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Ok, it's time to be harsh. I think the sound in this game is awful. I actually like Fight Night. I'm not out to expect this wonderful simulation of the sport. I understand what goes on and why that's very difficult to expect.
Still, the sound is just awful. I seriously think they got in a hall way full of doors and had 6 people run around opening and shutting them to make the sounds for the punches. Close your eyes and listen to punches and that's exactly what it sounds like.
Still, the sound is just awful. I seriously think they got in a hall way full of doors and had 6 people run around opening and shutting them to make the sounds for the punches. Close your eyes and listen to punches and that's exactly what it sounds like.
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about the punch output - is stamina universal across game styles? As in maybe there is more or less depending....and maybe I'm wrong but I think the cpu should be jabbing a bit more.
And I don't mind a higher than real life output, and perhaps using an accellerated clock. There are a lot of things not in the game that slow the real thing down, so I'd be ok with 80 punches per round with a real-time 2 min round.
250 is crazy, but at the same time...no way I'd throw 50 punches in this game if I was punching when I thought it was right/natural. Doing that would be forced and not enjoyable.
One thing I just noticed - I liked the Ali vid, and the guy was fighting like ali for the most part and won because of it = good.
BUT - this goes back to the semi-innefectiveness of the jab and other punches: In this game you can throw before, during or immediately after getting hit and be pin point accurate. There needs to be more big misses because there is a glove in your face and you can't see. You may not even finish the punch. So it looks like you can win fighting that way jabbing and such and moving BUT you could walk right through it if you choose (unless the game makes your punches very ineffective in that scenario, but if so it's not visually represented)
overall though I'm back on board, the punches have some snap and viscousness so it's not "counter-window pillow puncher Rd 5" it's kind of a new game, at least for me.
Here's a video from the same user of a one punch KO. I'd like to know more about what factors into this because if you watch all of this video, one fighter is winning and the other isn't. Punches are landing back and forth and then, whack, one of those punches causes the KO. The KO is around the 5:35 mark.
Dave, in the replay of the KO, it kinda reminded me of Paul Willilams' last fight. Tyson was busier and looked to be incontrol. He threw a left handed power punch and didn't get his glove back and Ali, landed flush and just...
It looked good, but at the same time would that same punch in that same situation always result in a flash KO? I hope not, but it looked good there IMO. It looked like Ali had a real heavy hand with that one punch.
It looked good, but at the same time would that same punch in that same situation always result in a flash KO? I hope not, but it looked good there IMO. It looked like Ali had a real heavy hand with that one punch.
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Still an amazing number of punches thrown. Cotto threw 89 per round, Pac threw 96 per round. Throw in the fact that Cotto threw 37 heavy modifier punches per round and you can see that he should be pretty gassed by round 4.
I would say there would be perspectives of this fight is it was six round instead of three. The players look like they are fight for three rounds instead of six. the footwork isn't bad, I didn't see much lateral movement . Also its a demo and sliders and overall tweeking in retail this game has alot of potential. When you have physics in the game or any game ragdoll animations are what you gonna get. Plus these guys look like they are spammers in the first place.
For EA to make this title a true simulation of the sport, stamina needs to be tied to other ratings for it to work properly.
Stamina:
Stamina needs to deplete with everything happening in the ring, and stay depleted until the end of each round. If, as they've said, stamina is linked to the arms, body, legs, etc etc, then stamina needs to be tied to a damage rating on each region, arm damage, body damage and head damage. The ratings for legs should be determined by a combination of both head and body damage as well as heart, as all three have an affect on how the boxer reacts not only to a kd, but to how well he moves after taking a lot of punishment.
Heart:
Heart should play a huge part in the performance of a boxer in any fight and needs to be tied to stamina. The combination of the two, would give us a clearer indication of overall health., include the ratings of damage on each region, and the end result would be more satisfying, whether you're winning or not. In my opinion, with any contact sport, heart/determination to achieve a goal, is as important as being a highly-trained athlete.
You just have to watch the Corrales/Castillo fight to understand why I say it's just as important.
Damage:
Damage needs to also play a big part to a boxers performance and recovery. Damage needs to be tied to stamina and heart so we can see and feel the difference when throwing and landing punches. This applies to all regions. If i'm continuously blocking bombs on the ropes, not only should my block break, but I should see a difference in punch out-put(determined by stamina and user input), speed and power. Speed shouldn't be affected too much., I say this because some boxers will continue to throw quick jabs and straights etc, but lack power and accuracy. Recovery from taking too much punishment should be determined by a combination of recovery, stamina and heart ratings.
