The King of MMA sims is back to defend the title. Is this another victory? Read on to find out!
Game: World of Mixed Martial Arts 3
Developer: Adam Ryland
Publisher: Grey Dog Software
Genre: Sports Simulation
# of Players: 1
World of Mixed Martial Arts 2 is one of my all-time favorite games, so I was very excited to get my hands on the sequel. After playing it non-stop for the past week and a half I have to say one thing: WMMA 3 blows its predecessors out of the water in every area and itís a must buy for text-based game fans or MMA fans.
For starters, WMMA 3 is a text-based simulator developed by Adam Ryland, the creator of the Extreme Warfare, Total Extreme Wrestling and Wrestling Spirit series. The gameís default database is a fictional universe set in the Cornellverse (the same universe as the Total Extreme Wrestling games) that features fake fighters and companies that have some similarities to real life promotions. For example, Japanís #1 promotion is ALPHA-1 and it is as close to PRIDE as possible, complete with one 10-minute and two 5-minute rounds for fights (extended to 6 rounds for title bouts), battles that take place in the ring and judges that evaluate the whole fight instead of a round to round basis. Their heavyweight champion is Hazzan Fezzik, the most dominant MMA fighter in the world who specializes in Sambo and thus, can be compared to Fedor Emelianenko. The Global Association of Mixed Martial Arts (or GAMMA) is a close approximation to the UFC, Xtreme Cage Combat (XCC) is a very close approximation to WEC and so on. If you donít like the fake fighters and universe, the game is highly customizable with mods, which means that user created databases with real-life companies will show up very soon.
If, like me, you are a fan of the fake universe, be prepared to see some major changes. The database is set in 1998, one year earlier than WMMA 2 and features one new promotion set in Brazil. There is a total of 1,100 fighters, around 300 more than in WMMA 2 and many of the returning characters have seen drastic changes, like former 0-0 prospect Spencer Rubenstein who is now an established fighter in GAMMA (their Light Heavyweight Champion as a matter of fact) while other veterans (like Chuck Dooley) are now prospects. All the changes have made the database better since it is better balanced and every fighter in it feels useful.
One of the major complaints about WMMA 2 was that it was too easy to separate the good fighters from the bad fighters and it was too easy to create a mega-star by putting him in the cage with tomato cans (bad fighters). That is not the case in the sequel. The introduction of Fog of War means that it is harder to get accurate scouting reports on young talents. The way it works is that the more fights a fighter has under his belt the better and more accurate the scouting report becomes. A guy might seem like a future star after 4 fights because he has absolutely dominated weak opposition, but 10 fights later you realize he is just a journeyman or gatekeeper who happened to have had a good streak of bouts. This simulates real life pretty well since the more you watch a guy fight the more you get to know about his style and skills. Add in the random ďdestinyĒ stat variable and you could (in theory) play this game forever and always find something different and unexpected.
As I mentioned above, the database has been rebalanced and every fighter feels useful. In WMMA 2 a star would beat a tomato can 99% of the time. WMMA 3 does a better job of utilizing a fighterís strengths and weaknesses, making upsets much more common and forcing you to make good booking choices. Fighters are also smarter and utilize tactics and gameplans during fights in a much more intuitive way than they did in WMMA 2. For example, if you put two natural strikers (letís say kickboxers) against each other, but one of them has better takedowns and submissions than the other chances are that this fighter will try to take the fight to the ground and tap his opponent out, something he would not do against a high-level BJJ fighter. A boxer fighting a wrestler will try to use movement and quick strikes to stay away from the clinch and minimize takedown opportunities. A BJJ fighter will gladly accept a takedown from a mediocre wrestler if he feels he has an edge on the ground. The fight engine has been greatly enhanced, adding new positions (like North-South), new submissions, the ability for a fighter to refuse to tap, more varied takedowns (German suplexes, Judo throws), more submission escapes and a greater variety in the commentary. This makes for exciting fights, less repetitive commentary and a more enjoyable experience.
Another problem addressed from WMMA 2 is that submission attempts where automatic deaths in that game. What I mean is that once a fighter managed to lock in a submission he would win the bout. That is not the case in WMMA 3: fighters can gas their arms while trying guillotines, fighters can escape submissions this time around and they can even refuse to tap or hold on until the round is over.
Promotion customization is also greatly enhanced, especially in non-regulated areas that allow soccer kicks and stomps in the ground. I just fell in love with Fight League Brazil and their brutal Vale Tudo rule set. The judges are enhanced as well: Now you can choose whether judges evaluate every round (like in the UFC) or the whole fight (like in PRIDE) and they can even outright rob someone by making a terrible decision. There is even an achievement (named Cecilís People) for witnessing a robbery!
The mod making tools have also been enhanced, allowing for the use of Eras that will greatly affect the comings and goings in the world. For example, setting the Era to the dawn of MMA will mean more one-dimensional fighters, while the modern era will feature more well-rounded ďrealĒ mixed martial artists. Mod makers can even program certain events to happen in the future (like economy booms or depressions) and the use of templates will help in the creation of fighters. The mod makers at the WMMA forums believe the game is worth the price of admission for the improved mod making tools alone and I agree with them.
All in all, there are over 200 improvements and changes from WMMA 2 to WMMA 3, making it a real must buy for fans of MMA or fans of the entire series.
The renders are all top notch and the skin is the most professional looking skin I have ever seen in any of Adam Rylandís games. Everything is well organized for ease of use and things will only get better once the mod community starts putting out new stuff.
No sound at all. Just open up your favorite MP3 program.
You could in theory play the default data forever, thanks to the destiny stat. If you factor in mods (real life and fake universes) and the ability to create your own stuff, the replay value is through the roof.
If you like text-based games and/or MMA, this would be the most fun you will have. Itís every arm-chair bookerís fantasy come true, the ability to be Dana White (because no one wants to be Scott CokerÖ.only joking Scott, we love you ) and book your own company, your own fights the way you want it to be.
World of Mixed Martial Arts 3 is a great improvement from WMMA 2 and will satisfy fans of the genre. Sure, there are some similarities between the two games, but itís like going from a 1994 Corolla to a 2010 Corolla: itís the same car, itís the same brand but the new one is a billion times better will all its fancy bells and whistles. I have played all three games in the series and I can honestly say that I wonít be able to play the first two anymore. WMMA 3 is just too good.
The presentation is excellent, the best Grey Dog has done thus far.
The game is easy to learn and gives you the opportunity to book and control a MMA company.
No sound, no rating.
With the destiny stat, mods and the ability to create your own stuff, this game can be played forever.
The best text-based MMA sim of all-time, WMMA 3 will keep arm-chair bookers hooked for a long time.