any Windows PC running Windows XP or Windows Vista, or any Intel-based Mac running Mac OS X and on smartphones. A low-end computer, as long as it can play video, may be used to play any kind of game since the game is computed on the OnLive server. For that reason, the service is being seen as a strong competitor for the console market. Steve Perlman states that a 1.5 Mbps connection will be needed to display games in SDTV resolution (typical output of Wii and previous generation console titles) while 4-5 Mbps will be needed for HDTV resolution, such as those output by the Xbox 360 and PlayStation 3The average broadband connection speed in the US at the end of 2008 was 3.9 Mbps, while 25% of US broadband connections were rated faster than 5 Mbps.

Of course there are some concerns about the quality of connection, any issue with connection quality will hinder your game experience. The fact that you don’t physically own the games you purchase has alerted some, if the system goes away, so do your games. Additionally, the mod community has pointed out that you can’t modify any of your games because they are hosted on the OnLive server. These issues have brought about a fair amount of skepticism from game journalists and up till recently all that could be done was wait and see. With snobby-picky gamers such as myself happily jumping on board I think it’s safe to say that OnLive is the real deal. It may not satisfy the modders and the collectors out there, but for those gamers who want to connect with the community and game as fast and as hassle free as possible, this will be a slam dunk. For the casual gamers and those who don’t game because they’d rather not invest in something they might not like, this is a dream come true.

How much does it cost? OnLive’s console, controller and subscription will cost less then the cheapest console on the market according to OnLive CEO Steve Perlman. If your gaming on your PC all you need is the subscription. You can rent a “Play Pass” or  purchase the full game for unlimited play. There is a subscription model with tiered levels of access, but as of right now the only service available is the Founding Members offer which is open until July 15th, 2010 at 11:59 PM PDT. Here is a link to send in your request for participation: http://www.onlive.com/signup 

There is a good deal more that I haven’t even covered, such as OnLive’s Brag Clip section, the Showcase section, the User Created Profile sections, etc. If you are serious about your gaming and want an easier way to access games, you really need to try it for yourself.

Halo: Reach - “I don’t like Halo games, but..”

I can honestly say that I have never played a single second of any Halo game and to be honest I never really had the desire to. The series has always looked a bit “safe” for me, space soldiers jumping all around with sub par graphics and orange blood. The vast majority do not share my opinion on the game as Halo is one the most popular FPS titles to date. Because of that fact I just figured something was wrong with me, that I just didn’t get it.

All of this has possibly changed with the upcoming installment…

From what I have seen thus far the game seems much more polished, dare I say edgier and almost as if it has taken a page out of  the current shooter model and become decidedly more appealing to an adult audience.

I lean more towards the simulation shooter or ones, though far fetched and technically unrealistic, at least have their feet ground in some level of reality. That being said, I still love an Unreal Tournament styled FPS. The recently released Tranformers: War for Cybertron has renewed my interest in these over-the-top arcade-esque experiences. As for Halo, I think it was just a matter of Bungie (Halo Developer) to find a way to get gamers like myself signed on to this otherwise over looked franchise, but how do they do that? They merge with Activision.

Much like World of Warcraft developer Blizzard, Bungie has signed on to a 10 year publishing deal with corporate giant Activision. Activision is the machine behind the Call of Duty series, Rock Band and a slew of other top name titles. So how does this matter in the grand scheme of things, well it comes down to QA. Quality Assurance, Activision has a long standing relationship with consumers (damaged as it may be with the recent quarrel with IW studio heads) simply put Activision publishes some of the best gaming titles period. They are a marketing machine and as such, they know what will sell. With Modern Warfare 2 outselling Halo by a staggering margin it wasn’t much of a shock to me that Bungie has jumped on the Acti-Wagon and tightened up their Halo experience to make it a bit more appealing to Core Gamers. Myself included, coincidence? I think not.

UFC: Undisputed - [PS3/360]

Published by: THQ

Developed by: Yuke’s Media Creations

Release Date: May 19, 2009 

Genre: Fighting Simulation

Admittedly I am not a big UFC fan at all, but a great game is a great game and UFC: undisputed is shaping up to be just that. The way I see it, if a demo launch of a game can keep you playing over and over again, there is something good going on. I haven’t stopped playing the 2 character exhibition only demo of Undisputed since it dropped in the PSN store and I can’t wait for the May 19th release of the full game.

Career mode boasts a custom character creator that may scrimp a bit on look detail but is more than in depth with training and skill adaptation. You manage an email account and a calendar for all of your fight updates, opportunities and scheduling. You can pick and choose your fights as well as when you fight, which seems to be equally as important because you need rest before bouts to maintain stamina.

You are able to attend the occasional UFC camp, learning new techniques and increasing attribute points in order to obtain an optimal fighter for competition.

Click here for a flash listing of some of the top name fighters -

Controls:

When you first start into a round your initial instinct (if you’ve played any of the Fight Night series) is to use the right analog stick to jab, cross and hook. You’re going to have to completely do away with any prior boxing game knowledge in order to really enjoy Undisputed. You will just find yourself frustrated and lost trying to fit this game into some previous category. If you must relate the controls to anything, go with Mortal Kombat 2. Instead of high and low punch/kick, think left and right punch/kick. Now just use L1 and L2 to allocate high and low. A lack of high or low input is a head punch or body kick by default, it’s that simple. Sprint is the same as Call of Duty and shifting around grapple holds is best thought of as a kick-flip in Skate or Skate 2. Over all the controls are very responsive.

