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Have the Fight Night Round 4 demo? If so, post your impressions here.

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Game: Fight Night Round 4Reader Score: 7.5/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 38 - View All
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# 381 Lakers 24 7 @ 05/31/09 05:52 PM
So is Fight Night finally a boxing sim? I haven't played the demo yet, but the gameplay footage looks pretty disappointing. My main question is tho - can the fights actually last the full 12 rounds? This should be happening more often than not, on the old FNs it was impossible to ever go the full 10 or 12 rounds.
 
# 382 kwas676 @ 05/31/09 06:04 PM
Quote:
Originally Posted by allBthere
whatever. I won't post in this thread anymore if people think I'm hating the game 'spitting falseness'.
The fact of the matter is I don't like the control scheme and neither did a couple of people at the COMMUNITY EVENT. You will throw punches you don't want to, like body punches when you aren't, or sometimes nothing at all. or straight rights in a row that are faster than double jabs!

I've played about 10 matches of the demo at least...and the tutorial twice. I'm a seasoned gamer and don't encounter control problems too often. They have to tweak it...and none of you have provided an argument that justifies not having buttons (i didn't even use them in fn3 so I don't have some strange absolute preference). It's not my fault the demo isn't doing it's job which is to convince people to buy the game.

I'm going to rent it but there are major problems. I'm a boxing fan who has taken boxing as well. People have some blinders on here.

Terminator AI
strange jab animation
wonky controls
huge punches don't seem to matter unless they're counters
being hit doesn't cause punches to stray off target from what I've seen, only opponent movement does.
if the two fighters are trading at the same time it looks like pitter patter with no 'oomph'.

Some people may laugh at this, but to me 4d boxing was one of my top boxing games of all time. All this talk about this game being the best ever, and it being revolutionary is just talk.

It's not like i'm losing either, I've won every fight by decision except for one in the demo.

If you love the game...great! But don't go around telling me that I'm crazy because i find it has serious flaws in the gameplay dept.

ps. I hate this whole association by people on here claiming buttons = mashing - it's such nonsense. If you can mash the buttons and win, that's a fundamental problem with the game. Reward people for playing like boxers no matter the controls is all that should matter.
Man after playing the demo the demo doesn't have terminator AI, I'll agree on the jabs.
 
# 383 Po Pimp @ 05/31/09 07:27 PM
I'm getting too good at this game. Yall are gonna be in trouble when this game finally drops...LOL.

On another note, someone in another thread mentioned how the fighters are always facing each other and that in Victorious Boxers, there are instances where u can actually face another fighter's back. This is something that should be looked at.

Also, in regards to haymakers, I don't like the fact that haymakers are slow but powerful punches. Haymakers should be quick, wild and sometimes inaccurate punches that leave you open.

I also don't like that there is a cut scene for everything (illegal punches, getting up from a knockdown, etc...).
 
# 384 callmetaternuts @ 06/01/09 10:47 AM
I like the Fight Night series and was excited to play the FNR4 demo a few days ago. The graphics are top notch, the tutorial was nice but something seemed off.

It seems to me the punches dont have any....well, any real "punch" to them. Whether playing as Pacman or Hatton, you can just straight hit the CPU with jabs and crosses straight to the face, and it really doesnt phase them. even the hooks and uppercuts dont really phase them. The haymakers might get their attention, but it seems that with each punch, you're more just tickling their face.

Granted, im not a boxer, but I think if someone let me just punch them straight in the face with jabs/crosses, after about 15 or so I'd think they would be down.

The punches need to have more impact. I understand the difference between a full force jab, and one used to keepa fighter at bay. When you are toe to toe and slugging it out, you're punching hard. Those punches have to have impact. The probing punches, the ones used to keep the opponents off guard, I've got no problem with those being weaker.
 
# 385 Sausage @ 06/01/09 11:16 AM
Quote:
Originally Posted by Lakers 24/7
So is Fight Night finally a boxing sim? I haven't played the demo yet, but the gameplay footage looks pretty disappointing. My main question is tho - can the fights actually last the full 12 rounds? This should be happening more often than not, on the old FNs it was impossible to ever go the full 10 or 12 rounds.
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.
 
# 386 DJ @ 06/01/09 12:31 PM
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.
 
# 387 Money99 @ 06/01/09 12:41 PM
Quote:
Originally Posted by callmetaternuts
I like the Fight Night series and was excited to play the FNR4 demo a few days ago. The graphics are top notch, the tutorial was nice but something seemed off.

It seems to me the punches dont have any....well, any real "punch" to them. Whether playing as Pacman or Hatton, you can just straight hit the CPU with jabs and crosses straight to the face, and it really doesnt phase them. even the hooks and uppercuts dont really phase them. The haymakers might get their attention, but it seems that with each punch, you're more just tickling their face.

Granted, im not a boxer, but I think if someone let me just punch them straight in the face with jabs/crosses, after about 15 or so I'd think they would be down.

The punches need to have more impact. I understand the difference between a full force jab, and one used to keepa fighter at bay. When you are toe to toe and slugging it out, you're punching hard. Those punches have to have impact. The probing punches, the ones used to keep the opponents off guard, I've got no problem with those being weaker.
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.
 
# 388 born_bad @ 06/01/09 12:56 PM
Quote:
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.

There is an option in the demo to use the FN3 controls, so if you prefer those controls, they're available.
 
# 389 JayBee74 @ 06/01/09 02:43 PM
Quote:
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.
 
# 390 Lakers 24 7 @ 06/01/09 02:52 PM
Quote:
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.
 
# 391 Vast @ 06/01/09 04:29 PM
Quote:
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.
 
# 392 raidersbball20 @ 06/01/09 05:01 PM
idk if i am just bad i thought the fighting was really realistic and these fights could last all the rounds
 
# 393 HotSauce2k3 @ 06/01/09 05:31 PM
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.
 
# 394 Dudd @ 06/01/09 10:58 PM
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.
 
# 395 Jackmouv @ 06/01/09 11:06 PM
Quote:
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.
 
# 396 Po Pimp @ 06/01/09 11:19 PM
Quote:
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.
 
# 397 Jukeman @ 06/02/09 12:51 AM
Quote:
Originally Posted by Po Pimp
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.
I cant wait to mess with sliders!
 
# 398 Jackmouv @ 06/04/09 04:22 PM
I have heard people that Love the controls, like my self and people that absolutely hate them. So, to me, that is near proof that they are on the right track. The worse things in life are the one EVERYONE hates, followed in close second by the things EVERYONE loves... LOL So getting a near split is always the goal.
 
# 399 LingeringRegime @ 06/04/09 11:27 PM
Sorry to ask this, but can you turn off the HUD on the demo? Thanks.
 
# 400 Motown @ 06/04/09 11:51 PM
Quote:
Originally Posted by DEFTFUNDAMENTALZ
Sorry to ask this, but can you turn off the HUD on the demo? Thanks.
Nope
 


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