• 0

Rules we learn at school


Question

Hello everyone!

I've recently started my studies (Bachelor of Applied Computer Science), and in our OOP-classes we've been using Java to get familiar with Object Oriented programming concepts in general (so not focusing on the Java API but mainly on object relations, calling methods on other objects, call by reference/value etc etc).

We do learn a few rules for our code though. Things we should do:

  • never use more than one return statement
  • never use break or continue
  • avoid using switch

I am, of course, all but an experienced programmer, but I quite like these principles. Whenever we see a code example that has multiple returns or uses break or continue it takes a while to understand, while code with a single return and without breaks/continues always looks quite clean and easy to understand. I personally never felt limited by these rules either.

What do you guys think?

Link to comment
https://www.neowin.net/forum/topic/1045461-rules-we-learn-at-school/
Share on other sites

Recommended Posts

  • 0

my favorite thing is in college you "document" like wild, get into the real world, good luck if you have time to document.... so goes the saying "real coders don't document, their code should speak for itself" (not that you shouldn't have documentation! just college makes it seem lile you should be writing war and peace about the hello world app)

I always found it interesting that I would get compliments on the tech specs for each of the applications I wrote at work, when my documentation (to me) was minimalist. Now that I work in the other side of the house (ALM/SCM), I can see why my documentation got the praise it did. Not documenting is probably one of the worst habits a developer can get into, and the "I don't have time" excuse is just lame. Documentation should always be a part of your initial estimates, and then pad your estimate again so that when management cuts your timeline, you still have the required time.

I feel better now that I got that out. :D

  • 0

No, I have to deal with C++. I like being careful about what I am writing, I do not like having to deal with the pitfalls the language puts on me.

Man, you should try some functional languages.

But seriously, that switch is crystal clear to understand only I'm not sure if it implements that what the programmer wanted to.

I don't understand what's so hard about a break statement, from the moment I write a case I also write the break;, just like I would with indenting, I write all the brackets needed and only then I write whatever I need to inside that block.

Also, using a decent IDE helps a lot. Sure using Gedit / notepad / Kate / whatever-floats-your-boat and then compiling from commandline/bash/terminal is all cool and nice, but there is a reason why IDEs were made, it's to cut down the time on developing and debugging significantly because of its integrated workflow, syntax checking and autocompletion.

I understand the notion of leaving dangerous stuff (stuff that cause a lot of pitfalls) out of the language, but if you know that when someone gives you a rope and you know that you'll probably hang yourself with it, then the question is: Why don't you just leave the rope alone?

EDIT: Concerning the rope example, I just realized that Vykranth was saying exactly what I've been saying. He doesn't like the rope because he knows that he might hang himself. But I just want to say, that while one programmer will hang himself if you give them a rope, it doesn't mean that another will as well.

  • 0
I always found it interesting that I would get compliments on the tech specs for each of the applications I wrote at work, when my documentation (to me) was minimalist. Now that I work in the other side of the house (ALM/SCM), I can see why my documentation got the praise it did. Not documenting is probably one of the worst habits a developer can get into, and the "I don't have time" excuse is just lame. Documentation should always be a part of your initial estimates, and then pad your estimate again so that when management cuts your timeline, you still have the required time.

I "sold" documentation as a safety-net for clients. We'll document the interfaces, the program flow, the hardware requirements (it was embedded systems stuff), function headers, etc. before we start - it'll cost about $x. If you decide our work isn't acceptable you can take documentation and have it implemented by one of our competitors. If you think our analysis of the problem is good then we can impliment what we've documented and designed for $y. If you hate the final product you can take documentation+code to one of our competitors for maintenance or simply do it in house. Further, by planning ahead like this I can save $z during the actual development because we'll have a clear understanding of the required functionality.

Most clients see documentation as stuff to make the programmer's lives easier. You need to sell it as having value to them: reduced costs to build, insurance against incompetence, better estimates, a contract to ensure they're getting what we promised, etc. On average I'd say I managed to get around 75% of the documentation written before any code was set down to be compiled (more if you count UI design as documentation).

