More Haymakers, Fewer Glancing Blows

HIGH This is about as realistic as fighting games get…

LOW …until those slow-motion replays.

WTF Online play is great, if you enjoy gaming on Powerpoint.


When I first received UFC 5, I expected to be underwhelmed — and I have never been this thrilled to be
wrong.

EA’s long-standing grip on the genre has produced titles that varied between button-mashing fare
to brutal, technical simulations, but I’m happy to report that this year’s version hits an
elusive sweet spot balancing depth and accessibility in ways prior editions could never achieve.

Let’s start with the heart of any fighting game — the control system. The striking mechanics, while
responsive, feel less like shadowboxing and more like an actual physical exchange in the Octagon. The
punches, kicks, and elbows pack more visual punch this time around, with more of the gritty, raw
unpredictability that defines MMA combat.

The system for managing submissions has been updated for simplicity and ease of use. Now, when players are in submission positions, health bars appear alongside player health. These bars are influenced by the amount of damage a player has sustained and their fighter’s attributes. A defending fighter with lower health is more susceptible to a successful submission, increasing the chances of a tapout.

In turn, the defensive mechanism is straightforward and largely unchanged, with shoulder buttons used
to block attacks aimed at the head, body, and legs. Those who have experience with previous UFC
entries should be able to adapt without much concern.

EA introduces new combo chains and counter-attacks, presumably to add strategic depth, but once
they’re set in motion with the right controller maneuvers, they end up feeling like a rehearsed dance
rather than a spontaneous fight. It’s an improvement in presentation, but one that removes players
from truly immersing themselves in those moments.

Grappling has been an Achilles’ heel of past editions. In UFC 5 they’ve been optimized and improved
throughout. Transitions to (and on) the ground are smoother, but seasoned players may find these
controls too simplified after spending years performing thumb calisthenics in previous editions. That said, for those who want to simply enjoy play without cramping, the streamlined controls are a welcome (and
welcoming) breath of fresh air.

I can’t believe I’m saying this in 2023, but the career mode might be my favorite part of UFC now.
Though EA Sports has struggled to bring these stories to life, I felt oddly connected to this underdog journey. Make no mistake, there are plenty of predictable twists and turns and a complete lack of nuanced storytelling — but like a terrible movie you can’t stop watching on a rainy Sunday, I was surprisingly compelled to push forward.

That said, the career mode is not for those looking for a casual experience. Training and fight prep is as
laborious as ever, and the grind may turn off more laid-back folks. Players have the discretion to
determine the duration of their training, ranging from a brief one-week session to an extensive six-week
program. Longer training periods are generally recommended, as fighters typically experience a
significant drop in fitness following each fight, necessitating thorough reconditioning.

This journey begins in modest settings like backyards and progresses through the ranks to the pinnacle
venues of the MMA world. Early matches are structured to acclimate players to the controls,
starting with basic strikes and gradually advancing to more complex techniques like clinches, grappling,
and submissions.

When it comes to mirroring the realism of the MMA lifestyle, the career mode is the ideal starting point.
Not only does it allow players to familiarize themselves with the game’s intricate systems, but it also
provides just enough narrative to give their avatars a sense of purpose, while accurately reflecting the
rough, underground feel of this sport’s lower tiers.

Additionally, UFC 5 offers the “Fight Contracts” single-player mode, which is regularly updated. This
mode functions as a series of challenges, setting up bouts with specific fighters at varying difficulty
levels. Each contract allows up to four attempts to secure victory, rewarding successful players with
experience points. Failure to triumph in all attempts results in the inability to reattempt that specific
challenge.

Visually, UFC 5 flexes its graphical muscles with detailed fighter models, but sometimes these models
get that ‘wax figure’ aesthetic that belies the realism of the gameplay. Famous faces are recognizable,
though stars definitely received more attention than those fighting on the undercard. Likewise,
the arenas are well recreated but just miss that unique, edge-of-the-seat fight energy. The presentation
is there, but once users step into the Octagon, it’s a little muted.

Conversely, the sound design packs a wallop with the in-fight audio. Punches sound convincing,
knockout blows are devastating, and the crowd noise — though a little muted — still ebbs and flows with
the fight’s progression. In turn, the commentary team occasionally seems to be calling a different fight,
but the overall vibe of realism is there.

Online play stands out in UFC 5 for all the wrong reasons. Though things may have changed via patch by
the time this is published, my experience at the time of writing was spotty at best, and maddening at its worst. There are plenty of modes available for different skill levels. But, matchmaking is spotty, and connections are as unpredictable as a spinning back fist. The lag is a significant negative considering how split-second timing can mean the difference between well-earned victory and controller-tossing defeat.

Ultimately, UFC 5 is in an interesting space – it’s a sports sim that also holds appeal for casual fighting fans. While not perfect, this is the best rendition of the sport to date, and a great launching point to take the series in exciting, new, more narrative-driven directions.

Score: 8.5 out of 10


Disclosures: This game is published by Electronic Arts and developed by EA Sports. It is available on
XBX/S and PS5. This game was obtained via publisher and reviewed on the XBX. Approximately
22 hours of play were devoted to the single-player mode, and the game was not completed.
Approximately 3 hours of play were devoted to online multiplayer.

Parents: According to the ESRB this game is rated M and features Blood, Strong Language and Violence. The description reads as follows: This is a simulation fighting game in which players fight in UFC-style
matches against real-world fighters. Based on full-contact mixed martial arts competitions, the game
allows players to use martial arts, wrestling, boxing, and grappling moves to fight opponents. Damage
includes characters losing consciousness from knockouts and/or tapping out from various submission
holds (e.g., choke holds, arm/leg locks). Repeated strikes can cause opponents to bleed from cuts,
resulting in large bloodstains on the mat and/or their bodies. Match replays depict knockout strikes in
slow motion, with crunching sound effects and spurts of blood. The words “f*k” and “sht” are heard
in the game.

Colorblind Modes: There are colorblind settings and other visual adjustments available in the Game
Settings menu.

Deaf & Hard of Hearing Gamers: UFC 5 features subtitles and numerous tactile feedback features within
the controller, in all modes. There are no audio cues needed for play. The game is fully accessible.

Remappable Controls: There are several controller configurations but the game’s controls are not remappable.

Brad Bortone
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