Tag Archive: mma


Since EA Sports took over video game rights to the UFC, they’ve had issues trying to find that perfect balance between making a fun fighting game and simulating the actual action that takes place within the Octagon. In the past, with two fighters standing, trading fists and feet, the series has done a bang-up job of representing MMA. Everything outside of that, however, has been varying levels of disappointment, and I’m here to tell you not much has changed with EA Sports UFC 3. Some new bells and whistles add depth to the things that worked before, but there is still a fair amount fundamentally wrong with the game—and not all of the changes introduced this year have been for the best.

Building on one of the strengths of previous games is the striking. A larger, more customizable moveset for any created fighter helps you craft the type of combatant you want to be. And, when you step into the Octagon to deliver those blows, it looks like an actual fight in some instances, with incredibly fluid movement, startling realistic body contortion, and accurate impact (that is reflected by both your fighter and his health bars). Keeping an eye on these health bars, which pop up upon proper impact, are also critical to your strategy.

If you notice your opponent has weak legs, you might try to TKO them by focusing on—and potentially breaking—the limb. Or, you might focus on blows to the head if they have a particularly weak “chin,” a new stat added this year to more accurately assess damage your noggin can take. You can also see how close you are to potentially “rocking” an opponent, an event that is triggered when you or your opponent are at particularly low health for a body part, and thus more susceptible to KO. Knowing what parts of the body to focus on (and when) are a critical part to any MMA fight, and the feedback in UFC 3 does a stellar job of telling you what is going on moment to moment.

You also can’t spam moves, even if your opponent seems susceptible to one or another. The stamina bar for your fighter, looming overhead at the top of the screen, might be the single most important factor in each fight; if you become gassed, there’s almost nowhere to run in the cage. The seconds it takes to recover feel like an eternity when in the ring with Conor McGregor, Jon Jones, Minotouro Noguiera, or Daniel Cormier, who will press that advantage.

As realistic as this aspect of the game is, there are also moments where the game tries too hard to be realistic, which can shake you loose from the immersion you may have experienced. Two of the first moves I unlocked for my fighter were the spinning back fist and the Superman punch. Suffice to say, they became staples of my repertoire, even after adding some leaping Muay Thai knees and leading uppercuts. Playing on PS4, performing these moves required a combination of a shoulder button and square for the back fist, or triangle for the Superman punch. Often times, however, the game would over-contextualize based on my position in the Octagon, and instead perform a different move despite my very obvious button presses—or simply be slow to respond to my inputs.

It may have been the game’s way of trying to say “a back fist would be better here than a Superman punch because of how close you are to your opponent,” but I didn’t care. Yes, it may not have been proper because it left me open, but at the end of the day, I’m the one with the controller in my hand. I wanted my guy to leap into the air and try to clock my opponent, distance be damned. Don’t change the move; don’t slow down my momentum like a cable-service provider throttling my internet. This happened frequently in each fight, and with other moves as well. It may have made for a better-looking match, but it definitely soured my experience some.

These delays didn’t occur just in the striking. Half of MMA can be boiled down to the “ground game,” where you tackle or throw your opponent to the mat and attempt to beat them senseless and/or submit them with any number of maneuvers (like triangle holds and armbars). For the uninitiated, though, it can often times just look like two guys rolling around, trying to get a better position on the other. Once again, when trying to desperately to adjust my fighter into half guard, full guard, north-south, or just get the heck up, the controls felt sluggish.

Of course, to make matters worse, the ground game and submissions remain a minigame fest, making the drag feel even worse. Desperation quickly sets in when you find yourself in an unenviable position on the ground as you try to rotate the right stick the right way to slip out of a submission, lock one in, or just adjust position. The game does tell you in still all-too-brief tutorial screens that you can block your opponents’ moves when you find yourself in that situation, but it still feels like there is information missing—and whether playing career or online, everything has a long trial and error sense to it in terms of “mastering” the ground game. I still don’t know how I escape holds half the time, and I retired with a 29-2 record in career and 3-0 in online matches.

Now, there is supposed to be a more in-depth tutorial section—it’s a tile on the main menu—but it was completely empty when I tried reviewing the game over the past week, again forcing me to rely on the game’s random prompts mid-fight. A true tutorial mode, one that goes over every single aspect and lets you actually get a feel for things with the controller, giving players something more than just text on a screen, would serve this franchise a lot better.

