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Fight Night Round 4: Hopes and Concerns

EA’s Fight Night Round 3 was one of the best sports games in recent memory. The controls were innovative, the gameplay was fun, and the graphics are still among the best we’ve seen on the next-gen consoles. Nevertheless, the game still had some drawbacks. The lack of relevant licensed boxers was slightly discouraging, with certain obvious omissions like Floyd Mayweather, Jr. and Mike Tyson being most notable. Furthermore, while the Total Punch Control system was extremely well executed, there was little advantage to using it over the buttons, which allowed for faster and more responsive punching. Also, the heavy emphasis on cartoonish haymaker punches was for many a step in the wrong direction as far as gameplay was concerned.

With the recent announcement of Fight Night Round 4, EA is promising overhauled gameplay, including a new physics and animation engine, which supposedly will address many of the concerns players had with EA's last offering. Key additions like inside-fighting and differential punch power, hopefully will provide for a much more realistic and entertaining pugilistic experience. And oh yeah, Iron Mike is prominently featured too.

Will the new changes lead to a game that is even more entertaining than the first? Or will EA once again rely too heavily on gimmicky features, which ultimately do no justice to the gameplay itself? In this article, I will examine some of the promised new additions, and identify what looks promising, and what could be problematic.

1. Mike Tyson

First of all, it’s about time. People have been crying for Iron Mike’s return to the digital canvas since the Punch-Out! days. With each release, Fight Night forums all across the Internet become littered with posts entitled, "why no Tyson?" or some similar variation. Therefore, the addition of Iron Mike can only be a good one. He was invincible in his prime, with an unprecedented style, and an even more unprecedented combination of speed and power. He dismantled nearly everyone he faced early in his career, winning his first 37 professional fights. Of those, almost all were knockouts, many in the first round, and the few opponents who managed to survive the distance lost in unanimous decisions. With EA’s commitment to individual boxer-styles, we can expect an authentic replication of the bob and weave, as well as animations that are true to Tyson’s wildly explosive techniques. Surely, it will be a joy to recreate his heyday in Round 4.

But there are a few issues surrounding Tyson’s inclusion in the game. First, which Tyson do we get? Will EA include the aforementioned 37-0 Tyson, or the Tyson who got a tribal facial tattoo, and then got his face tattooed again by scrubs like Danny Williams and Kevin McBride? Perhaps EA will do something similar to what they did with Jordan in NBA Street Vol. 2. In that game, they included 3 versions of Air Mike: rookie Jordan, Jordan in his prime, and over-the-hill Wizards Jordan. This strategy worked well in a basketball game, especially a 3-on-3 version which allowed for an All-Jordan team, but would it transfer to boxing? Presumably the new career mode will still allow players to recreate the career of any boxer in the game. In that case, how will they handle Tyson’s evolution over the course of his career?

Also, Tyson media-friendliness is presumably one of the reasons that EA has passed on including him in their games in the past. This could conceivably be problematic in the marketing of a new game in which he is prominently featured. We don’t know for sure if Tyson will be on the cover, but if he is, it will be interesting to see how he handles the additional responsibilities of the cover-athlete in marketing their game. His craziness is what made Tyson so intriguing as a fighter, and I know EA will have to hold back on truly capturing that insanity in the game. Whether that will undermine the experience of playing with him is something only time will tell. What I do know is that I don’t expect to see the "Ear Bite" as a new illegal punch in Round 4, and that is just a shame.

Which Tyson will be collapsing skulls in FNR4?


2. New Boxing Styles

EA has promised new fighting styles that will emulate, and differentiate between, the best fighters in the game. This was applied somewhat in Round 3, with the inclusion of different base, punch, and defensive styles. This allowed for some variety between boxers and was extremely important in career mode, but ultimately the distinctions between the styles seemed to be mostly aesthetic, and did not affect the actual gameplay very much. In Round 4, considering the new physics and animation engine (more on that later), I expect the styles to have a greater impact on how the boxers actually perform in the ring. Ideally, Tyson’s bob and weave will allow for less damage, while setting up big time punches. Perhaps Ali’s dancing and jabbing will actually wear out, confuse, and frustrate opponents, and allow for players to discourage whoever they are playing against. Might we even see the rope-a-dope or the Ali shuffle? If EA can make the styles matter more in Round 4 than they did in Round 3, that will go a long way towards making Round 4 a comprehensive and versatile video-boxing experience.

