View Full Version : Big details on Fight Night Round 4


sebspeed
05-13-2009, 02:00 PM
Hi guys, you should definitively check this topic out. It's a community leader from EA who is talking about the game and different things. The first three messages in this topic are good questions that people frequently asked. (FAQ)

And yes,there will be one punch ko.

http://www.gamespot.com/xbox360/sports/fightnightround4/show_msgs.php?topic_id=m-1-49459691&pid=946195&tag=topics;title

ИATAS206
05-13-2009, 02:19 PM
Q. The fighters look too fat and wide!
A. Statement from Brizzo regarding the fighter models:
""We are aware of the issue and are still making adjustments at the moment. We developed a fairly flexible system that allows us to dynamically scale and tweak elements of the boxers with little risk even this late in development. ""


Here is an example posted on a blog:

Jermain Taylor - Initial Model
http://insideblog.easports.com/cfs-file.ashx/__key/CommunityServer.Blogs.Components.WeblogFiles/inside_5F00_ea/Taylor_5F00_02.jpg


Jermain Taylor - Revised Model
http://insideblog.easports.com/resized-image.ashx/__size/500x0/__key/CommunityServer.Blogs.Components.WeblogFiles/inside_5F00_ea/Taylor_5F00_revised.jpg

ИATAS206
05-13-2009, 02:47 PM
This is also very revealing review. I bolded the parts I felt were pretty awesome...





Fight Night Round 4 Hands-On Preview (Darxide)

--------------------------------------------------------------------------------

I've pretty much played them all, I think.

Boxing games, I mean.

You see, I am a hardcore fight fan. I've been following the game since I was 4, and I first saw "Kid Dynamite" Mike Tyson try and decapitate other human beings using only his fists. I'm also a hardcore gamer. So, I've made many stops in my journey to find the best virtual representation of pugilism, beginning with the straight-forward titled, "Boxing" on the Artari 2600, where two stick figures punched each other in the nose, and then witnessing my own decapitation at the hands of Iron Mike a few years later on the NES.

Oh, how far we've come.

While the Fight Night series most not be the most realistic boxing games out there in a few aspects (the Japanese Boxer's Road games hold claim to a superior career mode- for now...), without question it has become the bar against other boxing games are compared. So imagine my excitement when offered the chance to play the upcoming Fight Night Round 4.

For the first match, I chose Thomas Hearns (small afro version), and my opponent chose Leonard. I immediately noticed how much of a difference my reach advantage had compared to previous games. I was actually able to "box", and it was paying dividends, unlike boxing games before. Thanks to the haymaker now being realistic, and the ridiculous parry system gone, it felt exactly like real boxing. But the main thing I noticed? EVERY PUNCH COUNTS. Strategy is the word of the day folks. Eat one wrong, and you're stumbling around the ring like a drunk girl on prom night. Gone are the days of having to get your opponents health to nothing to score a KD. Flush punches hurt. Connect percentages are much more realistic this time around (The highest I saw was 45% in a match where my Hearns dusted off Emmanuel Augustus), thanks mostly to the physics system. The pace of fights is more realistic. In a fight I did with Monzon vs. Hagler,. we threw about 650-700 punches each through 10 rounds. Now mind you, me and the guy I was playing were playing in a very "sim" manner, not like the slugfests you guys are seeing in the vids.

Wanna tweak that? You can, thanks to, for the first time in a FN game, sliders. Yes, that's right. Unfortunately, I didn't note all of the different sliders I saw, but I noticed sliders for everything from punch accuracy to stamina effect. This is a huge addition to the Fight Night series that I'm sure everyone will welcome with open arms.

What makes a realistic sports game is the details- and Brizzo's team delivered. Real boxing brands this time around- Everlast and Grant join the fray. No more "Dodge" boxing shoes and the like. The arenas that were complete were EXACT. The Mecca, Madison Square Garden, is in the game (under the guise "New York Arena"), as are famous venues like The MGM Grand and The Thomas and Mack center. I even believe the Staples Center makes a reappearance, though without the statue for Oscar DelaHoya to throw his motorcycle helmet at (10 points for the movie reference). Tyson comes out in his black shorts and towel. Griffin's boxing gym (a real-life gym in Vancouver, BC) makes an appearance. The presentation looks like an ESPN broadcast. The crowd chants "Hatton Wonderland" when Ricky fights in Manchester. Ok, that last one isn't true. Maybe Round 5. But the details are what will blow you away. You'll actually see cuts open up and swelling develop during the action. The ref actually stops the action to deduct points. Details, people.

Two major changes are the corner and get up games. Previously, one corner had to wait while the other tended to it's fighter's wounds. Now, It's been replaced with a point allocation system to help your fighter. The better you do in the round, you get a certain amount of points to spend on different tasks that replenish either health or stamina, or repair damage to your fighter, like cuts and swelling. A great round gave me 45 points. A small bag of ice cost 10 points and regained 10 health. A large bag was 20 points, 20 heath. Medium was 15. Same with Stamina, which was replenished with water (these values were likely to change, according to the devs). Both corners do this simultaneously- it keeps the pace of the game up. It also adds an interesting element of strategy- Do you give your fighter more health to try and make it to the final bell, or give him stamina and go for the comeback KO? If your health is low, and you've taken a lot of damage, do you risk the stoppage to regain more health? Although I liked the corner game in the previous games, I thought the new one was an EXCELLENT idea.

