Official Fight Night Round 4 thread

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May 13, 2002
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#7
The demo is awesome.


This is not round 3, you have to re learn how to fight.

The controls will take some getting used to, but the game looks phenominal.
those were my thoughts when I first got the demo a couple weeks back. The game physics are awesome and the conrols do take time to get used it, especially if you were a button user on previous fight night games.

Also keep in mind this is an early build of the game. They fixed a lot of issues, the main thing is the torso's of both fighters are too big or fat, they fixed that.

Here are the other fixes/fine tuning that has been worked on since the demo:

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.
 
May 13, 2002
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#8
Some good info on career mode and online play:

From game informer:

Your player starts his career path on the amateur circuit, participating in a tournament that can net him some unlockable gear and a ratings boost should he win. After this tourney you turn pro. The revamped career mode features specific challenges that you must overcome to reach the rung on the ladder of your weight class ( there are 8 in all with three belts per class). These include criteria such as getting a pay per view event, being on ESPN, and a certain win/loss ratio. Similarly , the game presents you with occasional suprise events, such as being called out to fight by a rival, a rematch, as well as a rare rocky fight where the champ invites a lowly ranked nobody for a shot at the title. Fight night round 4 invites you to craft your own career arc and write your oen legacy, including jumping weight classes. Your success in your former weight class determines your initial rank in the new one.

Crafting your reputation online is a little different. You can fight head to head with created or real boxers, but to compete for the online world championship you can only use your created boxer. The online boxing federation has three weight divisions ( lightweight, middleweight, and heavyweight) and one belt per class. Apart from gunning for the online title fight, EA plans to support tournaments and give other awards you can earn.​
 
May 13, 2002
49,944
47,801
113
44
Seattle
www.socialistworld.net
#9
Some good info on career mode and online play:

From game informer:

Your player starts his career path on the amateur circuit, participating in a tournament that can net him some unlockable gear and a ratings boost should he win. After this tourney you turn pro. The revamped career mode features specific challenges that you must overcome to reach the rung on the ladder of your weight class ( there are 8 in all with three belts per class). These include criteria such as getting a pay per view event, being on ESPN, and a certain win/loss ratio. Similarly , the game presents you with occasional suprise events, such as being called out to fight by a rival, a rematch, as well as a rare rocky fight where the champ invites a lowly ranked nobody for a shot at the title. Fight night round 4 invites you to craft your own career arc and write your oen legacy, including jumping weight classes. Your success in your former weight class determines your initial rank in the new one.

Crafting your reputation online is a little different. You can fight head to head with created or real boxers, but to compete for the online world championship you can only use your created boxer. The online boxing federation has three weight divisions ( lightweight, middleweight, and heavyweight) and one belt per class. Apart from gunning for the online title fight, EA plans to support tournaments and give other awards you can earn.​
In addition to that, there will be rankings in each weight division as well as overall Pound 4 Pound rankings. The CPU will go up/down in weight as their career goes on, just like you will be allowed to.
 
Sep 4, 2006
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#11
The will be phenomenal.. like stated above the controls are lil different... I used total punch control in FNR3, but theyve tweaked it just enough to throw me off... I already miss the ability to parry punches though... the new counter features cool.. but I miss parrying
 
May 13, 2002
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#12
^^the parry system was the biggest complaint I had with FN3. Besides, there kind of is a parry system, it's all about the counter. Make someone miss and while they are open there is a small window to get a shot off and if landed right, they will get hurt (or go down).

So it's similar in a way, but more realistic (rather than stupid block, delays your opponent, now it's about hitting your opponent right as he misses).

I like this system more because you can score one punch knock downs/outs, or simply stun them or take a lot of energy away from them with one single shot, that's more realistic to me.

My only real complaint with the demo is the footspeed. Pacquiao should be much faster than that. They said they worked on footspeed and from a recent video I seen with Tommy Hearns it looks to be fixed or a lot better.
 
Aug 11, 2003
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#13
2-0-Sixx said:
My only real complaint with the demo is the footspeed. Pacquiao should be much faster than that. They said they worked on footspeed and from a recent video I seen with Tommy Hearns it looks to be fixed or a lot better.
yes i thought pac should move alot faster.. the game is dope tho.. i am gonna get this as soon as I fucking can..


I cant get any other score then 10 10 10- 9 9 9 anyone else only winnin this way?

and i cant get a known down for shit
 
May 13, 2002
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#14
^^I win by KO almost every time now.

Knockdowns are hard at first, but just remember it's all about timing. Wait for your opponent to throw a punch and dodge it and nail him. Also if you block at just the right moment there is a little bit of the parry system, but the window is very small.

I had a draw. And a few times I had even rounds 10-10 and even a 9-9 (point deduction). I think the demo is off though because everytime I think all judges score the same.

Also, the point system is incorrect at times between rounds, the demo is buggy like that. Same with punch stats. You'll see shit like R Hook - landed 9 thrown 6. lol.
 
Jan 18, 2006
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#18
Im gonna wait till i play the actual game to make my judgement. I hate using the sticks to throw punches but the game is still ok if i had to stick with that config.
 
Dec 9, 2005
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#20
Game is dope, but I'm still getting used to the damn joystick punching thing.

Its not as precise as the buttons, IMO.

I'm a button user, but not a masher, for precision combos.