The difficulty here will be knowing how far to go with this feature. If the styles affect gameplay too much, we could see unfair advantages or disadvantages emerge between boxers. Hopefully, the bob and weave, or any other style won’t be untouchable, and no one boxer will have a style that doesn’t live up to the others. Boxers' styles should reflect how they play, and the ultimate measure of their effectiveness in the ring should be their attribute ratings. Also, the distinctions should be subtle, but noticeable. Round 3 had a somewhat jerky animation system, which caused your player to move very quickly. If you held down the L-trigger (on 360) and rotated the left stick, your boxer would gyrate like a crack addict on speed. Hopefully this will be toned down, so we don’t have Tyson bobbing and weaving like he’s having a seizure, but rather doing it in a menacing and combat-effective manner.


3. New Physics-Based Animation System

This feature, EA promises, will allow for innovative, physics-based, punching, blocking, and moving. Although this sounds ambiguous, and could just be a fancy way of saying they fine-tuned the gameplay, it could also mean a drastic change in the way the game feels. One intriguing element of this feature is the idea of different punch-effectiveness depending on a variety of other factors. In Round 3, for the most part, you either landed a punch or you didn’t. Minor factors like distance and lean had some effect on punch power, but it was primarily an on or off type of system. In Round 4 EA is promising the fans missed and glancing punches, as well as knockout blows, depending on the integrated physics engine which incorporates stamina, timing, footwork, and adrenaline. Ideally, this will allow for a more open-structure than the one found in Round 3, which had almost all knockouts following the same pattern of one player going into the quiet-zone, and the other needing to land one or two punches to finish the knockout. The only exception to this (aside from the horrible first-person gimmick which I pray will be removed), was the extremely rare flash knockdown, which would put one player on the mat -- regardless of their health -- if they received a particularly hard and unexpected punch to the face. There was something special about flash knockdowns, which was exacerbated by their rarity. Hopefully, this new physics-based animation system will allow players to set-up knockout punches, and perhaps generate a few more flash style knockouts. If this is executed well enough, it could replace the haymaker system all together, which would be a huge step for the series.

Also, I hope the developers bring back the ragdoll physics on knockouts that gamers saw in the earlier Fight Night games. There was nothing like KO'ing a guy, then continuing to pummel him as the power left his body and he crumpled to the canvas.

This punch probably wouldn't register as a glancing blow in the new physics-based engine appearing in FNR4.


I think the biggest potential pitfall of this new physics system could be if it changes the gameplay too much. Fight Night Round 3 was so much fun for a reason, and EA needs to be careful not to stray too far from the proven path. I hope the Total Punch Controls are retained, minus the excessive amount of various haymakers, and the defensive system remains relatively untouched. Defense was extremely important, and fun, in the last game, and it should not be made any more difficult or any less important this time around. By the same token, I hope this is not a gimmick on EA’s part. They have been known to hide behind fancy wording, plugging minor gameplay tweaks as major game features. In the early stages, the trademark ambiguous wording is there, but only when more information comes out on the game will we be able to tell how much different Round 4 really will be.

EA’s Fight Night Round 4 is scheduled to be released sometime in 2009, and will be available for Xbox 360 and PlayStation 3.


Fight Night Round 4 Videos
Member Comments
# 21 hogfan @ 05/17/08 05:57 PM
Quote:
Originally Posted by metallicatz
"One other thing I would like to see is in career mode, you create a boxer but you can't necessarily max out their stats. Some boxers will come up with alot of power, but some boxers just aren't made to be KO artists. It would be nice if created boxers has a certain potential factor and they may never be able to reach elite status, but it would still be cool to kick around with a journeyman who may or may not ever get a shot at the title."

That's a great idea.

I agree.

Makes each new career you start sort of a mystery to see how good each of your fighters will be.

It would also go along way in differentiating your fighters instead of basically having the same fighter every time.
 
# 22 hogfan @ 05/17/08 06:02 PM
I would also like to see them do something about the boxers that aren't on the top tier.

I would like to see more authenticity in that they aren't bad simply because they have a 40 punching speed. Maybe they aren't well trained in the art of defense or something along those lines.

Also, I don't think a boxer really develops that much physically over the course of a career. You basically have your physical gifts when you start your career.(yes you can improve upon them, but you don't go from a 30 speed to a 90 speed) It's more perfecting techniques and strategies. That may be another angle to take.
 
# 23 Complex @ 05/17/08 09:47 PM
Quote:
Originally Posted by hogfan
I would also like to see them do something about the boxers that aren't on the top tier.