There is a universal control scheme felt in each aspect of the game’s stages. Undisputed is best approached with the mind set that this is one big game made up of many smaller games. The stand up punch and kick Muay Thai boxing game, the wrestling ground and pound grappling game and the submission hold and escape game. Each is a matter of attacking and being able to counter the attack with enough skill and proper timing to either out right end the fight or move onto the next phase or mini game. If you treat each match as a series of games with separate controls and strategies, you will be less likely to become overwhelmed with all of the moves and how they could possibly fit into just one stage of the over all match.

There are many big names in Undisputed to choose from or fight against, with just as many styles of combat. JuJitsu, Boxing, Kick Boxing, Muay Thai, Judo, Wrestling, etc…there is something here for everyone.

The graphics are solid with realistic character models and arenas, nothing too note worthy however. The visuals are present, you won’t find yourself thinking that the game is ugly. On the downside, the crowd is a bit robotic and the fighters themselves are a bit too scripted in their movements and knockout sequences. Fight Night 4 is sure to reestablish the standard for unscripted random movements and human-like reaction, unfortunately Undisputed will be coming out before Fight Night 4 will be able to set that bar. For now the knockout scenes and movements are good enough to get by due to the fact that actual gaming dynamic of Undisputed is so solid.

Quick Fight Sample Video:

There is an online multi-player addition to the game, but no one will really know how well that will perform until launch of course.

Game Features:

  • Authentic UFC Personalities: Explore a deep roster of more than 80 top names in UFC competition across all weight divisions and enter the Octagon surrounded by the sport’s popular commentators, announcers, referees, trainers, Octagon girls and more.
  • Photo realistic Models and Effects: Absorb the world of UFC as it appears on television with photo realistic fighters who breathe, sweat and move like their real-life counterparts. Players will also experience ripple effects across the faces and bodies of their fighters from the impact of devastating punches and kicks.
  • Revolutionary Ultimate Fighting™ Control: Gain the upper hand in match-ups with a brand new fighting game engine designed specifically for next generation systems. Emphasis on innovative, responsive and easy-to-play controls will give players unparalleled command of their fighters in the Octagon.
  • Fighting Disciplines: Take down opponents and get the submission with a variety of mixed martial arts disciplines, including Judo, Muay Thai, Wrestling, Kickboxing, Boxing and Brazilian Jiu-Jitsu.
  • Create-A-Fighter: Jump start the career of a future champion by customizing his physical appearance and attributes, learning new fighting techniques to use in the Octagon and managing his training process through attributes such as strength and cardiovascular health.
  • Career Mode: Develop attributes, perfect moves and fight for entry into the UFC Hall of Fame.

Key:

  • LH: Fighter can switch to Light Heavyweight
  • MW: Fighter can switch to Middleweight
  • WW: Fighter can switch to Welterweight
  • LW: Fighter can switch to Lightweight

Heavyweights:

  • Antonio Rodrigo Nogueira
  • Brock Lesnar
  • Frank Mir
  • Brandon Vera (LH)
  • Gabriel Gonzaga
  • Cain Velasquez
  • Cheick Kongo
  • Eddie Sanchez
  • Heath Herring
  • Andrei Arlovski
  • Mirko Crocop
  • Fabricio Werdum
  • Tim Sylvia
  • Mark Coleman
  • Antoni Hardonk
  • Justin McCully

Light Heavyweights:

  • Chuck Lidell
  • Quinton “Rampage” Jackson
  • Forrest Griffin
  • Tito Ortiz
  • Keith Jardine
  • Wanderlei Silva
  • Mauricio “Shogun” Rua
  • Lyoto Machida
  • Rashad Evans
  • Stephan Bonnar
  • James Irvin
  • Wilson Gouveia (MW)
  • Houston Alexander
  • Kazuhiro Nakamura
  • Thiago Silva
  • im Boetsch
  • Ryan Bader (DLC)

Middleweights:

  • Anderson Silva (LH)
  • Rich Franklin (LH)
  • Dan Henderson (LH)
  • Michael Bisping (LH)
  • Kendall Grove
  • Chris Leben
  • Jason MacDonald
  • Nate Marquardt
  • Drew McFedries
  • Ricardo Almeida
  • Evan Tanner
  • Yushin Okami
  • Demian Maia
  • Martin Kampmann (WW)
  • Amir Sadollah (WW)
  • Thales Leites

Welterweights:

  • Georges St-Pierre
  • Matt Hughes
  • Matt Sera (LW)
  • Jon Fitch
  • Karo Parisyan
  • Josh Koscheck
  • Diego Sanchez
  • Mike Swick (MW)
  • Marcus Davis
  • Thiago Alves
  • Chris Lytle
  • Ben Saunders
  • Josh Burkman
  • Kyle Bradley
  • Matt Arroyo
  • Anthony Johnson

Lightweights:

  • BJ Penn (WW)
  • Sean Sherk (WW)
  • Kenny Florian
  • Roger Huerta
  • Joe Stevenson
  • Mac Danzig
  • Nathan Diaz
  • Spencer Fisher
  • Tyson Griffin
  • Gray Maynard
  • Thiago Tavares
  • Joe Lauzon
  • Rich Clementi
  • Mark Bocek
  • Hermes Franca
  • Frank Edgar
  • Efrain Escudero (DLC)