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Fight Night Round 4 Demo Impressions

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Old 05-25-2009, 06:12 PM   #393
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Re: Fight Night Round 4 Demo Impressions

In a few two player bouts today I noticed that a combination of over punching and body shots reduced my opponent's yellow bar (stamina) to nothing and after some more body battering by me and continued jab-right cross punches from my opponent Hatton was stunned by non haymaker punches and dropped. In three of those bouts the end occurred in the 2nd round, and they all were the direct result of stamina exhaustion.
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Old 05-25-2009, 10:40 PM   #394
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Re: Fight Night Round 4 Demo Impressions

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Originally Posted by TheCreep
Its all in the way you play the game man. From Atari boxing to the present, you wont get a full sim video game, it just aint gonna happen. This current FN4 demo is the most complete boxing title to date in my opinion.

You dont want to throw bombs all day. Once you get the final version, turn your stamina slider all the way down. In the mean time, slow it down while you play. You have to play sim, thats your decision if you want to exploit the game or not.

Any game you get, you'll probably find exploits. Now do you abuse them is the question. Like I stated before, the game is going to be fully customizable, I'm sure just about anyone will be able to tailor the game to their style.

All of my matches are pretty nice. I'm looking at about 25 to 40 punches per round. I pace the matches. I'm not actively trying to just throw haymakers the whole match then talk about stamina not draining accurately. Play the game how you want it to be played, its all on you.
I re-read what I wrote and I came off too sour.

But some of the thing I said are issues (at least with the demo). The terminator AI makes it hard to play sim, no matter who you are. And I'm the one controling the boxers, so if I'm making effective use of the jab, I feel like it should work.

Anyway, I'll probably pick up the game because I'm a sucker for boxing, but after hearing about the people that played the game, I expected to be wowed and I wasn't. It's not some kind of revolution like the people wrote or like it's marketed. So far, the glancing puches aspect has been mostly asthetic and hasn't effected gameplay at all for me.

anyway, I hope some of these things are tweaked before release (AI, Stamina, controls).
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Old 05-26-2009, 01:15 AM   #395
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Re: Fight Night Round 4 Demo Impressions

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Originally Posted by NOBLE
Does anyone have a date for when this demo is supposed to hit PS Store?
I'm hearin' the 28th of May...THIS week
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Old 05-26-2009, 04:58 AM   #396
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Re: Fight Night Round 4 Demo Impressions

Quote:
Originally Posted by JayBee74
In a few two player bouts today I noticed that a combination of over punching and body shots reduced my opponent's yellow bar (stamina) to nothing and after some more body battering by me and continued jab-right cross punches from my opponent Hatton was stunned by non haymaker punches and dropped. In three of those bouts the end occurred in the 2nd round, and they all were the direct result of stamina exhaustion.

I noticed this as well. As EA has said the demo isn;t the final product bu that is a welcome sight that going to the body will have a lasting effect on your opponent. I found this refreshing, and it will add a level of strategy to the game I hope.
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Old 05-26-2009, 05:48 PM   #397
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Re: Fight Night Round 4 Demo Impressions

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Originally Posted by allBthere
I don't like the demo too much. I don't hate it either ... I know some guys have mentioned final build etc. But imo this isn't boxing. Before someone accuses me of being a UFC Zealot, I'm a big boxing fan and own old tapes of the best of sugar ray robinson, joe louis, rocky, dempsey, and others.

Jabs don't keep the other guy at bay, nor do straights(crosses). The punch output is silly. The slogan of one clean punch is simply not true and in fact, you can throw caution to the wind and just throw bombs non-stop.

having said all this, I'll still give the game a chance and may buy even if there are major flaws. But the way people speak about the game just isn't true. This feels nothing like real boxing, it's very wonky. I also agree that the new controls were a mistake, but glad parry is gone.
IMO the controls are excellent, the only thing i would change is put the haymaker modifier on the Left bumper (although having it on the right makes it harder to abuse). I can pull off 5-6 punch head to body combos now effortlessly. Its actually a thing of beauty. Tap for body punches and tap sweep (the full curve motion isn't necessary) for hooks and uppercuts to the face.