I would like to see more authenticity in that they aren't bad simply because they have a 40 punching speed. Maybe they aren't well trained in the art of defense or something along those lines.

Also, I don't think a boxer really develops that much physically over the course of a career. You basically have your physical gifts when you start your career.(yes you can improve upon them, but you don't go from a 30 speed to a 90 speed) It's more perfecting techniques and strategies. That may be another angle to take.
what you described has been in boxing games of the past, more so in Mike Tyson's Punch out. Meaning a boxer with a weakness that you have to discover and time. Of course not so cartoony like PunchOut but it should be in all games and expanded on. Maybe you have to counter punch to win or mount a good offense and pressure your opponent.
 
# 24 Gotmadskillzson @ 05/18/08 02:25 AM
As long as they have at least 30 plus fighters in there, I will be satisified. Because seeing the same 4 fighters in 3 different weight classes was so LAME.
 
# 25 NYG_Meth @ 05/21/08 03:13 PM
Quote:
Originally Posted by EDD1E72I
THE ONLY GAMES I DID NOT ENJOY FROM EA THAT I WAS LOOKING FORWARD TO WAS THE FIRST AND SECOND NEXT GEN MADDEN FOR XBOX360. BUT I WAS VERY IMPRESSED WITH FNR 3 AND ALTHOUGH I DID EXPECT MORE FROM IT, RATHER A DIFFERENT CARRER MODE I EXPECT NOTHING LESS FROM FNR4. I AM A LITTLE SKEPTICAL ABOUT THE CARRER MODE AND ALSO THE FULL LINEUP BUT OTHERWISE YOU CAN'T GO WRONG WITH THIS GAME.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
 
# 26 JayBee74 @ 05/21/08 08:59 PM
Quote:
Originally Posted by fistofrage
Also need to have different power for right & left hand. And a power & quickness rating for each punch.
Agree. Need to make the right cross (left for southpaws) an actual power punch. In FN4 certain fighters had decently powered crosses (Roy Jones, Lamotta), but it was very underrepresented. To pull this off the animations have to be right.
 
# 27 pound4pound champ @ 05/25/08 09:07 AM
we need las vegas venues and micheal buffer as announcer. we need mayweather, calazaghe cotto etc and all your career ideas should defo happen. Also not botherd about entrances but should be a few people in ring at the start and at the end the ring should be swamped with people with trainers lifting thier fighters up thinking they have won. if it goes to scorecards it should show a split screen on each fighter like real life on HBO to show the decision. agreee??
 
# 28 TML88 @ 06/08/08 07:57 PM
Things needed in Fight night 4

1. joe calzaghe
2. belts carried to the ring
3. you should be able to set your own champions in exhibition(like in smackdown games)
4.Rocky marciano
5.Everything that the fella above me has put down
6. belt unifications
7.career choices in terms of moving weight divisions and like during a fight build up you could choose to slander your opponent like Hopkins does or give positive comments all of which could affect an audience reaction to you at the fight
8.george foreman
9.fighters own ring walk and music
 
# 29 DirrtySouth78 @ 06/09/08 12:09 AM
No More health meter or CLothing that upgrades rediculous attributes. Who knew trunks can increase Stamina, give you more heart and/or luck. Tattoes make you quicker, stuff like that. If you want different gloves have different power ratings thats fine, but some of the stuff was just awful. I would just ask myself or a friend, "How do those things even effect each other".

How bout a ref actually in the ring.

Different trainers who give advice each round that makes sense.

Not actually knowing who wins every round.

A boxer who gets desroyed every round should not look shocked when he loses a descision

A smart AI.

Rivalries that make sense and can grow or dissapear

No more fat middleweights/featherweights.

Lose Haymaker & Parry they look horrible in the game.
 
# 30 IStillDoWhatIDo @ 06/12/08 10:35 AM
Quote:
Originally Posted by JayBee74
Agree. Need to make the right cross (left for southpaws) an actual power punch. In FN4 certain fighters had decently powered crosses (Roy Jones, Lamotta), but it was very underrepresented. To pull this off the animations have to be right.
I agree with the idea of different power and speed for different hands and punches, but I just want to note that there was NOTHING underrepresented about Roy Jones's cross
 
# 31 fistofrage @ 06/12/08 04:26 PM
Allright, after playing Prizefighter a little more, I can add a little more insight into what FNR4 needs to succeed:

1. Needs to not be a knockdown fest. A knockdown needs to be a fight turning event.
2. Need Flash KO's, not just flash knockdowns.
3. Need alot of different fighting styles and attributes.
4. Need to be able to choose the round length or accelerated clock both inside career mode and exhibition, but especially career mode.
5. Need a large pool of different judges, say 20 different judges who score fights differently and each fight will have 3 judges chosen at random to judge the fight. For example, one will favor volume of punches, one will favor counter punching, one will favor ring generalship, one will favor drawing blood, one will favor power punches, etc.
6. Need to have a good % of fights go to the cards with realistic punch counts. Use accelerated clock or shorter round lengths if necessary.
7. Must have open career with rankings and multiple belts. Should have 100+ fighters in each weight class and have them fight eachother, new ones come in, old retire, etc. Make the rankings be alive.
8. Allow us to create as many boxers as we want. I have a 120Gig Hard drive on my Xbox, let me use it!
9. Use a real name database so boxers are called by a nickname.
10. Have good announcers and make reference to rankings and who the champ is.
11. Allow us to have multiple boxers in a career mode at the same time.
12. Have a ton of training excercises and have time off between fights matter as to how much training can be done.
13. Don't allow all boxers to max out there stats. Set a ceiling for each new boxer. Maybe a boxer will only be able to max out at 80 power or 75 agility, but you won't know until you get deep into career mode. It will be a mystery how good a players stats can become.
14. In the rankings, make it so some real tough fighters are ranked pretty low. Imagine running into Mike Tyson when he was ranked 50th and only had 2 fights under his belt. He was still a monster.
15. Don't make it so you start off with incredibly low stats. Either you have a chin or you don't. Either you have heart or you don't. Know what I mean?
16. Make the dexterity stats and power stats so they can go up some as you train, but don't start out incredibly weak and automatically face stronger fighters as you head up the rankings.
17. Have a use for the money you earn. Better trainers, better gyms, etc.
18. Have multiple gyms with different specialties to choose from.
19. Must have refs stop fights due to injury, cuts, or just taking too much of a beating.
20. If your fighter gets injured, cut really bad, or takes a huge beating, it may take a while before he can schedule a fight and fight again.


Thats it for now. Just really need Fight Night Round 4 to be the best it can be.
 
# 32 SHAKYR @ 06/13/08 04:40 AM
Quote:
Originally Posted by fistofrage
Allright, after playing Prizefighter a little more, I can add a little more insight into what FNR4 needs to succeed:

1. Needs to not be a knockdown fest. A knockdown needs to be a fight turning event.
2. Need Flash KO's, not just flash knockdowns.
3. Need alot of different fighting styles and attributes.
4. Need to be able to choose the round length or accelerated clock both inside career mode and exhibition, but especially career mode.
5. Need a large pool of different judges, say 20 different judges who score fights differently and each fight will have 3 judges chosen at random to judge the fight. For example, one will favor volume of punches, one will favor counter punching, one will favor ring generalship, one will favor drawing blood, one will favor power punches, etc.
6. Need to have a good % of fights go to the cards with realistic punch counts. Use accelerated clock or shorter round lengths if necessary.
7. Must have open career with rankings and multiple belts. Should have 100+ fighters in each weight class and have them fight eachother, new ones come in, old retire, etc. Make the rankings be alive.
8. Allow us to create as many boxers as we want. I have a 120Gig Hard drive on my Xbox, let me use it! I really agree with this one.
9. Use a real name database so boxers are called by a nickname.
10. Have good announcers and make reference to rankings and who the champ is.
11. Allow us to have multiple boxers in a career mode at the same time.
12. Have a ton of training excercises and have time off between fights matter as to how much training can be done.
13. Don't allow all boxers to max out there stats. Set a ceiling for each new boxer. Maybe a boxer will only be able to max out at 80 power or 75 agility, but you won't know until you get deep into career mode. It will be a mystery how good a players stats can become.
14. In the rankings, make it so some real tough fighters are ranked pretty low. Imagine running into Mike Tyson when he was ranked 50th and only had 2 fights under his belt. He was still a monster.
15. Don't make it so you start off with incredibly low stats. Either you have a chin or you don't. Either you have heart or you don't. Know what I mean?
16. Make the dexterity stats and power stats so they can go up some as you train, but don't start out incredibly weak and automatically face stronger fighters as you head up the rankings.
17. Have a use for the money you earn. Better trainers, better gyms, etc.
18. Have multiple gyms with different specialties to choose from.
19. Must have refs stop fights due to injury, cuts, or just taking too much of a beating.
20. If your fighter gets injured, cut really bad, or takes a huge beating, it may take a while before he can schedule a fight and fight again.