There are three difficulty modes when you start, with a fourth—Legendary—unlocking after completing the Career. If you’re familiar with the series, Normal is a good place to start and refresh your memory, as you’ll still be punished for being overly aggressive or cautious, and developing a strategy is a must as you fight. If you think bumping the difficulty down would be a good way to learn the game to work around the trial-and-error feel of everything, however, you’d be sorely mistaken. Easy mode is basically asking for the game to just roll over for you, and the few fights I admittedly tried on Easy to speed up my playthrough (and see if I couldn’t get a better grasp of the ground game) all ended in 45 seconds or less. It felt like a really huge drop-off, and it wasn’t long before I went back to Normal mode in order to feel some satisfaction when I won (but again, this all stems from the fact that game does a pretty poor job of teaching you how it all works).

If you can make sense of all this and become a competent competitor in the Octagon, there is a fair amount of things to do in UFC 3. The new career mode, called G.O.A.T. mode, tasks you with 12 arbitrary goals, and if you complete eight of them over your career, you’ll be dubbed the “Greatest of All Time,” someone who changed the game of MMA forever that will live on in songs and such. After picking your weight class—I went light-heavyweight—you’ll be asked to create your fighter. There aren’t as many options as I personally would like for create-a-fighter (you can’t even make your own last name, instead choosing from a list of predetermined choices), and ended up using the EA’s Game Face feature again. That jaundice-looking fellow at the top of the review is my guy. If you want, however, you can also import a current UFC fighter’s look from easily the largest roster the series has featured to date, and build up your favorite fighter instead.

As you win and move up in UFC, you’ll be tasked with trading barbs with pre-determined rivals on social media, gaming with fans on streaming services (so meta, eh?), and training your character at one of a dozen possible gyms to learn new moves and get in better fighting shape. All of this is done on menus and at most you’ll get a pre-recorded Megan Olivi-hosted UFC Minute where she talks about the fact you changed gyms. (Considering how often you’ll have to change gyms as you move up to learn better moves and get stronger, it gets old fast.) The only interesting aspect of training before your actual fights is when you spar with someone who has a similar moveset to your opponent. After a minute of this, you’ll learn a secret as to how best to defeat them, like they’re susceptible to ground and pound, or can’t ever escape a rear-naked choke.

If career isn’t your thing, there are also some offline options like the new Tournament mode, which anyone who used to watch old-school Bellator might appreciate, as you try to advance in an offline bracket of your creation. There’s also options in offline fights like Stand and Bang, where you basically have to trade strikes and try to knock the opponent out, or the opposite Submission Showdown where you have to wrestle your opponent to the ground and make them tap.

Finally, there’s the online suite of modes. You can play ranked or unranked matches online and try to earn online championship belts if you can succeed enough against various opponents. It was difficult finding people to play with online due to the pre-launch state of the game, but when I did, the game was stable and I never experienced a drop or lag in my limited time playing. I’d have like to have spent more time testing the online, but again, opponent availability was sparse, so it’ll be interesting to see how the servers hold up once players actually start to populate them.

The biggest piece of UFC 3’s online suite, though, is Ultimate Team. Since MMA is a one-on-one sport, instead of building a full team here, you have a sort of stable here, much like in wrestling. You have four fighters—three men and one woman—from different weight classes, and you can try to advance each in their respective divisions to online glory, fighting with one at a time. Just like in other EA Ultimate Team modes, this is a clear cash grab, attempting to get you hooked to the mode in the hopes you’ll spend real-world money on card packs to more quickly advance your fighter’s stats, or get a rare or legendary fighter to bolster your stable. Even some relatively common moves require special cards to unlock, leaving your fighter predictable in their offense if you don’t either grind in offline Ultimate Team challenge or drop actual cash, and it’s nothing short of infuriating.

EA Sports UFC 3 looks good on the surface, but has far too many flaws buried underneath. Sure, every fighter looks great, and how they move in the Octagon is the most realistic we’ve seen yet in any game. Striking feels good, but the ground game remains a mess, career mode has no heart, and Ultimate Team feels shoehorned in. If you really love MMA, it’s frustrating that it seems that EA Sports still can’t seem to create a game that is a true simulation while also being fun—and I think it might be time for UFC to just tap out.

