EA UFC 6 Devs Explain Real-Time Contact, Flow State, Grappling And Presentation Leaps
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InnovationGamingEA UFC 6 Devs Explain Real-Time Contact, Flow State, Grappling And Presentation LeapsByBrian Mazique,Contributor.Forbes contributors publish independent expert analyses and insights. Brian Mazique has covered combat sports and video games since 2011.Follow AuthorMay 18, 2026, 11:00am EDT--:-- / --:--This voice experience is generated by AI. Learn more.This voice experience is generated by AI. Learn more.EA UFC 6Credit: EACombat sports and sports fighting games have always been my jam. EA UFC 5 has been in heavy rotation since it dropped in 2023 and I've already started the countdown to the upcoming release on June 19 with early access beginning on June 12. I got an opportunity to sit down with EA UFC devs Nate McDonald (Lead Producer) and Raman Bassi (Gameplay Presentation/Audio Producer) to discuss the major details in gameplay and presentation.I learned a lot about the direction for the upcoming title. Here's a breakdown of our conversation.How Does Real-Time Contact Work In EA UFC 6?The most important aspect of any game — even a non-sports title — is to have an element that feels good to do repeatedly. There's a dopamine effect that is transferred to the player whenever it's done successfully. Striking in EA UFC 5 delivered that for me. From the sounds of it, RTC will augment that feeling with even more details and specificity.Bassi described the change as foundational. "A strike can land on four frames," he said, expanding the strike landing window from the single frame UFC 5 allowed. The result is a system where "strikes are powering through the opponent now," and where close-range exchanges carry real consequences — "when you're in close range, it is super dangerous to be there."MORE FOR YOUDamage output is tied to where the strike lands inside the four-frame window. Moving into a strike upgrades the damage. Moving away reduces it. Bassi framed it in physical terms: “you feel the power of t...