Reaction:
This is easy. Reaction time and speed is a combination of stamina, heart and damage. If their low, then you'll react slower, if their high, then you'll be able to block and evade with ease. Reaction is the time it takes to react to a punch, by either blocking, bobbing and weaving, leaning, etc, etc. It's recovery is determined by the recovery or lack of, of the ratings listed above.
etc, etc, etc.......................
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One of the reasons for me to start writing about how things could work is because of all the clean puches that are landing in the clips posted, without real/simulated results.
Apart from some top lighter weight battles, how many fights have you seen, where both boxers are throwing and landing a high percentage of their punches?
I really could go on as i've written so much more, but this should've been covered by the boxing comunity at EA sports. I am in no way trying to tell them how to do their job, but what I see in these videos is not a true representation of boxing. It's getting there, and I will be buying this game - no doubt (because there is no other next gen choice) - but please EA, give us true sim fans a game we can actually call sim!
Note - If stamina did stay depleted and only gained in between rounds(for example), half of what they lost during each round, don't you think gamers would play the game as they would, watching a real fight? And there would be no spammers., believe me!
Stamina:
Stamina needs to deplete with everything happening in the ring, and stay depleted until the end of each round. If, as they've said, stamina is linked to the arms, body, legs, etc etc, then stamina needs to be tied to a damage rating on each region, arm damage, body damage and head damage. The ratings for legs should be determined by a combination of both head and body damage as well as heart, as all three have an affect on how the boxer reacts not only to a kd, but to how well he moves after taking a lot of punishment.
Heart:
Heart should play a huge part in the performance of a boxer in any fight and needs to be tied to stamina. The combination of the two, would give us a clearer indication of overall health., include the ratings of damage on each region, and the end result would be more satisfying, whether you're winning or not. In my opinion, with any contact sport, heart/determination to achieve a goal, is as important as being a highly-trained athlete.
You just have to watch the Corrales/Castillo fight to understand why I say it's just as important.
Damage:
Damage needs to also play a big part to a boxers performance and recovery. Damage needs to be tied to stamina and heart so we can see and feel the difference when throwing and landing punches. This applies to all regions. If i'm continuously blocking bombs on the ropes, not only should my block break, but I should see a difference in punch out-put(determined by stamina and user input), speed and power. Speed shouldn't be affected too much., I say this because some boxers will continue to throw quick jabs and straights etc, but lack power and accuracy. Recovery from taking too much punishment should be determined by a combination of recovery, stamina and heart ratings.
Reaction:
This is easy. Reaction time and speed is a combination of stamina, heart and damage. If their low, then you'll react slower, if their high, then you'll be able to block and evade with ease. Reaction is the time it takes to react to a punch, by either blocking, bobbing and weaving, leaning, etc, etc. It's recovery is determined by the recovery or lack of, of the ratings listed above.
etc, etc, etc.......................
__________________________________________________ __________________________________________________ _______________
One of the reasons for me to start writing about how things could work is because of all the clean puches that are landing in the clips posted, without real/simulated results.
Apart from some top lighter weight battles, how many fights have you seen, where both boxers are throwing and landing a high percentage of their punches?
I really could go on as i've written so much more, but this should've been covered by the boxing comunity at EA sports. I am in no way trying to tell them how to do their job, but what I see in these videos is not a true representation of boxing. It's getting there, and I will be buying this game - no doubt (because there is no other next gen choice) - but please EA, give us true sim fans a game we can actually call sim!
Note - If stamina did stay depleted and only gained in between rounds(for example), half of what they lost during each round, don't you think gamers would play the game as they would, watching a real fight? And there would be no spammers., believe me!
people are making way too much of this . its a demo , there are things we can do to make it the game we want. We only get three rounds
I do like what I'm seein' compared to FN Rd4. From this early build & demo, I hope they add some Ssssss to the punches. right now they sound really arcade to me. but, I'll pass judgment 'till the final build anyway.
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# 56
ExtremeGamer @ 01/30/11 10:32 AM
I still can't get over after all these years how EA has year in and year out, the worst commentary in all of their sports games. Never flows well at all, you think at some point they could have figured this technology out.
Game looks good to me, I'm getting it more to play exhibition matches like I normally do and for the story mode which looks incredible.