  • 0

Use const on everything (C++)

Code to interfaces and not implementations.

Code stuff that can easily be updated later on with minimal changes.

Unit test your code

std::string over char*

comment your code

never use goto

use your style guidelines consistently

Never use win32. :p

Never use Hungarian notation

There are more than 1 way to code something. Just because you code it one way doesn't mean it's correct, or the best solution. (Goes back to unit test)

  • 0

I always found it interesting that I would get compliments on the tech specs for each of the applications I wrote at work, when my documentation (to me) was minimalist. Now that I work in the other side of the house (ALM/SCM), I can see why my documentation got the praise it did. Not documenting is probably one of the worst habits a developer can get into, and the "I don't have time" excuse is just lame. Documentation should always be a part of your initial estimates, and then pad your estimate again so that when management cuts your timeline, you still have the required time.

I feel better now that I got that out. :D

well I didn't say no documentation, I said the code SHOULD speak for itself, in the code we'd usually just put a comment on what the class did, and if something was unusal we'd explain why it was done that way, I am talking about code documentation not the supporting documents you write up about why you designed it the way you did and stuch and how it should work how tests should turn out etc.... I've seen people write books in the comments in code, and thats basically what they wanted in college..... was stupid as heck I shouldn't need to write a page on how hello world works in comments

  • 0

Some rules that strike me:

1. No line should exceed 80 characters

2. No name: variable, function, etc,. should exceed 32 characters

3. Use appropriate prefixes: u4 for uint4, i1 for int1 etc,.

4. Don't use goto: Nothing reduces readability more than goto.

5. Don't comment things which are obvious

6. Use uniform indentation: I prefer 4 white spaces

I can't think of any real-world function over 200 lines without multiple returns.You just can't invoke action handlers for state-event machines without switches and not make it a mess.

  • 0

I understand the notion of leaving dangerous stuff (stuff that cause a lot of pitfalls) out of the language, but if you know that when someone gives you a rope and you know that you'll probably hang yourself with it, then the question is: Why don't you just leave the rope alone?

EDIT: Concerning the rope example, I just realized that Vykranth was saying exactly what I've been saying. He doesn't like the rope because he knows that he might hang himself. But I just want to say, that while one programmer will hang himself if you give them a rope, it doesn't mean that another will as well.

This is indeed my point. In C/C++, there are plenty of ropes to hang youself with: variables scoping, override method, silent promotion of types, copy constructors ...

I took a course in C# last year: I ended up with a deep envy of C# developers. C# force oneself to be much more explicit and formalized.

If you want I can give a bad example of if statements.

Just because you had one bad example doesn't mean that switch is useless.

I am pretty sure that there are plenty of bad if examples.

I did not say that switch was useless: I am just saying that you have to be careful with switches.

For example

switch( criteria ) {
	 case 1: method1; break;
	 case 2: method2; break;
	 default: method3; break;
}

is transformed into

if( criteria == 1 ) {
	 method1;
} else if( criteria == 2 ) {
	 method2;
} else {
	 method3;
}

but

switch( criteria ) {
case 1: method1;
case 2: method2; break;
default: method3; break;
}

is transformed into

if( criteria == 1 ) {
method1;
method2;
} else if( criteria == 2 ) {
method2;
} else {
method3;
}

or

switch( criteria ) {
case 1:
case 2: method2; break;
default: method3; break;
}

is transformed into

if( criteria == 1 or criteria == 2) {
method2;
} else {
method3;
}

and, to finish,

switch( criteria ) {
case 1: break;
case 2: method2; break;
default: method3; break;
}

is equivalent to

if( criteria == 2) {
method2;
} else if( criteria != 1 ) {
method3;
}

In all the switch examples, I have made some small coding changes which can be easily over-looked but that modify considerably the execution flow.

  • 0

This rule is probably the most contentious one. To each his own. I feel that it brings clarity to the code.

If you need to know the type of a variable, get a good IDE and hover your mouse over it.

Including the type in the variable name, leads to garbage in front of the useful name.