I was a little annoyed at first when i played the demo because i felt i coudn't get away from hatton, thought footspeed was too slow(im glad they're making it faster), and wasn't happy with the step back move.
Now i realize it has to do with the camera not allowing you to see the foot movement angles, and the fact that it takes some work to keep distance between you and an opponent who's main gameplan is to go inside with ruthless determination.

Unless you're a casual boxing fan, i don't see how the Hatton A.I. could bother you. In real life thats exactly how he fought. Its up to you to counter act that type of fighting style.
Its real easy when you stay away from the ropes and jab and hit em wit crosses from a distance. When he gets in close push him away (ala Foreman vs Frazier).
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Old 05-26-2009, 06:13 PM   #398
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Re: Fight Night Round 4 Demo Impressions

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Originally Posted by Vast
IMO the controls are excellent, the only thing i would change is put the haymaker modifier on the Left bumper (although having it on the right makes it harder to abuse). I can pull off 5-6 punch head to body combos now effortlessly. Its actually a thing of beauty. Tap for body punches and tap sweep (the full curve motion isn't necessary) for hooks and uppercuts to the face.

I was a little annoyed at first when i played the demo because i felt i coudn't get away from hatton, thought footspeed was too slow(im glad they're making it faster), and wasn't happy with the step back move.
Now i realize it has to do with the camera not allowing you to see the foot movement angles, and the fact that it takes some work to keep distance between you and an opponent who's main gameplan is to go inside with ruthless determination.

Unless you're a casual boxing fan, i don't see how the Hatton A.I. could bother you. In real life thats exactly how he fought. Its up to you to counter act that type of fighting style.
Its real easy when you stay away from the ropes and jab and hit em wit crosses from a distance. When he gets in close push him away (ala Foreman vs Frazier).
actually I was talking about being hatton against paq.

the bigger picture though...we'll see is my stance for now. The demo didn't entice me to buy the full game, so now I have to rent it first.
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Old 05-26-2009, 06:37 PM   #399
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Re: Fight Night Round 4 Demo Impressions

Quote:
Originally Posted by Vast
IMO the controls are excellent, the only thing i would change is put the haymaker modifier on the Left bumper (although having it on the right makes it harder to abuse). I can pull off 5-6 punch head to body combos now effortlessly. Its actually a thing of beauty. Tap for body punches and tap sweep (the full curve motion isn't necessary) for hooks and uppercuts to the face.

I was a little annoyed at first when i played the demo because i felt i coudn't get away from hatton, thought footspeed was too slow(im glad they're making it faster), and wasn't happy with the step back move.
Now i realize it has to do with the camera not allowing you to see the foot movement angles, and the fact that it takes some work to keep distance between you and an opponent who's main gameplan is to go inside with ruthless determination.

Unless you're a casual boxing fan, i don't see how the Hatton A.I. could bother you. In real life thats exactly how he fought. Its up to you to counter act that type of fighting style.
Its real easy when you stay away from the ropes and jab and hit em wit crosses from a distance. When he gets in close push him away (ala Foreman vs Frazier).
Config 2 on the demo puts the haymaker modifier on the left bumper, but probably defeats your purpose because it also switches the block modifier from right trigger to left trigger and the lean modifier from left trigger to right trigger. That leaves switch stance on the right bumper.
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Old 05-26-2009, 07:38 PM   #400
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Re: Fight Night Round 4 Demo Impressions

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Originally Posted by SBartlett
Most of you disappoint me. I never used face buttons in the last Fightnight, that defeats the purpose! Its more intuitive once you get the sticks down in my opinion.
I agree. the majority are pissed about the lack of buttons MAINLY due to the fact they can MASH away in a jam.

They NEED to move the F on!
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