FREE Shipping on orders over $25. Details
Get free shipping
Free 5-8 business-day shipping within the U.S. when you order $25 of eligible items sold or fulfilled by Amazon.
Or get 4-5 business-day shipping on this item for $4.98. (Prices may vary for AK and HI.)Learn more about free shipping
Trade in. Get paid. Go shopping.
Ship it to us for free.
We are unable to process your trade-in order.
About the product
- Real-Time Exertion: A UFC bout is one of the most physically demanding sports on the planet requiring mixed martial artists to give it their all with every movement. Real-Time Exertion brings each moment of that action to life in your gameplay experience. Through real-time vein popping, skin discoloration, muscle flex, as well as signs of fatigue setting in through the course of each round, you will witness the effort it takes to be one of the best fighters in the world.
- Fighter Likeness and Facial Animations: EA SPORTS UFC will set a new bar for character likeness and emotion in gaming. For the first time in an EA SPORTS game, every single licensed athlete in the game has been created from high resolution 3D head and body scans to deliver revolutionary character likeness and authenticity. Powered by EA SPORTS IGNITE, new facial animation technology delivers more expression, emotion and will communicate greater sense of awareness and intelligence in the Octagon.
- Dynamic Striking: A mixed martial artist uses the environment to his advantage and for the first time in a UFC game, you can too. A dynamic environment allows you to pull off jaw-dropping moves using the Octagon, including roundhouse kicks, superman punches and much more. Combine those abilities with the best striking technology in the industry and that one perfect strike could change the fight.
- Strategic Submission Battles: To own the belt, you have to be dominant on your feet and on the mat. EA SPORTS UFC re-invents the ground game to create a battle for position and control that captures the strategy of a submission battle. Like the real sport, in EA SPORTS UFC fighters will work through multiple stages as they work to advance or escape from a fight-ending submission.
- Real Damage: Every fighter knows that one good shot can ruin your day. EA SPORTS UFC introduces a non-linear damage system which can result in big damage coming from a single strike. The system produces a greater variety of cuts and contusions.
Frequently bought together
Customers who bought this item also bought
CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
Have a question?
Find answers in product info, Q&As, reviews
Please make sure that you are posting in the form of a question.
With its first new major sports league partnership in over a decade, EA SPORTS presents EA SPORTS UFC. The next-generation of fighting has been built exclusively for the PlayStation 4 and XBOX ONE by the team behind the critically-acclaimed Fight Night franchise.
Powered by EA SPORTS IGNITE technology, EA SPORTS UFC brings the action, emotion and intensity inside the Octagon to life in ways that were never before possible. The next-generation of True Player Motion not only showcases the diverse, powerful and fluid of attacks of elite mixed martial artists through Precision Movement, Dynamic Striking and Strategic Submission Battles, but also brings the combatants to life with Full Body Deformation and Real-Time Exertion. The simulation of Human Intelligence takes leaps forward with the strategic and adaptive MMAi system and is expressed through the most realistic characters ever created in a sports game.
Feel the Fight – Gameplay Features
Step into the Octagon with the most realistic take on fighting ever achieved. Powered by EA SPORTS IGNITE technology, every fighter, strike, takedown and submission will make you feel the fight.
• MMAi – A mixed martial artist’s mind is as important as his heart. Every licensed fighter in the game will have changing goals and fight plans, based on their real-life tendencies and each fight situation. Stop their Plan A, and they will adapt to Plan B or C. Down on the scorecards, look for the AI to end the fight with a knockout or a submission. A smarter opponent equals a more challenging and unpredictable fight.
• Full Body Deformation – Until now, simulation of physical contact between fighters was limited to bodies that barely made contact with each other; as a result, they looked and behaved like action figures made of plastic rather than elite athletes. The team that revolutionized sports by bringing authentic physics to the Fight Night franchise changes the game again with an all-new, full-body deformation system that moves and displaces the fighter’s flesh in real time. For the first time, the strength of every submission and power of every strike will truly make an impression.
• Real-Time Exertion – A UFC bout is one of the most physically demanding sports on the planet requiring mixed martial artists to give it their all with every movement. Real-Time Exertion brings each moment of that action to life in your gameplay experience. Through real-time vein popping, skin discoloration, muscle flex, as well as signs of fatigue setting in through the course of each round, you will witness the effort it takes to be one of the best fighters in the world.