It also adds a maintenance nightmare when variable types are changed.

A good example is in Win32 LPCSTR is defined to be a char const *

It stands for "Long Pointer to Constant STRing" the long part is completely irrelevant nowdays.

But Windows is stuck with it for backwards compatibility.

  • 0

If you need to know the type of a variable, get a good IDE and hover your mouse over it.

Including the type in the variable name, leads to garbage in front of the useful name.

It also adds a maintenance nightmare when variable types are changed.

A good example is in Win32 LPCSTR is defined to be a char const *

It stands for "Long Pointer to Constant STRing" the long part is completely irrelevant nowdays.

But Windows is stuck with it for backwards compatibility.

Windows is stuck with _a lot_ of things for the sake of backwards compatibility, haha!

Although I'm pretty sure a lot of it also true for the Linux kernel

  • 0

Goto statements are pure evil.

Break, continue and methods with more return statements should be avoided in my opinion but sometimes of course it's better to write two or three return statements, readability should be most important.

Switches are dangerous since most languages support fall-through (so looking for a mistake caused by a missing break statement in a switch is quite a nightmare especially when the source code consists of an enormous number of lines) but unfortunately it's quite impossible to avoid them without causing any damage to the readability and maintainability of the code.

What I consider very important is to keep the code of every method as short as possible, one screen tops, 10 lines ideally.

Also I think Joshua Bloch's Effective Java (Second edition) shouldn't be left out of this discussion as far as OOP is concerned. There are many best practices that should be known to every developer in the book.

  • 0

We do learn a few rules for our code though. Things we should do:

  • never use more than one return statement
  • never use break or continue
  • avoid using switch

As a professional programmer and someone with common sense, all of these "rules" are absolutely moronic and can lead to writing horrible code.

And whoever says goto is bad has clearly never looked at OS or C code. :p

  • 0

Prefixes leads to garbage like hungarian notation. Which imho is retarded.

The original hungarian notation was fine, the problem is that it's been morphed to represent the type of the data, rather than the meaning of the data.

If you're dealing with two coordinate systems (say, one screen and one virtual), you would prefix your variables names with how they're used (devPixelsX, virtPixelsY, etc.), so you can see just from reading if you're multiplying a virtual offset by device pixels or such (Knowing you're multiplying two integers together on the other hand doesn't tell you anything, you're multiplying them anyway so you already know the types)

  • 0

I see absolutely nothing wrong with multiple returns, breaks, continues, or switches. Each one of them is extremely useful.

The following examples are both PHP, but the same concepts apply to Java:

function twoDigits($i)
{
  if($i < 10) return '0' . $i;
  else return $i;
}

why not just

function twoDigits($i)
{
return ($i < 10) ? '0' . $i : $i;
}

:)

  • 0

Hello Ambroos, congratulations on starting your studies.

Here are my thoughts on the rules you posted:

  • never use more than one return statement

I'm neural to this rule. While I can see where in verbose code it could be confusing to flow the control flow of a program, I don't see the use of a temporary return variable to make the code more readable.

  • never use break or continue

This I agree with. It's not nearly as bad as the infamous 'goto' statement others have mentioned, but it still can make programs harder to read and understand. Especial while maintaining code, the simple uneducated use of a break or continue could be disastrous (see: 1990 AT&T U.S. National Telephone Network Failure). Furthermore, I cannot think of an instance in which a break or continue could be used, that the result could not be achieved by editing the condition of a loop.

  • avoid using switch

I completely disagree with this one. There is no reason why switch statements shouldn't be used. In fact it would probably increase readability over an if-else block. Personally, I tend to favor if-else chains, but that's my own style.

