And since we’re down there, let’s stay on the ground. The submission system was likely the best I’ve seen yet in terms of conveying a fighting game, as it was a classic button masher mechanic instead of a confusing mini-game. By mashing the four face buttons to fill up your tap out bar first, you’d either make your opponent tap or you would escape their hold. Again, clear feedback on what I needed to do and how my button inputs were affecting my fighter. And obviously the fighter’s submission ratings, which you can level up when you create a fighter, affects the ease or difficulty it is to fill up that bar.
The presentation was also something that gave the game a fighter’s feel as the HUD featured your classic health and stamina bars. It also featured a balance bar that showed how close a punch or kick was to knocking you off your feet or if you throw a haymaker and miss, how out of position you are. That one was still a work in progress I was told, but the mechanic definitely came across as I started to wobble a few times after failing to block a three-hit combo.
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