Game looks good to me, I'm getting it more to play exhibition matches like I normally do and for the story mode which looks incredible.
That one-punch OK of Tyson bothers me on a couple of levels.
For starters, Tyson's never been stopped with one punch. Look at his losses to Buster, Evander and Lewis. In all of those fights he took some massive punishment before being stopped.
Second, Ali has never really shown to have one-punch stopping power (don't get me started on Liston - FIX).
Anyway, not only should boxers have a one-punch rating, but also a one-punch KO'd rating.
The first thing I'm doing is editing Ali so he no longer has 1-punch stopping power.
I guess my biggest gripe for ALL EA boxing games is that Ali is always made out to be superhuman. What made Ali special was his speed, heart and mouth - not to mention that he engaged in many wars in which he wasn't expected to win but did. That's why Ali is regarded so highly.
But in all EA games, the dude is KO'ing guys left and right with huge right-bombs. Most of Ali's KO's came from a long road of disecting his opponent.
He's never shown that he can stop a top contender inside of 5 rounds. The last time he did was against Cleveland Williams. Outside of that, the only top guys he stopped early were Henry Cooper and Gerry Quarry and those were based on cuts.
So please, lets bring Ali back to earth. When fighting him, it should be about being punished with jabs and sharp combo's that slowly wear you down. This isn't George Foreman with Patterson speed here.
For starters, Tyson's never been stopped with one punch. Look at his losses to Buster, Evander and Lewis. In all of those fights he took some massive punishment before being stopped.
Second, Ali has never really shown to have one-punch stopping power (don't get me started on Liston - FIX).
Anyway, not only should boxers have a one-punch rating, but also a one-punch KO'd rating.
The first thing I'm doing is editing Ali so he no longer has 1-punch stopping power.
I guess my biggest gripe for ALL EA boxing games is that Ali is always made out to be superhuman. What made Ali special was his speed, heart and mouth - not to mention that he engaged in many wars in which he wasn't expected to win but did. That's why Ali is regarded so highly.
But in all EA games, the dude is KO'ing guys left and right with huge right-bombs. Most of Ali's KO's came from a long road of disecting his opponent.
He's never shown that he can stop a top contender inside of 5 rounds. The last time he did was against Cleveland Williams. Outside of that, the only top guys he stopped early were Henry Cooper and Gerry Quarry and those were based on cuts.
So please, lets bring Ali back to earth. When fighting him, it should be about being punished with jabs and sharp combo's that slowly wear you down. This isn't George Foreman with Patterson speed here.
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So, now we run into specific styles for fighters, something EA isn't doing at 100%. Their idea of boxing styles is, "It looks like Ali." But you aren't really rewarded or penalized for fighting like or not fighting like Ali. That's where EA doesn't seem to dive in. There's not a heavy sense of fighting based on skills and tendencies. There's more of a sense that says, "I'm using Ali, I should win, right?!?"
The one punch KO is going to be interesting because I see a lot of frustration being had over dominated fights being overturned by what looks like randomness. here's another video of Manny vs Manny (online) with a one punch KO. It happens after th 9 minute mark...
There is some profanity in this vid.
# 59
The Visualizer @ 01/30/11 01:54 PM
I know most of the posters here don't dare brave the EA Forums, but figured I would give you the heads up that you can get the demo over there for both versions right now. Someone uploaded the 360 version that you can burn to a data disc and they are giving away codes and sharing a PSN dummy account to share the PS3 version.
I got the 360 version of the demo last night from over there and had some fun with it.
I got the 360 version of the demo last night from over there and had some fun with it.
Just watched the videos, and I am by no means a boxing expert. But a few of the videos looked "robotic"...also, seemed like there were way too many punches thrown with no strategy behind them.
Graphics wise, looks good, but why is the overall "lighting" so dark and dull?? They need to "brighten" up the images...make the ring more "blue" and add more lights to it. I want this to look like a sporting event, not a movie.
Besides that, I'm hoping they include the same sliders (if not more) that we had last year. This way we can adjust for the numerous punches and slow the match down.
Graphics wise, looks good, but why is the overall "lighting" so dark and dull?? They need to "brighten" up the images...make the ring more "blue" and add more lights to it. I want this to look like a sporting event, not a movie.
Besides that, I'm hoping they include the same sliders (if not more) that we had last year. This way we can adjust for the numerous punches and slow the match down.
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