  • 0

Wow, what a discussion :p

This is one of the pieces of code we wrote (and what our teachers consider good coding style). It could just as well be done with multiple returns, I suppose, but I think this feels clean? (checks if an array (part of the object) is empty or not, and outputs the object number (private variable) plus the amount of objects (or EMPTY).


public String toString() {
String output = "choice: " + this.objectNumber() + "\t";
if (this.isEmpty()) {
output += "EMPTY";
} else {
output += this.packages[0].toString() + "\tamount: "
+ this.getPackageAmount();
}
return output;
}
[/CODE]

I'm eager to learn, so I wonder what you guys think about this. Couldn't really find any code with multiple else if's, so not sure on the actual usefulness of switch (I haven't needed it so far, but we didn't do that much yet). Another bit of code on how we avoid using break:

[CODE]
public Student findStudent(String studentNaam) {
Student output = null;
for (int i = 0; i < this.students.length && output == null; i++) {
if (this.students[i] != null
&& this.students[i].getNaam().equals(studentNaam))
output = this.students[i];
}
return output;
}
[/CODE]

As you can see there we check in the for condition if the thing we're going to output is still null (aka hasn't been changed yet). I haven't really seen much other code, but when I take a look at a book and see multiple returns or breaks it usually confuses me, it seems to make it hard to mentally execute the code.

And, is it a good idea to just CTRL-SHIFT-F in Eclipse to indent your code?

  • 0

This I agree with. It's not nearly as bad as the infamous 'goto' statement others have mentioned, but it still can make programs harder to read and understand. Especial while maintaining code, the simple uneducated use of a break or continue could be disastrous (see: 1990 AT&T U.S. National Telephone Network Failure). Furthermore, I cannot think of an instance in which a break or continue could be used, that the result could not be achieved by editing the condition of a loop.

You can always avoid break or continue, but it doesn't necessarily make things more readable. Consider (pseudocode - the file layout isn't supposed to make sense):


while (!eof(file))
header = file.readbytes(22)
if (isValidHeader(header))
dataOffset = int(file.readbytes(4))
if (dataOffset >= 0)
file.seek(dataOffset)
dataLength = int(file.readbytes(4))
if (dataLength >= 0)
dataChunk = file.readbytes(dataLength)
store(dataChunk)
// process dataChunk...
[/CODE]

[CODE]
while (!eof(file))
header = file.readbytes(22)
if (!isValidHeader(header))
continue

dataOffset = int(file.readbytes(4))
if (dataOffset < 0)
continue

file.seek(dataOffset)
dataLength = int(file.readbytes(4))
if (dataLength < 0)
continue

dataChunk = file.readbytes(dataLength)
store(dataChunk)
// process dataChunk
[/CODE]

The use of continue avoids indenting the entire body with each condition.

  • 0

Wow, what a discussion :p

This is one of the pieces of code we wrote (and what our teachers consider good coding style). It could just as well be done with multiple returns, I suppose, but I think this feels clean? (checks if an array (part of the object) is empty or not, and outputs the object number (private variable) plus the amount of objects (or EMPTY).

public String toString() {
  String output = "choice: " + this.objectNumber() + "\t";
  if (this.isEmpty()) {
   output += "EMPTY";
  } else {
   output += this.packages[0].toString() + "\tamount: "
	 + this.getPackageAmount();
  }
  return output;
}
[/CODE]

I'm eager to learn, so I wonder what you guys think about this. Couldn't really find any code with multiple else if's, so not sure on the actual usefulness of switch (I haven't needed it so far, but we didn't do that much yet). Another bit of code on how we avoid using break:
[CODE]
public Student findStudent(String studentNaam) {
  Student output = null;
  for (int i = 0; i &lt; this.students.length &amp;&amp; output == null; i++) {
   if (this.students[i] != null
	 &amp;&amp; this.students[i].getNaam().equals(studentNaam))
	output = this.students[i];
  }
  return output;
}
[/CODE]

As you can see there we check in the for condition if the thing we're going to output is still null (aka hasn't been changed yet). I haven't really seen much other code, but when I take a look at a book and see multiple returns or breaks it usually confuses me, it seems to make it hard to mentally execute the code.
And, is it a good idea to just CTRL-SHIFT-F in Eclipse to indent your code?

