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Fight Night Round 4 Demo Impressions

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Old 06-01-2009, 02:43 PM   #481
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Re: Fight Night Round 4 Demo Impressions

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Originally Posted by Djwlfpack
I think the control scheme for body punches needs to be re-worked before the release date. I don't know how many times I've tried to throw an uppercut and I've instead thrown a jab to the body.

FN3 made body punching easy enough as all you had to do was hold the RT button and then punch accordingly with the R-stick. Why not just go back to that?

Aside from that gripe, I like the demo and the graphics are impressive.
I'm assuming you are trying to throw an uppercut to the head. That's not a jab to the body you launched. It was a hook to the body.
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Old 06-01-2009, 02:52 PM   #482
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Re: US Demo (Fight Night) is working for ps3 only right now!!!!

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Originally Posted by Sausage
You will find out when we do. The game will be released at the end of June I believe. At the default settings I am sure KO's will come more often; but with higher difficulty and slider adjustments we can make the game play almost however we like.

Well how is everything else? Is the game tactical? I was thinking about buying a 360, again, when I first heard about the direction they were taking the game in. Now, I'm not sure, but I haven't actually played the demo so it's hard to say.

Also, slider adjustments don't work online, and I only play online so to me it has to be right by default.

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Old 06-01-2009, 04:29 PM   #483
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Re: Fight Night Round 4 Demo Impressions

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Originally Posted by Money99
I agree and for some odd reason the punches had more 'oomph' to them in the build we played in Vancouver.
Luckily, EA producer Brian Hayes, has reported that this will be changed for the final build.

What I'm really hoping for is a good slider set. I'd rather see a lot more inaccurate punches, with the more power to those that land flush.
Hopefully those will be in there.
I agree 100%. Im having a very hard time keeping the computer below 30% accuracy for the 3 rounds. I've done it a few times but i have to keep running and blocking. the way it is now the landed % is way too high. between 45-60% for both fighters. and it is very hard to hurt the opponent unless its a vicious counter punch. It shouldn't have to be a counter-punch to hurt.
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Old 06-01-2009, 05:01 PM   #484
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Re: Fight Night Round 4 Demo Impressions

idk if i am just bad i thought the fighting was really realistic and these fights could last all the rounds
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Old 06-01-2009, 05:31 PM   #485
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Re: Fight Night Round 4 Demo Impressions

This is still a counter puncher's game. Rarely will you rock someone like Manny does with just quick unexpecting punches like he did vs DLH or Hatton. You almost always have to make someone miss in order for a punch to have an effect.
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Old 06-01-2009, 10:58 PM   #486
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Re: Fight Night Round 4 Demo Impressions

I put it in two player mode just to see how many punches it would take to knock down a defenseless fighter, and with Pacman it took 44 power shots in a row to knock Hatton down. Regular punches definitely lack oomph, would have been nice if they allowed multiple difficulty settings to see if that sort of ridiculousness isn't present at higher levels.
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Old 06-01-2009, 11:06 PM   #487
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Re: Fight Night Round 4 Demo Impressions

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Originally Posted by Dudd
I put it in two player mode just to see how many punches it would take to knock down a defenseless fighter, and with Pacman it took 44 power shots in a row to knock Hatton down. Regular punches definitely lack oomph, would have been nice if they allowed multiple difficulty settings to see if that sort of ridiculousness isn't present at higher levels.
Seems like the ref should have stopped if for a defenseless fighter.
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Old 06-01-2009, 11:19 PM   #488
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Re: Fight Night Round 4 Demo Impressions

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Originally Posted by Dudd
I put it in two player mode just to see how many punches it would take to knock down a defenseless fighter, and with Pacman it took 44 power shots in a row to knock Hatton down. Regular punches definitely lack oomph, would have been nice if they allowed multiple difficulty settings to see if that sort of ridiculousness isn't present at higher levels.

I think the solution for this should be to have ALL punches take away more damage than they do now, but the regeneration of health should be quicker. How many times have u seen a fighter get hit with a nice solid (but not damaging) blow, but they are able to compose themselves after a few seconds. Now if u get hit with 5 or more uncontested solid punches, u should be well on your way to the mat.
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