• Fighter Likeness and Facial Animations – EA SPORTS UFC will set a new bar for character likeness and emotion in gaming. For the first time in an EA SPORTS game, every single licensed athlete in the game has been created from high resolution 3D head and body scans to deliver revolutionary character likeness and authenticity. Powered by EA SPORTS IGNITE, new facial animation technology delivers more expression, emotion and will communicate greater sense of awareness and intelligence in the Octagon.
• Precision Movement – MMA is a sport of inches, where every step counts and every movement matters. Powered by EA SPORTS IGNITE, the Precision Movement locomotion system grounds the fighters, eliminating unrealistic slipping and sliding across the canvas. More realistic physics-driven movement delivers more realistic action as the overall transfer of energy from the ground up delivers more impactful and believable strikes and takedowns.
• Dynamic Striking – A mixed martial artist uses the environment to his advantage and for the first time in a UFC game, you can too. A dynamic environment allows you to pull off jaw-dropping moves using the Octagon, including roundhouse kicks, superman punches and much more. Combine those abilities with the best striking technology in the industry and that one perfect strike could change the fight.
• Strategic Submission Battles – To own the belt, you have to be dominant on your feet and on the mat. EA SPORTS UFC re-invents the ground game to create a battle for position and control that captures the strategy of a submission battle. Like the real sport, in EA SPORTS UFC fighters will work through multiple stages as they work to advance or escape from a fight-ending submission.
• Real Damage – Every fighter knows that one good shot can ruin your day. EA SPORTS UFC introduces a non-linear damage system which can result in big damage coming from a single strike. The system produces a greater variety of cuts and contusions that is true-to-life and has never been possible in a simulation fighting game.
Top customer reviews
There was a problem filtering reviews right now. Please try again later.
Now with that being said.... Here are a few things that I wish weren't in the game. Or at least. .. not as rabid.
For one: Some times it takes forever to find an online match up. When you do, and people are losing. They resort to the clinch and using knees for however long until your knocked out. They literally spam one button out of desperation. And trust me. When that's going on its easier said than done... than to just get out of it or counter act the spam fest.
Another thing. IF people don't resort to that tactic. Then they just quit the match. Sure you still get the W. But it robs you of the satisfaction of your hand raised. Plus it robs you of your KO or submission win. And just adds a W instead of adding it to which one you won by.
Plus, I have noticed that a lot of people seek to be hacking the game lately. I won't get into what they're doing. But just know.. it blows as when you come across them.
Most of my issues is with the online, and not so much the game itself. As the people on the other end.
I would recommend this game. Although, the online tries your patience at times. All in all the online is a decent experience.
If you're one the fence about it. Give the demo a whirl. If reviews and videos aren't cutting it.
So yes... If you're wanting to try this game. I would say do it. It's cheap, especially now that the 2nd has came out. You'll get far more than your money's worth.
The first thing that I noticed is that there were few features or modes to choose from. I mostly intended to play online so this was not much of a concern to me. The game is fantastic visually. They fighter detail is incredible and the presentation is pretty great as well. That was until I tried to play the actual game. The tutorial was pretty long and detailed but that's a good thing. Many people have complained that the control scheme is to complicated. This is going to be a fact of life in an MMA game as there are so many options available for your fighters to use. The controls are pretty similar to Undisputed so I got a hand of it pretty fast. I decided to fight the CPU a few times to get a feel for the striking rhythms. This is where I started to notice some issues.
First of all the CPU AI is relentlessly aggressive to the point of stupidity. It charges in your face non-stop and wings punches and kick with reckless abandon. So I figure, "OK, slip the overhand, cut an angle, crack him with the straight right". The strategy seem to work, again, and again, and again. I start to come to the realization that these punches that I am landing are not having much of an impact; and that the CPU couldn't care less to adapt to the hole in its game. i decide to switch it up a bit and try to catch him coming in with a double leg, to very mixed results. My opponents state of balance seem to play no part in whether or not a take down is successful. In fact they seem to be rewarded in some cases for over aggression as take down attempts miss collision detection on more then a few low percentage kicks. It does not appear possible to time a take down with an incoming strike to improve your odds of completion. At this point I am still telling myself that I just need to get online and that the CPU AI is just poor. There is some truth to that, but not nearly enough.
