First of all... the fighters move slow as hell, you cant fight on the outside now because they are slow, at least in FNR3 you could actually use your speed and agility against your opponent, in 4 you basically just stand infront and throw the same **** over and over....what a let down!
FNR4 "Every fight will be different" B.S
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They'll be bit faster in the final game they said.First of all... the fighters move slow as hell, you cant fight on the outside now because they are slow, at least in FNR3 you could actually use your speed and agility against your opponent, in 4 you basically just stand infront and throw the same **** over and over....what a let down!
From the Producer...
"
Couple of quick things that I can speak about right away. First, for those interested timelines, the demo was locked down about 7 weeks ago in early, early April. As you might imagine, the final weeks of development is when a lot of the fine tuning and polishing gets completed. For example, off the top off my head:
1. Stamina. Stamina loss is a little higher and stamina regeneration is a little slower.
2. Punch connections. Landed punch collisions are cleaner and hit reactions have more intensity.
3. Cuts and Swelling. The onset is very fast in the demo. In the final version, depending on your susceptibility to damage you find that you might have several fights without incurring any significant damage - but then when it does happen, it really affects the way your fight plays out between rounds.
4. Punch Animations. Tweaks on many punches occurred after the demo was out the door to address performance/technique issues.
5. Gameplay Audio. The mix in the demo is not great and we know that. Lots of audio work was done in the final 6-7 weeks and it sounds much better.
6. Counter Punch Window. The counter window is roughly the same length, maybe a little shorter in the final version. But we tuned how often you can open it up. They don't happen as often overall.
7. AI Difficulty & Exploits. The final weeks were spent heavily invested in finding AI exploits like the hook spamming, body punch spamming, haymaker spamming, etc. It's tightened up quite a bit. Difficulty on the demo is pretty low, but we did that on purpose so people wouldn't get annihilated their first few fights.
8. Foot Speed & Locomotion. Little bit faster overall, but also behaves much better changing directions and maintaining distance to opponent when moving laterally.
9. HUD & Settings. There is an option to turn off HUD in final game. Options to change camera too. Gameplay sliders to adjust power, damage, speed and CPU behaviors.
10. Miscellaneous Hatton has his new tattoos. Shane Mosley's name is spelled correctly. As mentioned previously, several of the boxers overall ratings have been updated/balanced.
Hope that helps. More info to come when its available.
- Brizzo "Comment
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I know its just the demo, but I agree with the topic creator. Thus far the demo was a letdown other then the nice graphics it has. But I think the game creators forgot that graphics don't make the game... And ****ty analog stick controls where it makes it harder for you to throw certain punches like uppercuts and so on, is annoying as ****. Nice, now if you hit the analog stick to a direction slightly off, then you'll throw punches you don't want to throw... The game creators are crackheads if those are the only control schemes.Comment
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good info. hope they are true to their word and fine tune everything to make it more realistic.They'll be bit faster in the final game they said.
From the Producer...
"
Couple of quick things that I can speak about right away. First, for those interested timelines, the demo was locked down about 7 weeks ago in early, early April. As you might imagine, the final weeks of development is when a lot of the fine tuning and polishing gets completed. For example, off the top off my head:
1. Stamina. Stamina loss is a little higher and stamina regeneration is a little slower.
2. Punch connections. Landed punch collisions are cleaner and hit reactions have more intensity.
3. Cuts and Swelling. The onset is very fast in the demo. In the final version, depending on your susceptibility to damage you find that you might have several fights without incurring any significant damage - but then when it does happen, it really affects the way your fight plays out between rounds.
4. Punch Animations. Tweaks on many punches occurred after the demo was out the door to address performance/technique issues.
5. Gameplay Audio. The mix in the demo is not great and we know that. Lots of audio work was done in the final 6-7 weeks and it sounds much better.
6. Counter Punch Window. The counter window is roughly the same length, maybe a little shorter in the final version. But we tuned how often you can open it up. They don't happen as often overall.
7. AI Difficulty & Exploits. The final weeks were spent heavily invested in finding AI exploits like the hook spamming, body punch spamming, haymaker spamming, etc. It's tightened up quite a bit. Difficulty on the demo is pretty low, but we did that on purpose so people wouldn't get annihilated their first few fights.
8. Foot Speed & Locomotion. Little bit faster overall, but also behaves much better changing directions and maintaining distance to opponent when moving laterally.
9. HUD & Settings. There is an option to turn off HUD in final game. Options to change camera too. Gameplay sliders to adjust power, damage, speed and CPU behaviors.
10. Miscellaneous Hatton has his new tattoos. Shane Mosley's name is spelled correctly. As mentioned previously, several of the boxers overall ratings have been updated/balanced.
Hope that helps. More info to come when its available.
- Brizzo "
still looks like a fantastic game anyway.
glad to hear theyre focusing on the bolded.Comment
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