#1 - Seems okay... although you would probably wanna use StringBuilder for this
#2 - I believe this would be faster. It has less potential comparisons because it doesn't need to check the status of 'output' each iteration. And to be quite honest... it is much easier to read this way :)
[code]
public Student findStudent(String studentName)
{
	for(int i = 0; i &lt; this.students.length; i++)
	{
		if(this.students[i].getName().equals(StudentName))
			return this.students[i];  // return here acts as a break as well ;)
	}
	return null;
}

  • 0

You can always avoid break or continue, but it doesn't necessarily make things more readable. Consider (pseudocode - the file layout isn't supposed to make sense):


while (!eof(file))
header = file.readbytes(22)
if (isValidHeader(header))
dataOffset = int(file.readbytes(4))
if (dataOffset >= 0)
file.seek(dataOffset)
dataLength = int(file.readbytes(4))
if (dataLength >= 0)
dataChunk = file.readbytes(dataLength)
store(dataChunk)
// process dataChunk...
[/CODE]

[CODE]
while (!eof(file))
header = file.readbytes(22)
if (!isValidHeader(header))
continue

dataOffset = int(file.readbytes(4))
if (dataOffset < 0)
continue

file.seek(dataOffset)
dataLength = int(file.readbytes(4))
if (dataLength < 0)
continue

dataChunk = file.readbytes(dataLength)
store(dataChunk)
// process dataChunk
[/CODE]

The use of continue avoids indenting the entire body with each condition.

Wouldn't initializing your variables (another good rule of thumb) solve that problem:

[CODE]
while (!eof(file))
dataOffset = -1;
dataLength = -1;
header = file.readbytes(22)
if (isValidHeader(header))
dataOffset = int(file.readbytes(4))
if (dataOffset >= 0)
file.seek(dataOffset)
dataLength = int(file.readbytes(4))
if (dataLength >= 0)
dataChunk = file.readbytes(dataLength)
store(dataChunk)
// process dataChunk...
[/CODE]

  • 0

I think break has it's place in code. It's particularly useful for terminating the loop once you have found what you want. Saves you continuing to iterate through the loop.

Multiple returns are also ok, kinda.. You should return only once but set the return at each fork in the code >.<

/shrug

It all depends tbh :)

You can terminate the loop inside the condition too once you found what you are looking for.

All 2 or 3 books i've read about proper oop programming recommend not using break inside a loop if possible.

I've worked for a company having an IT dept of over 800 heads (IT only company was bigger than that). If all devs start to code the way they want it quickly becomes a mess (and sadly this is always what is hapenning).

If there's coding rules where you are working follow them even if you think they are moronic because you think you are l33t and know how to properly code.

  • 0

As a professional programmer and someone with common sense, all of these "rules" are absolutely moronic and can lead to writing horrible code.

And whoever says goto is bad has clearly never looked at OS or C code. :p

Hum those coding "rules" are about oop and not old C code, or cobol, or asm, or ml, etc ...

