Home

Fight Night Round 4 Demo Impressions

This is a discussion on Fight Night Round 4 Demo Impressions within the Boxing forums.

Go Back   Operation Sports Forums > Combat Sports > Boxing
New OS Forums Are Coming on May 1
The Best Sports Gaming Year of All-Time
Arcade Sports Games Need a Revival
Reply
 
Thread Tools
Old 05-31-2009, 05:52 PM   #473
MVP
 
OVR: 0
Join Date: Nov 2006
Re: US Demo (Fight Night) is working for ps3 only right now!!!!

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.
Lakers 24 7 is offline  
Reply With Quote
Old 05-31-2009, 06:04 PM   #474
Pro
 
kwas676's Arena
 
OVR: 9
Join Date: Jul 2008
Re: Fight Night Round 4 Demo Impressions

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.
kwas676 is offline  
Reply With Quote
Old 05-31-2009, 07:27 PM   #475
MVP
 
Po Pimp's Arena
 
OVR: 15
Join Date: Jan 2005
Re: Fight Night Round 4 Demo Impressions

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...).
Po Pimp is offline  
Reply With Quote
Advertisements - Register to remove
Old 06-01-2009, 10:47 AM   #476
All Star
 
callmetaternuts's Arena
 
OVR: 41
Join Date: Jul 2004
Location: St Pete (ish) Florida
Blog Entries: 10
Re: Fight Night Round 4 Demo Impressions

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.
__________________
Check out my Tampa Bay Buccaneers CFM Thread.

You too can be a 5* recruit at FSU.......

Quote:
Originally Posted by TwelveozPlaya21
add worthless Xavier Lee to that list..
Quote:
Originally Posted by MassNole
CFL here he comes. Pfft, wait that would require learning a playbook. McDonalds here he comes.
callmetaternuts is offline  
Reply With Quote
Old 06-01-2009, 11:16 AM   #477
MVP
 
OVR: 18
Join Date: Feb 2003
Location: Virginia
Re: US Demo (Fight Night) is working for ps3 only right now!!!!

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.
Sausage is offline  
Reply With Quote
Old 06-01-2009, 12:31 PM   #478
DJ
Hall Of Fame
 
DJ's Arena
 
OVR: 47
Join Date: Apr 2003
Location: Florida
Posts: 17,772
Blog Entries: 101
Re: Fight Night Round 4 Demo Impressions

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.
__________________
Currently Playing:
MLB The Show 25 (PS5)
DJ is offline  
Reply With Quote
Old 06-01-2009, 12:41 PM   #479
Hall Of Fame
 
Money99's Arena
 
OVR: 37
Join Date: Sep 2002
Location: Kingsville, ONT
Blog Entries: 6
Re: Fight Night Round 4 Demo Impressions

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.
Money99 is offline  
Reply With Quote
Old 06-01-2009, 12:56 PM   #480
MVP
 
OVR: 11
Join Date: Jan 2005
Re: Fight Night Round 4 Demo Impressions

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.
born_bad is offline  
Reply With Quote
Reply


« Previous Thread | Next Thread »

« Operation Sports Forums > Combat Sports > Boxing »



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are Off
Pingbacks are Off
Refbacks are Off



All times are GMT -4. The time now is 10:10 AM.
Top -