Thats it for now. Just really need Fight Night Round 4 to be the best it can be.
We think somewhat alike. You are a boxing fan.

-News Articles
-Fight Card mode
-CPU LOGIC for the Created Boxers
-LONGER AMATEUR MODE
-Have a stable of fighters to manage(OPTIONAL)
-Being able to sign up with promotional companies which obviously enhances your career as a boxer
-Scout opponents
-Be able to get a scouting report on any fighter including their tendencies, things to watch out for, and things to exploit
-3 belts per division
RATINGS
* Power-Determines how hard your overall punches are. This also effects the individual punch stats.
EX: If Power is 80 and Cross power is 100 then the Cross will do full damage.
*Hand Speed-Determines how fast your punches are.
*Foot Speed-Determines how fast your footwork is.
*Upper body Speed-Determines how fast you can move upperbody.
*Defense-Determines how good your defense is.
*Body-Determines how well you take it to the body.
*Chin-determine if the boxer gets up from a KD.
*Durability-determines how much damage you can take before you start to visit the canvas.
*Heart-determine if the boxer "gives up" like taking a knee and not getting up, or how hard they fight when they are clearly losing.
*Technique-Determines how compact or wide your punches are.
*Stamina-determines how long it takes before you get fatigue.
EXAMPLES
Power stat:
Lower than 50 - punches as hard as Cory Spinks
50 - average puncher
60-70 - decent power
80 - good pop in punches can KO with a well timed punch
90-95 - Power punchers like Pacquiao, V. Klitschko, Mayorga, etc.,
96-98 - Marciano, Foreman, Tua, etc.,
99-100 - "Fists of God" one hit its over, your breaking ribs, jaws, arms, everything.
It should be damn near impossible to get either 99 or 100.

HIGH CHIN RATING & LOW DURABLE RATING will cause the fighter to go down much quicker then usual but really won't be be hurt. So you'll basically be more accessible to Flash Knockdowns.
LOW CHIN RATING; HIGH DURABLE RATING will cause the fighter to be more easier to hurt and be "out on his feet" but he won't fall so easy. He'll be more accessible to stoppages by the ref.
-SLIDERS
-Defense and Technique stat
-*Chin - Determines how quickly you'll get KO'd or stunned.
*Body - Determines how well you take it to the body also works with Stamina.
*Durability - Determines how much punishment you can take without getting hurt too much.
*Stamina - Determines how long it takes until you get tired. SHOULD BE HARD TO INCREASE.
*Reserve Stamina - "Second wind"
*Technique - Determines how skilled the CPU will fight when controlling your boxer.
*Heart - Determines if you easily you give up or fight back when clearly losing.
*Power - Determines how hard your overall punches are. Have to take individual punch stats into consideration. SHOULD BE THE HARD TO INCREASE.
*Hand Speed - Determines how fast you can punch and let out flurries. Have to take stamina into consideration.
*Defense - Determines how good of a defensive fighter you are.
*Sway Speed - Determines how fast you can bob & weave.
*Foot Speed - Determines how fast you can move around.
*Weight - shows you how much you currently weigh
Dominant Hand:
Left hander
Right hander
Position:
Southpaw
Orthodox
Boxer-Puncher
Puncher
Peek-A-Boo
European
Freestyle - Ali
Hitman - Tommy Hearns
Open - Naseem Hamed
Crouch - Rocky Marciano
Crab - Gene Fullmer
European 2 - Kostya Tszyu
Hitman 2 - Ricky "Hitman" Hatton
LOGIC:
In-fighter(_0_)Out-fighter
Body puncher(______0______)Head hunter
Stationary (______0______ ) Punches only from Sway
Stationary(______0______)Sways Often
Plodder(______0______)Mover
Passive(______0______)Aggressive Finisher
Counterpunch(______0______ )Aggressive
Never Lunges(______0______)Often Lunges
Single punch(______0______)Combinatio n puncher
Never Taunts(______0______)Taunts Alot
Dirty Fighter(_0_)Clean fighter
Never Feints(___0___)Often Feints
First Half Of Fight
Defensive (______0______ ) Aggressive
Second Half Of Fight
Defensive (______0______ ) Aggressive
First Half Of Every Round:
Defensive (______0______ )Aggressive
Last Half Of Ever Round:
Defensive (______0______ )Aggressive
WHEN HURT:
1-Dance Away
2-Clinch
3-Fight Back
4-Fight Dirty
AGAINST ROBES:
1-Guard
2-Fight
3-Moves Off
WHEN BEING BACKED UP:
1-Guard
2-Fight Back
DEFENSE:
1-Guard
2-Sway Back Left & Right
3-Sway Back
4-Sway Forward
5-Sway Forward Left & Right
6-Clinch
7-Sway Step Forward
8-Sway Step Forward Left & Right
9-Sway Step Back Left & Right
10-Sway Step Back
PUNCH PARAMETER: (default setting)
OUT-FIGHTING
HEAD
1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
7-Special:
1-Special1
2-Special2
3-Special3
4-Special4
BODY
1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
Lunging
HEAD
1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
BODY
1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
Sway Right
1-Jab
2-Cross
3-Left hook
4-Right hook