This topic is now closed to further replies.
  • Posts

    • Trailer park trash “sport “, fits the current White House
    • KataLib 5.3.0.0 by Razvan Serea KataLib is more than just a music player — it's a complete audio suite designed for music lovers and creators alike. It combines a powerful audio player, a flexible metadata editor, a capable audio converter, and a music library manager into one streamlined application. Core Features: Audio Player Enjoy seamless playback of virtually any audio format or even streaming video files. DJ Mode lets you mix tracks with manual or automatic crossfades. You can also load and save WinAmp-style playlists for quick access to your favorite sets. Audio Converter Convert between a wide range of audio formats effortlessly. Trim or normalize your output automatically, and even extract audio from streaming video sources. Ideal for preparing files for different devices or platforms. Metadata Editor View and edit ID3v2 tags and other metadata. Batch edit multiple files at once, and fetch missing information directly from the MusicBrainz database. You can also apply or update album art with ease. Music Library Manager Organize your entire audio collection, search across tracks instantly, and download cover images from the internet — or use your own custom artwork. KataLib makes it easy to keep your library tidy and enriched with useful info. Supported Formats: KataLib supports a wide range of both lossy and lossless audio formats: Input: OPUS, AAC, FLAC, M4A, MP3, MP4, MPC, APE, AIF, MKV, AVI, MOV, FLV, WEBM, Ogg Vorbis, WAV, WAVPack, WMA, AC3, OGA, MP2, MPGA, MPEG, DTS, M4B, DSD (DFS) Output: OPUS, FLAC, M4A, MP3, Ogg Vorbis, WAV Under the hood, KataLib uses the trusted FFmpeg engine for audio conversion and media playback, ensuring compatibility with virtually all mainstream media formats. KataLib 5.3.0.0 changelog: Added Option to select the Zoom level of the Oscilloscope visualizer. The taskbar button of the app now displays the progress of its processing tasks. The metadata text of the Visualization Video can now be aligned by the user. We can now reorder the order of the Visualizers and Metadata, in the Visualization Video Setup dialog, by removing any item and adding it again. It will be added at the end. Changed The font size of the Visualization Video can now be more than 30 points. Updated yt-dlp library to version 2026... Fixed Opening the Visualization Video Setup dialog could fail if the settings were wrong. Sometimes there were false duplicates in the Rename Tracks dialog. Tracks without metadata appeared without title in the Recent menu. Download: KataLib 5.3.0.0 | 90.0 MB (Open Source) Links: KataLib Home Page | Github | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • EA Sports UFC 6 review: Brutal, satisfying, and surprisingly accessible to newcomers by Pulasthi Ariyasinghe EA’s UFC series of fighting games has been putting out games for over 10 years now, but it’s a series I have never spent any time with. As a PC guy, the series being console-exclusive is the primary reason for that. The latest entry to the series, EA Sports UFC 6, is still not coming to PC, but I have an Xbox now. When EA reached out to see if I could have a crack at the game and give my opinion about it, I finally got the chance to see what this franchise is about. I have spent about a week playing UFC 6 on the Xbox Series X. Despite my lackluster skill with fighting games, I still have fun with entries like Street Fighter and Tekken. I quickly came to realize this is a different kind of fighting game, not the arcade titles I am usually dabbling with. Most of the week that I spent playing UFC 6 was in the career mode, trying not to get knocked out while slowly improving my combos and reactions. The review below will be from the perspective of a newcomer to the series and an amateur fighting game fan, so please forgive any mistyped lingo or series-staple mechanics I am not comprehending. In the Ring Getting a solid hit in UFC 6 is satisfying. It’s probably the most satisfying impact reaction I have seen in a fighting game. The ripples in the muscles, the spray of sweat (and blood), the meaty sound, and the subsequent stumble all carry a lot of weight. If I miss a heavy swing like that, though, I already know that I'm in for a world of hurt from the incoming counters. The fighting is a real treat. The actions aren’t as snappy as arcade titles, so a miss feels like a much bigger mistake here. This slowness did take some getting used to, but I felt the improvement in my abilities even after a few drills with basic punch and kick combos. If I’m not deliberate with my actions in the ring, whether it be a hasty retreat or a flying punch, the possibility of getting instantly knocked out is always there. The head, chest, and legs all come with their own health bars, so guarding just one area is just asking for trouble. A few hits to the head, and it's game over. Meanwhile, you won’t even be able to stay on your feet if they get damaged enough, drastically lowering the total amount of stamina available for the rest of the match. I was also encountering a large range of fighting styles to customize my own fighter with. There are a huge number of real-life superstars here from multiple eras. It’s not as exaggerated as Street Fighter or Tekken, but the way