The get-up game, I was less enamored with- now, it's a mechanic where you actually have to position your fighter to standing from a first-person view. The left stick is used to move him horizontally to his knees, and the right stick is pushed up to get him standing once he is straight up and down on his knees. However, the horizontal movement is momentum based- push too hard on the left stick, and your fighter will simply fall over in the other direction. I thought it was too touchy. I think I got up successfully once in about 7 KD's. The devs stated that it was likely going to be tweaked. I don't think gamers will like it any better or worse than the old system. It's slightly more dramatic, but I'm not so sure it was really all that indicative of how hurt my fighter was. We'll see.

I also messed with the new replay edit feature some. It's as robust as it is in other EA games (it's almost exact to NHL 09's), and is perfect for showing off special moments, especially with the free-roam camera. I expect to see a ton of videos uploaded to EA sports world.

So, 25 years and hundreds of boxing games later, has my journey for the perfect game ended? For now, absolutely, I'm confident that Round 4 will be the most accurate representation of the sweet science ever, from top to bottom. Those of you that pre-ordered, will be in love with the demo, I think. I just know that June 30th marks the beginning of the end of my social life. See you in the ring!

sterling
05-13-2009, 03:50 PM
koool im liking this.

Izrock
05-13-2009, 05:27 PM
Thanx for the info,can't wait!

reedickyaluss
05-13-2009, 05:33 PM
one punch KOs... thank you

Mersey
05-13-2009, 05:44 PM
Not having to get the life bar down to KO somebody. Yessssss! lol

I can imagine losing 12 rounds then doin a Carl Froch comeback with a nice shot to the chin.

-Hyperion-
05-13-2009, 06:08 PM
cool it seems like it really is a more polished hajime no ippo-boxers road game.....except fpr the career which has had almost no information........i dont think thats gonna be nearly as deep as boxers road though......

Napalm Death
05-13-2009, 06:16 PM
cool it seems like it really is a more polished hajime no ippo-boxers road game.....except fpr the career which has had almost no information........i dont think thats gonna be nearly as deep as boxers road though......

Why do you like them games so much? I think they look cartoony and have unrealistic movements.

ИATAS206
05-13-2009, 08:28 PM
cool it seems like it really is a more polished hajime no ippo-boxers road game.....except fpr the career which has had almost no information........i dont think thats gonna be nearly as deep as boxers road though......

there has been some info: multiple belts in each division, you can try to unify all the belts, go up/down in weight as you please.

In addition:



-You start a boxer's career and mold him from the ground up

-starting with the obligatory amateur tournament (that can be simmed this time around).

-able to select the boxers that you'll be fighting against. If you've created multiple fighters you can choose to toss them in the mix or not and the same goes for the stable of real world combatants.

-You build your boxer's popularity

-You'll start at the bottom as a prospect and slowly work up the ladder of contender, champ, hall of famer, superstar and eventually become known as the greatest ever.

-Your popularity doesn't just hinge on whether you're winning fights. Instead it's how your fights play out. Quick and impressive KOs will likely get your more notoriety than battling it out for 12 rounds.

-After each fight you'll get a nice statistical breakdown of the fight. Pretty much every stat you could imagine is tallied and presented.

-the AI boxers will move weight classes throughout their career, just as you'll be able to.

-There are individual weight class rankings and award candidates for each week and the year as a whole, as well as Pound for Pound rankings.


-Impressive fights will be offered an instant rematch and should you continue to impress you'll develop a rivalry with a given fighter.

- In Round 4 every training game is taken straight out of the ring. That means that just about every move, from bobbing and weaving to moving around a target and punching makes it into training. There are also more training games this time around. No, weightlifting is not one of them.



what else have you heard about it tell me anything that wasn't on this and give the source. this is from IGN.com (source (http://forum.ea.com/eaforum/posts/list/232492.page))

ИATAS206
05-13-2009, 08:31 PM
This video is from the demo, which talks about the CAB feature and Legacy mode:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/WF3aa_SFk0I&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/WF3aa_SFk0I&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>


there has been some info: multiple belts in each division, you can try to unify all the belts, go up/down in weight as you please.

In addition:



-You start a boxer's career and mold him from the ground up

-starting with the obligatory amateur tournament (that can be simmed this time around).

-able to select the boxers that you'll be fighting against. If you've created multiple fighters you can choose to toss them in the mix or not and the same goes for the stable of real world combatants.

-You build your boxer's popularity

-You'll start at the bottom as a prospect and slowly work up the ladder of contender, champ, hall of famer, superstar and eventually become known as the greatest ever.

-Your popularity doesn't just hinge on whether you're winning fights. Instead it's how your fights play out. Quick and impressive KOs will likely get your more notoriety than battling it out for 12 rounds.