Publisher: EA Sports • Developer: EA Canada • ESRB: T – Teen • Release Date: 02.02.18
5.0
EA Sports UFC 3 feels like one step forward and two steps back. Striking is more realistic than ever, but submissions and the ground game remain convoluted. The new G.O.A.T. Career mode has flashes of brilliance, but bogs you down in menus while losing the human side of fights. As well, Ultimate Team just feels like yet another cash grab. There is a decent core in UFC 3, but it needs a lot more time in the gym to become champion material.
The Good Striking is more realistic than ever.
The Bad Ground game remains a mess, sluggish controls.
The Ugly My created character’s face looks like it’s been through a fight before the first round even starts.
EA Sports UFC 3 is available on PS4 and Xbox One. Primary version reviewed was for PS4. Review code was provided by EA Sports for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.
Advertisements

Tighter than a Kimura lock

Mixed martial arts has long been one of the world’s fastest-growing sports, spearheaded by the UFC’s founding just over two decades ago. Combatants hail from around the globe, and the sport often packs up its eight-sided cage and travels to international locations such as Brazil and England to accommodate its ever-expanding popularity. So, it only made sense that when THQ went bankrupt a couple of years ago, EA Sports would swoop in and grab the rights. While the games from the THQ days were decent and diehard fans of the sport who simply couldn’t get enough ground and pound were served well, no one could’ve imagined what EA Canada’s Fight Night team would do when they put a chokehold on the property.

EA Sports UFC changes everything we know about MMA games, and you’ll never be able to look at those other titles the same again. Sure, we’ve all heard how great the characters look—and, yes, they do look phenomenal. The real-time deformation and discoloration of fighters is impressive, but I expect that to a degree with new-gen hardware. What really blew me away here were the control schemes.

I’ve played all of those other UFC titles. Often, they’d devolve into slugfests with little to no ground game due to complex, unintuitive controls. While EA Sports UFC’s controls aren’t of the pick-up-and-play variety, the game does a much better job of teaching you how to balance your attack, from standing up to working in the clinch to finally putting your opponent on the ground.

The game begins with a mandatory tutorial,  then offers specific control challenges like “training” in career mode to earn extra points to level up your character. All this means that you’ll come to grasp the schemes far more effectively than ever before. By the time you work through the career mode once, you’ll be a master who’s more than ready to jump online.

You’ll also learn very quickly that if, like in those old games, you try to just stand and bang most of the time, you’ll end up knocked out on the canvas more often than not. The emphasis on the ground game is critical here, but with everything assigned to two simple motions modified by the specific button you press, the barrier for entry is far lower than it once was when it comes to the control scheme.

I went from not knowing how to apply a submission—never mind locking one in—to being a submissions specialist in EA Sports UFC, making 75 percent of my opponents tap over a 38-4 career. I won The Ultimate Fighter tournament to get my UFC contract, had two stints as the UFC Light Heavyweight champ, and I mastered a variety of locks: inverted triangles, armbars, Kimuras, and more. The game offers fewer satisfying feelings than knowing your opponent tapped out. Mind you, it’s much harder on a human opponent, but it’s not impossible—again only amping up that feeling of accomplishment.

My only issue with the career mode is that the training segments, while comprehensive, also became repetitive later on in your career. Some variety here could’ve really helped that section of the game keep its legs, but at least there’s an option to skip the training, which is especially nice once you max out your character near retirement.

I didn’t just grapple with AI-controlled opponents during my time with EA Sports UFC, though—I also took my skills online. While I never won fights online before in older UFC games, I was 3-2 here in an obviously limited stint, making one opponent tap and knocking the other two out (including one sick finish as Jon Jones with a Superman punch off the cage wall). And, yeah, I lost two matches, but they were really close: One went to a decision, and the other? I admit, I got my butt knocked out as B.J. Penn.

Not everything here is as flawless as Rondy Rousey’s 9-0 career start, however. In terms of technical shortcomings, the game has some framerate drops, both offline and online. It seemed to pop up most frequently with sudden camera shifts, like when starting the submission minigame. It’s not enough to ruin matches, but it’s enough to be noticeable and a bit bothersome at times.

I also feel like there could’ve been some improvement on the presentation side of things. While the real-time videos of Dana White, Mike Dolce, and a bevy of real-world fighters rooting me on and offering advice were nice, I was horribly disappointed by the lack of pomp and circumstance when I won a belt, made significant strides with my career, and finally was inducted into the hall of fame.