they move, evade, throw punches, or even take steps is based on their real-life counterparts. I can see this being a big draw for any mixed martial arts fan. One feature I was surprised to see here was the 'Flow State' ability. As rounds progress, a power-up meter can give a temporary boost to the unique fighting style of the selected fighter, essentially boosting what they are good at. There is an entire visual effect that kicks in when activating this, too. The surprising part was seeing something like this in a game that feels like it’s aiming to be more of a simulator than an arcade fighter. My skill level is too low to use this exactly how the game wants me to, so I ended up triggering it whenever the opponent did it as well. Streamlined vs Authentic When I first started it up, UFC 6 asked me about my experience with the series. Being genuinely new, I took its advice and opted for a lowered difficulty level and 'Streamlined' controls. Quickly, I realized that this wasn’t for me. My chosen fighters were throwing random attacks, no matter what combination the game was trying to teach me. Win streaks were happening, and I was already getting bored out of my mind just a few matches in. Turning off this mode and switching to 'Authentic' controls fixed everything right up. I was now able to control my fighter with more precision than I expected. I could control each arm and leg, which body part my attacks would aim at, and the fully customizable controls for setting up unorthodox moves were a cherry on top. None of these made me an expert at the game, but at least I was being beaten up fairly. This is not a point against UFC 6, though. Giving the option for anyone to enjoy the game is always a good thing in my eyes. There is a lot of customizability in the difficulty, with everything from slow-motion reactions to specific assists being offered as toggles. If I had a friend coming over and wanted to try a quick 1v1, the streamlined controls option is one I’d consider to make it a light and fun fight. The one part of the fighting that did not click with me was the grappling. Being taken to the ground brings in an entirely new control mechanism involving mounts and submissions that feel more like quick-time events than the heavy, tactical fighting I had seen so far while standing. The game wants me to hold sticks in certain directions to change the position or pull off submissions, trying to do the opposite actions of the opponent. Even though I tried to get used to this gameplay, it just felt like a momentum killer, and I eventually just wanted to get back on my feet to get back into the action. Legacy and Career It was UFC 6’s career mode that I wanted to play the most when I started it up. I grew up with EA Sports games, and taking my team from the ground to the top has always been my favorite task. UFC 6 has that same option but also offers a more cinematic entrance to the career experience than I expected with ‘The Legacy’ mode. This mini-campaign follows an up-and-coming fighter, Chris Carter, who is attempting to reach the heights his father had reached in the sport. Starting with a small-time gym and coach, the story follows both his growth in the space as well as the growing rivalry with a friend and fighter, Danny Lopez. The fights in this mode are very good at introducing a newcomer like me to the sport and its varying techniques. Cinematics land between the major fights, showing the growing tension between the two fighters as the years go by, feeling the pressure to not miss out on the hard-earned chances. The dialogue can be a little corny at times, especially when the bar fights kick off, but I largely enjoyed the storyline. At the end of it, I was pretty much familiar with all the mechanics of the career mode, unlocking new skills and moves, and how I needed to approach fights, both outside and inside the ring. This story mode isn’t a very lengthy one, so don’t expect an hour-long campaign. Once the conclusion is reached, Carter’s journey continues as if it’s a normal career playthrough, though I decided to start over from scratch now that I have some know-how about the basics. The career mode is very streamlined, which is to be expected considering there isn’t a team to manage like in other EA Sports games. It’s the journey of one fighter. When a fight comes up in the calendar, I could choose how many weeks I dedicate to preparing for it at the gym. A longer prep time gives the opportunity to get my fighter’s fitness up (giving a bonus during fights), earn more money and points for unlocking new skills, and gain more fans to fast-track the rise to stardom. While that sounds like a lot of things to manage, it’s more like a few clicks. There is a social media menu that sometimes pops up with canned replies I can send to fans, and the sponsors are once again a single click away from being assigned as finished. It’s the training aspect that adds a gameplay angle. Using the money from winnings and sponsorships, I was hiring different types of trainers and learning fancier moves to use in the ring. One small thing I appreciated was that it was possible to injure each other during these training sessions. If a trainer goes down in a bad way while sparring, they won’t be available for the remainder of training. If my fighter is injured, it takes valuable time and resources