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Fight Night Round 4 Demo Impressions

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Old 05-15-2009, 07:07 AM   #177
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Re: Fight Night Round 4 Demo Impressions

Quote:
Originally Posted by nickelplaydit
i beg to differ on the tyson vs lewis thing...Lewis's most valuable asset is his blinding right cross which was how he beat him and every other win he has..not the inside game... his outside game is where its at....lewis cant take punches like that so dont go in playing tuff guy with him..or it'll be over quickly

and for those who's complaining about tpc vs button...yall just need to give it time ...thats why its a demo...get ya paractice on for 3 rds....

i wanna see heads really learn to use it rather than complain...yeah you can say that you meant to throw the hook instead of the jab when using the the sticks, but compare that to pressing "x" instead of "a" ...it happens...once you learn how to box you'll get comfortable.....

as for me ....im digging this game..... looking sweet!
you're actually AGREEING with me 100 percent. Re-read my post again and you will see.

What I was saying was that since there is no haymakers for a right cross, we are FORCED by the game to go inside to try to unload the power bombs even when we're playing as Lewis because his right cross in the game won't be well represented like it is in real life. ( like you said, this is his most devastating punch)

It's pretty obvious with the system as it is now....EVERY FIGHTER'S most powerful punches are their hooks/uppercuts becuase of the haymaker imbalance.

that's how it is in the demo with Pac-Man....his best punch is his left cross, but his left cross in the game is so weak when compared to his haymaker Uppercuts/hooks.

sad really

Last edited by phillyfan23; 05-15-2009 at 07:10 AM.
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Old 05-15-2009, 07:43 AM   #178
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Re: Fight Night Round 4 Demo Impressions

Quote:
Originally Posted by nickelplaydit
i beg to differ on the tyson vs lewis thing...Lewis's most valuable asset is his blinding right cross which was how he beat him and every other win he has..not the inside game... his outside game is where its at....lewis cant take punches like that so dont go in playing tuff guy with him..or it'll be over quickly

and for those who's complaining about tpc vs button...yall just need to give it time ...thats why its a demo...get ya paractice on for 3 rds....

i wanna see heads really learn to use it rather than complain...yeah you can say that you meant to throw the hook instead of the jab when using the the sticks, but compare that to pressing "x" instead of "a" ...it happens...once you learn how to box you'll get comfortable.....

as for me ....im digging this game..... looking sweet!
I'm glad to hear that you are so confident, but I am sorry to inform you, I'm gonna have ta knock that block off, lol. You all just dont know how excited I am about this release. Just to give you all a heads up, I'm gonna be in here talkin mass amounts of ****, lol.

Its all in fun, looking forward to seeing you all online.
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Old 05-15-2009, 09:36 AM   #179
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Re: Fight Night Round 4 Demo Impressions

Quote:
Originally Posted by phillyfan23
after playing a bit more, I really don't think sticking and moving will be a problem. I think many people are pressing the block button too much when they're trying to move out the way. foot speed is really slowed down when you block, so players will have to find a balance when they want to move out the way using the block or just dashing out.

The real concerning thing is the haymakers....I wish they scrapped this altogether rather than how it's done in the demo. There is no haymakers for a cross!......

I'm a bit surprised no one has complained about this....pacquiao's strongest punch is the left cross, but this demo doesn't represent that AT ALL! His strongest punch is the haymakers and they're only available for uppercuts and hooks. If they included a haymaker for a cross, it would have been perfect but no, now it looks like EVERY fighter's strongest punch is the uppercut/hooks.

So say you're a Lennox Lewis and you play Tyson offline, in order to stun/hurt tyson it's required you get inside and unleash the uppercuts/hooks. Lennox's cross is a love tap compared to his haymaker hooks. throws away the strategy of staying a good distance when you're tall fighter, why should you? you can't hurt them significantly anyways from the distance.

If they included a haymaker for the cross and with the stamina sliders, the users would find that balance where abusing the haymakers will drain them, but this is a dream now. This is even worse than their choice of no buttons, at least you can learn the TPC and get 95 percent accuracy. This is an all or nothing problem!

potential game killer for me unless they have haymaker sliders, regular punch sliders.

A shame really , since the rest of the game looks and feels so good.
Philly, this is something we brought up to the producers as well.
While we appreciate different ratings for both hands, we want to see separate ratings for every punch.
During the load screens you'll see one tip that says taller fighters will have more powerful crosses and jabs, while shorter fighters will have better hooks and uppercuts.
I understand where they're going with this, but like you mentioned to me earlier, Pacquio's left-cross is his money shot. But in this game, cross's don't have a haymaker and lack 'pop' with shorter fighters.
So if the EA team could implement different ratings for every punch in the next version, I think that would help immensley.

I was also thinking that they should get rid of the 'gimmic' punches. No way Pacman would ever do the Ali shuffle before firing a cross off. Certain fighters (not all) should have a signature punch that is realistic to their style.
For example, if the included Razor Ruddock at some point they could make his sig shot the 'Shovel Punch'. Maybe make Tyson's a the bolo-punch (right hook to body+right uppercut to head).

Anyway, I'm enjoying the demo but I'm still struggling with the controls too. I can't seem to fire off right-uppercuts very well. They always translate into a right hook to the body.
Like someone here stated, the controls are very unforgiving if you're off by 1 degree. But it's a learning curve and I'm sure we'll all get better as we get more time.
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Old 05-15-2009, 10:01 AM   #180
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Re: Fight Night Round 4 Demo Impressions

Quote:
Originally Posted by Money99
Philly, this is something we brought up to the producers as well.
While we appreciate different ratings for both hands, we want to see separate ratings for every punch.
During the load screens you'll see one tip that says taller fighters will have more powerful crosses and jabs, while shorter fighters will have better hooks and uppercuts.
I understand where they're going with this, but like you mentioned to me earlier, Pacquio's left-cross is his money shot. But in this game, cross's don't have a haymaker and lack 'pop' with shorter fighters.
So if the EA team could implement different ratings for every punch in the next version, I think that would help immensley.