And speaking of looks, character customization could’ve been a bit deeper. To start with, the game offers fewer options than in THQ’s glory days in regards to the characters themselves. What’s more, when I unlocked new gear and sponsors, since there were no rewards associated with them besides making my character look more like an authentic UFC fighter walking to the Octagon instead of a bum off the street, there was no reason to even bother messing with them. Let “Bam Bam” Carsillo look like a hobo. I don’t care; I’ll still kick your butt. Actually, I wonder if I can make my next created fighter’s nickname be “The Bum.”

When my time with EA Sports UFC was done, despite the presence of a little lag and a few customization shortcomings, I really couldn’t get enough of the game. In terms of how everything plays out once you step foot in the Octagon, there’s never been a more accurate or enjoyable representation of the UFC brand. The controls are intuitive and easy to learn, and no MMA game has looked more realistic. Fighting fans and MMA fans alike will want to jump into this one.

Developer: EA Canada • Publisher: EA Sports • ESRB: T – Teen • Release Date: 06.17.14
9.0
The best representation of the action that happens inside the Octagon yet. While it’s not simple, the control scheme is still easy enough to learn that it takes the experience to an entirely new level as you break your opponents down standing up, in the clinch, or on the mat. With outstanding next-gen visuals, EA Sports UFC is good enough to carry around a championship belt.
The Good A dynamic fighting system that makes it feel like you’re actually in the Octagon.
The Bad Training system could use some variety; some lag during matches.
The Ugly How sad I was after having to hang up “Bam Bam” Carsillo’s gloves.
EA Sports UFC is available on Xbox One and PS4. Primary version reviewed was for Xbox One. Review code was provided by EA Sports for the benefit of this review.

Stepping into the Octagon

It is one of the fastest growing sports around the world and as it has begun to move solely from Pay-Per-View and into the primetime realm of various cable and standard channels, its move into the mainstream is all but guaranteed. Of course, the UFC knows to really grow a relatively new sport in this day and age, they’d have to have at least a small foray as well into the number one entertainment industry in the world: video games. But unlike anything else the UFC had done, they fell into a pattern similar to other sports where they tried to release a game on a yearly basis and after only two attempts they realized that was not the way to go. So they took their time on working on this new title in the hopes of silencing their critics.

Well, I’m happy to say that in many ways the extra time in the gym has really paid off for UFC Undisputed 3. This third chapter in the UFC series sees a bevy of new additions that both hardcore and casual fans have been clamoring for. The first new feature you’ll see as you soon start playing the game is the chance to pick one of two controls schemes. The first, Advanced, controls are the ones that the series used in its first two iterations, where a series of half and three-quarter right joystick turns were required in your ground game. The second, Amateur, controls though is what will make this game much easier to just pick up and play, and maybe help in the education of those more casual fans.

The Amateur controls replace a lot of the right joystick movement that turned the other two games into a waggle-fest for less experienced players and instead a simple flick up or down allows you to perform the transitions necessary for you to lock in some devastating holds. And speaking of the devastating holds, a new submission system mini-game has been put in place to help fans understand if they are winning or losing with their hold and how close they are to tapping or making their opponent tap out.

Unfortunately, even with the new Amateur control system, for people who aren’t as familiar to the sport and are looking to learn more about it, you will still likely have a difficult time as there are so many button and hold combinations, you might be intimidated quickly and feel like you might be better off with a keyboard in front of you than a controller just so you can quick assign your favorites instead of trying to memorize some three-button finger contortion just to pull off a feint. There is a tutorial system, but it is long and boring and will turn you off to the game in the first place if you should choose to suffer through it and so you are left really only with the trial by fire option again.

If you can get past this factor though, there is a great reward for the hard work you’ll put in learning the controls. The career mode is deeper than ever before with better pacing as now you only have to train once or twice between each of your fights and you can better see just how each exercise will benefit you. From speed punching body bags to tire flipping to sparring in the octagon at the gym, there is a plethora of new games just waiting for you to try out in between fights as you try to take your personal fighter, who you create through one of THQ’s celebrated customization modes, from WFA scrub up to UFC superstar. And along the way when you have key moments, you’ll see some never before seen interviews with some of the UFC’s best and brightest talking about how they bounced back from their first loss, how great it felt when they won their first title, or how nervous they were their first time in the octagon.