I went online at this point and I have to say that the match making and belt system are pretty cool. There is also a rivalry mode that you can do with people on your friends list that is enjoyable. I don't like that they did not even bother to properly separate the divisions. There is no middle weight on light weight class listed. They are just lumped in with the welter weights and light heavy weights. Perhaps they are trying to mask the roster weakness in a few of the divisions. I jumped into my first ranked match and started to fight. There is zero lag that I could register and this continued for my entire play session. The more I played though the more I began to notice how unresponsive and sluggish the game plays. Forget trying to play as a counter striker. Its mostly ineffective due to your fighter not being able to return fire fast enough. I can understand this with a jab, but its seems to apply to even the most exotic of strikes. When strikes did hit, they never gave any visceral feeling of impact. I could never tell what was a major blow and what was a glancing shot. It all lands with the same force according to the feedback it gives to the player. I think this is why they default a player body HUD on the screen. Without it you would have no idea what impacts your strikes are producing. The strikes themselves are also an issue. There are far to many circus strikes that are thrown in this game. It gives the impression the EA took some to the most iconic knockout strikes from the last five years and gave those particular moves to every fighter. Even to the ones that would almost never attempt them. That in itself is not a problem. The problem comes when you are not able to punish your opponent for over using them. A player can just spam spinning heel kicks and over hand bombs and there is little you can do make them pay for it. When you try a funky collision mechanic often initiates and both players seem to slow and reset their stances. All of this makes it difficult to put together any significant combos, especially when you try to set up kicks with punches. There is just to much of a reaction delay for it to be effective. You can parry strikes, but it becomes moot when you can't counter effectively due to the game mechanics.
The ground game is an additional area of concern. First of all I was able to stop about 95 percent of all take down attempts even when it was clean that I should have been taken down. For example, more then a few times I attempted a spinning back fist and my opponent timed the shot pretty well. I was still able to stuff it with my back almost completely turned. I experienced the same issues in my endeavors, even with the best wrestling artists in the UFC. The only thing that seems to play in to success or failure in take downs is if your opposition fails their input or not. The animations for the take downs are visually impressive, but mostly unrepresentative of the types of the commonly happen in a UFC fight When things to rarely hit the mat they feel far to easy. Anyone who has spent any amount of time doing BJJ can tell you that noting comes easy in a grappling match. Once you down your target you have to be ready for them to attempt to get back to their feet at any time. This can be done from any position with just a press of the L3 button. The natural MMA math that would apply to preventing a stand up attempt would be to either smother and control your opponent or put them on the defensive with strikes. The controls here are very similar to the Undisputed series except you cant transition block outright. You have to block each pass or reversal individually and when you miss its likely going to be a full sweep with you on the bottom. So you can easily end up on the defensive while in a dominate position. When I did manage to advance position there were a few times that I made it to mount. Anyone who knows even a little bit about MAA and BJJ knows that this a the most dangerous position you can be in. That fact just does not transfer in this game. I would rain down mounted strikes, at least 6-8, and it seemed to have very little effect on the opponent. The second you try to attack they just hit L3 and stand right up, even in mount.
The submission system is completely new and I see what they were trying to do. Submissions in real life happen in phases. Small adjustments to pressure and positioning making huge differences in completion or escape. I like how they incorporated this into their submission system. Unfortunately, in the 20-30 matches I played not one was completed on either side. In fact rarely did I or anyone else get past the first or second stage. While there were no submission finishes, I did see knockouts. Again the fact that the strikes have little impact plays in here. I would get into a striking exchange a suddenly my opponent would collapse straight down in a heap from a random punch. The physics here seem to be off here as well. The directional force of your attack does not play much of a factor in determining the trajectory a character rag dolls on. They mostly just drop straight down to the floor. After knock outs occurred I noticed a theme in the stats page. Almost all of the time when a KO happened the player who got knocked out had more significant strikes landed. I don't know if this plays into the fatigue system in the game or if it was just an odd coincidence. Another concern is the fighters themselves. There is too little variation in the styles that each fighter offers.Most fighters in real life and a martial arts base that they skew too. You don't get the sense that any of the fighters in game have much of a distinct style. They all play fairly similar, stats and trait markers seem to be the only major difference. The last major I have noticed so far is the game speed. Every thing feels just a tick too slow. Almost like you are fighting in a pool of water. Its especially noticeable with the heavy weights. They moved so methodically they were almost boring to play with. These are my initial impressions and I will update as I discover more. It appears clear though that the ceiling for this iteration is pretty low as most of this stuff is not patchable.
Most recent customer reviews
Receive the UFC box and when I open is empty....I want report it is fraud