I was also thinking that they should get rid of the 'gimmic' punches. No way Pacman would ever do the Ali shuffle before firing a cross off. Certain fighters (not all) should have a signature punch that is realistic to their style.
For example, if the included Razor Ruddock at some point they could make his sig shot the 'Shovel Punch'. Maybe make Tyson's a the bolo-punch (right hook to body+right uppercut to head).

Anyway, I'm enjoying the demo but I'm still struggling with the controls too. I can't seem to fire off right-uppercuts very well. They always translate into a right hook to the body.
Like someone here stated, the controls are very unforgiving if you're off by 1 degree. But it's a learning curve and I'm sure we'll all get better as we get more time.
that's a good idea about ratings for every punch for the next iteration....

and it's encouraging to know that taller fighters have more powerful jabs/crosses....but they will STILL have more powerful uppercuts/hooks due to the haymaker.

You think they can patch this ? and are there sliders that can adjust power for haymakers?

thanks
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Old 05-15-2009, 10:25 AM   #181
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Re: Fight Night Round 4 Demo Impressions

Quote:
Originally Posted by phillyfan23
that's a good idea about ratings for every punch for the next iteration....

and it's encouraging to know that taller fighters have more powerful jabs/crosses....but they will STILL have more powerful uppercuts/hooks due to the haymaker.

You think they can patch this ? and are there sliders that can adjust power for haymakers?

thanks
I didn't get a chance to see any of the sliders.
But I'll tell you this, when Foreman or Lewis unloaded a fully extended right-cross to the button, it almost always resulted in the other fighter getting stunned.

I just think, in this demo, that they haven't allowed the smaller fighters the benefit of a powerful cross. Maybe it'll be different in the final build. I don't know.
During our time at EA I never felt that the crosses were weak. But a lot of the fights using lighter weight divisions did take place at closer range.
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Old 05-15-2009, 10:33 AM   #182
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Re: Fight Night Round 4 Demo Impressions

Quote:
Originally Posted by phillyfan23
after playing a bit more, I really don't think sticking and moving will be a problem. I think many people are pressing the block button too much when they're trying to move out the way. foot speed is really slowed down when you block, so players will have to find a balance when they want to move out the way using the block or just dashing out.

The real concerning thing is the haymakers....I wish they scrapped this altogether rather than how it's done in the demo. There is no haymakers for a cross!......

I'm a bit surprised no one has complained about this....pacquiao's strongest punch is the left cross, but this demo doesn't represent that AT ALL! His strongest punch is the haymakers and they're only available for uppercuts and hooks. If they included a haymaker for a cross, it would have been perfect but no, now it looks like EVERY fighter's strongest punch is the uppercut/hooks.

So say you're a Lennox Lewis and you play Tyson offline, in order to stun/hurt tyson it's required you get inside and unleash the uppercuts/hooks. Lennox's cross is a love tap compared to his haymaker hooks. throws away the strategy of staying a good distance when you're tall fighter, why should you? you can't hurt them significantly anyways from the distance.

If they included a haymaker for the cross and with the stamina sliders, the users would find that balance where abusing the haymakers will drain them, but this is a dream now. This is even worse than their choice of no buttons, at least you can learn the TPC and get 95 percent accuracy. This is an all or nothing problem!

potential game killer for me unless they have haymaker sliders, regular punch sliders.

A shame really , since the rest of the game looks and feels so good.
You're right about the sticking and moving, I'm feeling more comfortable doing it because I'm not blocking as much and it's easier to do although I still hate the camera angle. But I am starting to enjoy the game more and TPC is no problem for me (no one complains about stick control in Streetfighter and I find it less responsive in that game than this game but somehow here it's a travesty) and after getting my first knockout my hype meter is rising again.

Also agree with the haymaker problem. Haymaker punches should be fighter specific so Lewis only has haymaker crosses and Tyson would only have haymaker uppercuts. I don't think it would be difficult to do since outdside fighters are assigned better crosses and jabs than inside fighters.

The only problem with doing that though is it would seem hard to have a haymaker animation for a cross. There's really no windup animation that would look right where they telegraph so you can see it coming like a uppercut or a hook.

Where was it confirmed that there are sliders in this game? I assume the demo intro screen is the intro screen for the full game and I don't even see an options menu which has me a little worried because I don't want options to only be in the legacy screen and we can't change stuff in exhibiton fights with 2 players.

Last edited by Seymour Scagnetti; 05-15-2009 at 10:36 AM.
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Old 05-15-2009, 10:43 AM   #183
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Re: Fight Night Round 4 Demo Impressions

after playing the about 6 or 7 fights in the demo I have to say I'm really not feeling this at all and I really wanted to. Someone mentioned earlier that the punches don't feel impactful and I have to agree - I think there will be a better amount of strategy in this game (alot more than FNR3) but something is missing for me - I can't quite put my finger on it - it's just not really that fun . ..

I hate to compare 2 entirely different sports but being an avid fight fan - the demo for UFC Undisputed is so much more fun and satisfying when you knock someone down or out. I really wanted to get into this game - I'm not feeling the phyics and I will wait the weekend and try a few more fights but I think Im gonna cancel the preorder
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Old 05-15-2009, 11:04 AM   #184
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Re: Fight Night Round 4 Demo Impressions

I like it, don't love it. Not blown away. I hope in the final build when it goes to a decision it makes it a little more suspenseful. Also don't love tpc but I'll learn.
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