If you’re not a career mode kind of guy though, don’t worry as the online versus modes have also been fleshed out. For the first time in the series, mirror matches are allowed as well fighting tournament rules that equalize combatants stats to truly see who is the best of the best. There are also all seven UFC weight-classes available now including Bantam and Featherweight fighters. But the most exciting part, especially for old-school MMA fans, may be the new Pride Mode where you can take some of your favorite fighters from today and take them over back in their prime when they fought in Japan or even have fantasy match-ups like pitting Rampage Jackson when he was in Pride against Jon “Bones” Jones. And included in this mode are Pride’s rules meaning face stomping and punting are now allowed. Talk about a game changer.

All in all, this is easily the best UFC title yet and the new additions definitely make it more pick up and play friendly than any other in the series, but that’s not really saying much. And much like an actual fighter in the UFC, you’re still going to have to work relatively hard at the controls if you’re ever going be a force online, but at least now you should stand a chance. Plus, with the additions to career mode, the game at least offers a decent enough single player experience that should online be too much for you, especially as Advanced control schemes trump Amateur ones in lock-ups, you’ll at least get your money’s worth as it will take a decent amount of time to turn your custom fighter into a hall of famer and you’ll have a good time doing it.

SUMMARY: A new control scheme and deeper career mode should lure fans back that were turned off by the last game for one more go in the octagon.

  • THE GOOD: New amateur control scheme helps pick up and playability
  • THE BAD: Even with new controls, hard to shake that button masher feeling
  • THE UGLY: My opponent’s face after dropping a dozen haymakers in a row on them

SCORE: 8.5

UFC Undisputed 3 is available on Xbox 360 and PS3. Primary version reviewed was on Xbox 360.

King of the Octagon

Up to this point we had seen the new Amateur control scheme and the Pride rules set for UFC Undisputed 3. But the elephant in the room had been “What about the career mode?” since we all knew that would comprise the bulk of the game. Well, the elephant is loose and I had a chance to go hands on and try to tackle the behemoth that this mode has become with all the changes that have been introduced to it.

The first thing you’ll notice when entering career mode are new live action movies that highlight everything you do. From first deciding to become an MMA fighter, to your first victory, to your first defeat, to your first championship, all the major moments of your career come with a short video revolving around a similar moment of either a UFC Hall of Famer or current superstar. Some of the footage has been repurposed from previously released UFC DVDs, but some stuff is completely original for the game.

We then entered into one of THQ’s staple character customization modes. Whether tweaking every fine detail of our fighter ourselves, or using a new “quick face” turn wheel with hundreds of pre-set faces laid out on it, the customization process has never been smoother. After choosing our weight class, we were then asked to select our MMA background. Whether we wanted to be a karate master, a Muay Thai monster, or an all-around MMA all-star, the choice was ours and different moves and move sets we would start with and could later learn would be affected by our choices here.

After deciding what path I would walk down, with UFC Play-by-Play man Mike Goldberg talking us through every moment, we learned about all the in-depth options we now had as we crafted our Ultimate Fighter. The first new feature was “Creds”. By participating in fights, and more so by winning them, we would earn Creds, which basically serve as currency in the game to unlock new gear and sponsor logos and better sparring partners and training equipment in order to increase the ceiling of where we could boost our stats to.

Then came the actual training. With 14 new mini-games, seven in the gym and seven in the octagon with a sparring partner, we could begin working on our stats. From tire lifting, working the heavy bag, and sprawl drills to working on our takedowns and clinches with our partners, the choice was ours in what areas to work on and when.

We were then shown six real world camps, including the legendary Greg Jackson’s American Top Team, where we could learn new maneuvers. From simple things like spinning back fists to more complex submissions, depending on where you study depends on whom you work with and what moves you can learn. After trying all the gyms, you’ll be locked into one and by training loyally at that gym you’ll unlock the right to learn even more involved moves.

Once learning some new moves, we were shown the game plan mode where instead of training, you could come up with a strategy against a particular opponent and if you succeed in the subsequent training, you’ll receive a huge boost to one statistic for one match. For example, if you choose the “Aggressive” game plan, you could end up with a +12 to your punches and kicks.