Sway Left
1-Jab
2-Cross
3-Left hook
4-Right hook
Sway Back/Right
1-Jab
2-Cross
3-Left hook
4-Right hook
Sway Back/Left
1-Jab
2-Cross
3-Left hook
4-Right hook
IN-FIGHTING
HEAD
1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
7-Special:
1-Special1
2-Special2
3-Special3
4-Special4
BODY
1-Jab
2-Cross
3-Left hook
4-Right hook
5-Left uppercut
6-Right uppercut
Sway Right
1-Jab
2-Cross
3-Left hook
4-Right hook
Sway Left
1-Jab
2-Cross
3-Left hook
4-Right hook
Sway Back/Right
1-Jab
2-Cross
3-Left hook
4-Right hook
Sway Back/Left
1-Jab
2-Cross
3-Left hook
4-Right hook

FAVORITE COMBOS
IN FIGHTING
1
2
3
4
OUT FIGHTING
1
2
3
4
 
# 33 stizz @ 06/13/08 05:05 AM
I like the suggestion of being able to choose your stats before you start your career, but I don't think there should be a limit. It should be up to the user to choose if he wants to max out his stats or if he wants to create a realistic boxer.
 
# 34 SHAKYR @ 06/13/08 05:11 AM
Quote:
Originally Posted by stizz
I like the suggestion of being able to choose your stats before you start your career, but I don't think there should be a limit. It should be up to the user to choose if he wants to max out his stats or if he wants to create a realistic boxer.
I agree because If I create a boxer with 99 power and 99 speed. If the stamina is implemented right it wouldn't matter what's maxed out. If a boxer is strong, out box him..jab move,combinations move. That's it or just let us do what we want off-line.
 
# 35 stizz @ 06/13/08 06:32 AM
Also I didn't really like in Fight Night when you're players body shape dramatically changed. For example my Tua had a body like Brock Lesner near the end of my career.
 
# 36 Complex @ 06/13/08 07:28 AM
Quote:
Originally Posted by SHAKYR
I agree because If I create a boxer with 99 power and 99 speed. If the stamina is implemented right it wouldn't matter what's maxed out. If a boxer is strong, out box him..jab move,combinations move. That's it or just let us do what we want off-line.
I like the idea of maxing out items but I think each boxer should be limited in what can be maxed out in a career mode. Think of the Madden series where a player has generated stats based on his parents (not saying fight night should have parents). But it adds strategy to the career.

Also how would you distinguish between a Heavyweight or a Lightweight?
 
# 37 stizz @ 06/13/08 07:42 AM
I think letting us choose our stats maxed or not is the way to go. That way we could create a challenge if we wanted to but also have the ability to create a beast right off the mark like Tyson.

There should also be a mode or an option in career that lets us box without having to train or worry about our stats.
 
# 38 Complex @ 06/13/08 09:39 AM
Quote:
Originally Posted by stizz
I think letting us choose our stats maxed or not is the way to go. That way we could create a challenge if we wanted to but also have the ability to create a beast right off the mark like Tyson.

There should also be a mode or an option in career that lets us box without having to train or worry about our stats.
Then you would have an online of nothing but maxed out guys slugging it out. Lightweights with 99 power etc.
 
# 39 fistofrage @ 06/13/08 10:12 AM
Quote:
Originally Posted by Complex
Then you would have an online of nothing but maxed out guys slugging it out. Lightweights with 99 power etc.
They need to have a ton of attributes and a point pool for created boxers on line. Lets say there are 8 attributes, make it a 500 point max. Distribute the points the way you want to. It would add variety and strategy. If everyone is all maxed out online, that wouldn't be good.
 
# 40 stizz @ 06/13/08 10:47 PM
I'm talking about offline (since I don't play online). But online yeah I see what you mean.
 


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