-After each fight you'll get a nice statistical breakdown of the fight. Pretty much every stat you could imagine is tallied and presented.

-the AI boxers will move weight classes throughout their career, just as you'll be able to.

-There are individual weight class rankings and award candidates for each week and the year as a whole, as well as Pound for Pound rankings.

-Impressive fights will be offered an instant rematch and should you continue to impress you'll develop a rivalry with a given fighter.

- In Round 4 every training game is taken straight out of the ring. That means that just about every move, from bobbing and weaving to moving around a target and punching makes it into training. There are also more training games this time around. No, weightlifting is not one of them.



what else have you heard about it tell me anything that wasn't on this and give the source. this is from IGN.com (source (http://forum.ea.com/eaforum/posts/list/232492.page))

-Hyperion-
05-14-2009, 10:15 AM
Why do you like them games so much? I think they look cartoony and have unrealistic movements.

they look cartoony but hey, at least they dont look like they ate a cow before entering the ring.......

not to mention theyve been doing the "amazing things that fnr4 brings" for a decade now.......physics, 1 punch KO's, reach importance, different styles, the first to implement swaying, more realistic parry's than fight night, footwork......

the unrealistic things about the vb/br series is the special punches(which fight night also has and you can just not use them), slo mo battle(which they abandoned in the newest vb for psp) and the exagereted sway(and i dont like to spam it, because its for *******.......).........

hookoutofhell
05-14-2009, 10:37 AM
oh man they got rid of button punching - anyone else gutted about this?

ACHlLLES
05-14-2009, 10:43 AM
oh man they got rid of button punching - anyone else gutted about this?

Idk, how much it is bothering some people but it is mentally bothering me so much I honestly feel like finding the creators of this game and bashing their skulls in. Not only do they get rid of combination punching which alot of fighters fight in combination, they make the characters fat as hell and I heard that they won't be fixing the bodys either... :grr: :banghead:

I really hate analog sticks so much, I've played games with analog sticks and I never liked them at all, it doesn't make me feel like I'm actually in the game using the analog sticks.

hookoutofhell
05-14-2009, 10:57 AM
Idk, how much it is bothering some people but it is mentally bothering me so much I honestly feel like finding the creators of this game and bashing their skulls in. Not only do they get rid of combination punching which alot of fighters fight in combination, they make the characters fat as hell and I heard that they won't be fixing the bodys either... :grr: :banghead:

I really hate analog sticks so much, I've played games with analog sticks and I never liked them at all, it doesn't make me feel like I'm actually in the game using the analog sticks.

iv heard that they are going to be tweaking the bodies of the fighters, iv seen pictures of jermain taylor i think with before and after the tweaking. he actually looks fine after the tweaking, personally i can forgive the visual defects as long as the gameplay is more realistic.

what do you mean they're getting rid of combination punching?

ИATAS206
05-14-2009, 01:01 PM
Idk, how much it is bothering some people but it is mentally bothering me so much I honestly feel like finding the creators of this game and bashing their skulls in. Not only do they get rid of combination punching which alot of fighters fight in combination, they make the characters fat as hell and I heard that they won't be fixing the bodys either... :grr: :banghead:

I really hate analog sticks so much, I've played games with analog sticks and I never liked them at all, it doesn't make me feel like I'm actually in the game using the analog sticks.

What in the world are you talking about "getting rid of combo punching?!?!" LMAO, you can still throw combo's!! In fact, as I mentioned in the other thread you can get off combos FASTER than in previous versions with the sticks. It's a much better system once you get it down (it will be hard for anyone at first, even people used to using the sticks like myself).

If I can figure out how I will upload an 8 punch combo I got off on hatton. It was a thing of beauty!

Also, as far as the fat torso's go, they fixed that problem. The demo is an early build of the game, so the player models were not finalized (hatton doesn't even have his "hitman" tattoo on his back). EA confirmed this. check the latest video's and pictures, you'll notice the torso's are much slimmer.

Undefeated
05-14-2009, 02:54 PM
What I like about the analog... Is that you can throw a hook and pump it again and throw another one real fast..

You couldn't do that in round 3 with buttons. I like that.. The controls are fine with me.. Im used to it already.

ИATAS206
05-14-2009, 03:18 PM
What I like about the analog... Is that you can throw a hook and pump it again and throw another one real fast..

You couldn't do that in round 3 with buttons. I like that.. The controls are fine with me.. Im used to it already.

Have you gotten the bob & weave technique down? I need major practice on that!

street bully
05-14-2009, 03:27 PM
Why the hell do the fighters look so damn fat?

ИATAS206
05-14-2009, 04:30 PM
Why the hell do the fighters look so damn fat?

The early character models (including the demo) have larger torso's for some reason. They have fixed that problem and the retail version they will not be fat.

TRAVI$
05-15-2009, 09:39 AM
This video is from the demo, which talks about the CAB feature and Legacy mode:
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/WF3aa_SFk0I&hl=en&fs=1"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/WF3aa_SFk0I&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>

Fighting online for the title sounds awesome.