After all this, we finally got into the octagon and began our careers and played the game as normal. What is great though is that after you go through all the tutorial stuff of each activity you can do, you’re only allowed to do one or two of those listed activities above before your next fight. This still gives you the sense of control you’d want in personalizing your fighter, but it also keeps the action coming at a good pace so you don’t drown in mini-games trying to improve your submission defense stat or trying to learn a spinning back kick.

As you begin advancing up the ranks, that’s when things get the most fun as you start in the WFA and then you start getting a lot more choices about your fighter than the last game’s career mode. More opportunities to change weight classes along with the chance to go into the UFC or even Pride, which has been resurrected at least in this game, and earn their respective championship belts offers you the career management aspect many people have been looking for.

All in all, the Career Mode in UFC Undisputed 3 looks to have finally found that balance of fighting, character management, and customization that should allow players to feel like they are truly in the octagon themselves. This is shaping up to be a simulation worthy of making your wallet tap out and cough up some cash when it is released in February.

So what do you folks think? Are you pumped for the newest chapter in the UFC franchise? Are you excited about the new layout to career mode? Let us know with your comments below!

Back in September we went hands-on with an early build of UFC Undisputed 3 and detailed the new control schemes and new weight classes you could use. We recently were able to go hands-on with a more complete build and while the controls still amazed us with the ease we were able to pick them up and play, and many of the fighters seem to be better balanced than before, we were more focused this time around in taking a step back into the MMA past.

For 10 years Pride Fighting Championships hosted some of the best MMA fighters in the world and saw the rise of superstars like Rampage Jackson, Wanderlei Silva, and Mirko Cro Cop. Taking place in Japan, the men who competed in Pride were the ones who helped put MMA on the map as when they launched in 1997 they immediately began an AFL-NFL type of rivalry with UFC that propelled both organizations into the limelight. Unfortunately, the larger, American based, UFC would buy out Pride and attempt to perform an AFL-NFL merger circa 2007, but instead simply absorbed many of Pride’s best fighters and let go of everyone else, basically disbanding the organization. But, since UFC owns all the rights to Pride now, they decided to tip their hat to their former number one rival and offer a Pride rules and fighter mode in UFC Undisputed 3.

From the second we hit the character select screen we knew we were in for an intriguing new experience. Since many current UFC fighters cut their teeth in Pride, we were able to choose from both Pride fighters and UFC fighters who once competed in Pride and given new, younger looks to reflect the time period in their lives for which they fight with Pride. We saw a leaner, younger looking Rampage Jackson, a meaner looking Wanderlei Silva, and Mirko Cro Cop with a better head of hair. Their stats were also very different from their UFC versions to help represent where they were in their careers. It’s not just about the fighters though. Pride mode sports a completely different feel to it. The announcers are different. The arenas, rings, and referees are different. And most importantly, the rules are different.

Pride was so intensely popular with some people because it was also so brutal compared to many other MMA organizations as it allowed moves that would be considered fouls elsewhere. And all those moves are allowed in Pride mode. Piledrivers (called ‘spiking’ an opponent in MMA), elbows, soccer style kicks, and (my personal favorite) foot stomping an opponent’s face while they are down are all legal and even encouraged in Pride mode in order to get the victory and adds a whole new level of brutality to the game. On top of this, the time and weight class rules are laid out much differently to UFC and so fighters who might be in different weight classes and can no longer compete against each other in UFC, can go head-to-head once again in Pride.

After several bouts in Pride mode, I admit I can see why it was so popular and had me wondering if it was based in the US instead of Japan if it would have been able to compete better with UFC. But what’s done is done and all I can say about this new game mode is that if you were a fan of Pride more than UFC, you have a big reason now to buy this game now as this is easily the most accurate representation you’ll ever get now of that once great organization.

What do you folks think? Are you a former Pride supporter or is it UFC all the way for you? Will you dabble in this new mode? What do you think of the different rules? Let us know with comments below!

 

Originally Published: June 28, 2010, on ESPNNewYork.com, PlayerAffinity.com, Original-Gamer.com, Lundberg.me, and Examiner.com.

I had a chance on the second day of E3 to speak with Joseph Olin, the President of the Academy of Interactive Arts and Sciences, an organization whose primary purpose is to promote computer and video game entertainment.

Joseph and I talked about everything from the current and possible future states of the gaming industry to the influence sports and casual gaming has nowadays on gaming.

Check out my interview with Joseph Olin, the President of the Academy of Interactive Arts and Sciences below!