to heal and recuperate. Just like in real life, it makes sense not to go so hard during training sessions and save that energy for the main event. Every training or sponsorship activity I took part in used up the days and weeks I had before the next fight, bringing a balancing element to the whole ordeal. There were times I simulated most of these to just get to the next fight, but the grind for gaining even the slightest bit of advantage while trying not to overdo it is an enjoyable one. Outside of quick fights and career modes, UFC 6 also introduces an almost museum-like mode to explore a trio of fighters considered to be legends of the sport: Max Holloway, Alex Pereira, and Zhang Weili. The aptly named Hall of Legends mode is unlike everything else seen in the game. Each of these fighters has entire levels dedicated to them that I could walk around in and explore their journey into the UFC. This includes footage from real-life fights and interviews about their original inspirations and training methods. Each of these spaces is almost like an interactive documentary. Once the highlights are done, the mode offers the opportunity to take over a deciding fight from the superstars. It’s an impressive transition. Going from the real-life televised event with crowds and commentary to immediately taking over in the game has some real hype behind it. Performance and visuals It’s clear to see that UFC 6 is going for a photo-realism look with its visuals compared to any other fighting game. The fighters don’t look great in selection screens. But inside the arenas, under the flood lights, surrounded by crowds, and facing an opponent, the visuals are more than impressive. As ghastly as it is to witness, things like blood spraying into the mat and muscles reddening as they get pummeled keep improving the immersion. The fluid animations help sell the illusion even further. A missed kick carries the momentum to require a corrective step. Hard punches that glance off blocks give off the air of a hit that still took some wind off the opponent’s guard. The special moves with flips and spins look mega awkward when missing, just as they do in real life. Suffice to say, the Frostbite Engine powering this game is one of the biggest strengths of EA development studios. Playing on the Xbox Series X, the 60 FPS gameplay did not miss the mark or cause any slowdowns that I could detect. I still wish this series were on PC to see just how far the developer can push the engine. One area I continue to have issues with, surprisingly enough, is the menus. The game has fast loading screens, but almost every menu I click through has a large amount of noticeable lag before it registers. This is immensely painful in the career mode, since I have to go through multiple menus between fights to train and do sponsorships, and having a 3-second pause when selecting a simple move between pages is the only time that made me quit the game. Thanks to Xbox’s quick resume, though, I was able to instantly jump back in the next day to the same point (and wade through more laggy menus). Conclusion My primary mission going into this EA Sports UFC 6 review as a newcomer to the series was to find out if this is a good jumping-in point for someone like me. Suffice it to say, the game passed that test with flying colors. Despite the high skill ceiling, the legacy mode introduction campaign, multiple types of accessible controls, and streamlined career had me picking up the basics and fighting styles much faster than I expected. I wish I had gotten to try out competitive multiplayer during my time with the game, too, but the lack of players in the pre-release version prevented this. The impressive visuals and animations, coupled with the impact physics that let me feel every punch and kick easily, made this the most immersive fighting game I have played. The only part that gave me pause was the grappling gameplay, which killed the momentum in most fights. The Flow State amplifying system didn’t hamper the experience, but I also felt like it made more sense for an arcade fighter, not this. Easily the most annoying thing about UFC 6 was its laggy menus, which I hope get some sort of fix later. Returning series veterans might have a completely different experience from me. But for a new fan like me looking to climb ranks and see fighters get floored in spectacular ways, UFC 6 doesn’t miss a step. EA Sports UFC 6 is releasing on June 19 across Xbox Series X|S and PlayStation 5 for $69.99. Ultimate Edition owners can already jump in via advanced access. This review was conducted on the Xbox Series X version of the game provided by EA.
    • No, Microsoft is obviously just spending money on maintaining a product with 0 users.
  • Recent Achievements

    • Week One Done
      ssd21345 earned a badge
      Week One Done
    • Contributor
      MarkHughes4096 went up a rank
      Contributor
    • Dedicated
      jordanspringer earned a badge
      Dedicated
    • Rookie
      Rimplesnort went up a rank
      Rookie
    • One Year In
      Markus94287 earned a badge
      One Year In
  • Popular Contributors

    1. 1
      +primortal
      486
    2. 2
      +Edouard
      173
    3. 3
      PsYcHoKiLLa
      138
    4. 4
      ATLien_0
      94
    5. 5
      Steven P.
      79
  • Tell a friend

    Love Neowin? Tell a friend!