Home
Fight Night Champion News Post










Game: Fight Night ChampionReader Score: 6/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 17 - View All
Fight Night Champion Videos
Member Comments
# 1 SteelerSpartan @ 01/28/11 12:40 AM
Well the thing that instantly jumps off sceen at me is the insane connect rate and apparent lack of rhythm stopping power


I'll be interested to see if this looks like what the CD guys were playing at the event...........


After watching that......All I see is one big FFFing Doorway for R4 cheesers to come through and ruin FNC online

Edit:

For Comparisons sake heres how the real fight numbers looked
Final PunchStat Report
Punches Landed / Thrown

Total Punches Jabs Power Punches
Pacquiao 336 / 780 60 / 220 276 / 560
43% 27% 49%
Cotto 172 / 597 79 / 297 93 / 300
29% 27% 31%


http://www.boxingscene.com/forums/vi...compubox-stats
 
# 2 ps3veron @ 01/28/11 01:10 AM
Looking pretty fluid! Can't wait to try this. Hopefully EA will fix its servers.
 
# 3 The Visualizer @ 01/28/11 03:07 AM
Watched the video, I'll add my 2 cents...

+graphics are impressive, especially the new lighting and camera angles, it actually looks like a fight now as opposed to the mechanical rock'em sock'em robots look of FNR4

+punch animations look great, def some variety in there

+hand speed and foot speed seem to be tuned pretty well, manny looked pretty light on his feet compared to cotto

+I assume the CPU was controlling Cotto, if so it looks like the CPU may be a formidable without the cheap counters from FNR4 which would def add some more replayability to game as I couldn't fight the CPU in FNR4, GOAT difficulty was too cheap and the next one down was way too easy to win

+what a difference no counter windows makes

-sound is a mixed bag, punches sounded better, but they all sounded too strong, commentary sounded exactly the same as last year

-stamina is terrible right now, both fighters were throwing way too much without any short-term penalty

-end of the fight is still bad, no real drama, no announced scorecards like a real fight, I assume there is a chance this may be different in the retail copy...

-like most have said, too many good shots landed for both fighters to not be hurt, there needs to be a certain fear instilled for trading recklessly (while not a perfect comparison, UFC 2010 does this well, maybe too well. If you are reckless and don't defend well you are gonna get hurt and/or knocked out quickly for trading recklessly)


can't wait to get my hands on the demo, looks promising
 
# 4 Hova57 @ 01/28/11 07:25 AM
Footwork didn't look too bad. looked like you had ablility to move around fluid. Stamina needs to be decreased. Too many punches not enough stamina loss. Both of them should have been stunned at some point. PacMan had good hand speed. Cotto connected with some shots I think weren't stiff or had power behind them. I like the over hand punches wrapped back of the head. I would still like to see the CPU logic to box more than brawl. Cotto brawled which isn't his style. Game looked good I hope there is a difference from demo to retail

Phobia, what do you think?
 
# 5 DaveDQ @ 01/28/11 07:32 AM
By the looks of this video, the punches landed/thrown are far too high, but you can't govern that when a user is controlling a fighter. What you can do is make them pay for it by dropping the stamina. We don't know though what this would look like through 10 rounds.

The punches look excellent. I'm also surprised with the footwork. In no way does that look like the slowness some of the previews showed us. It still seems lateral only but it does look quicker than FN4 for sure.

Just on the above video alone, I like it. It would be nice to see things slow down some but again, that's all up to the user.
 
# 6 Money99 @ 01/28/11 07:48 AM
Things I learned:

1. Footwork looks a lot better than I thought it would. Manny was able to get in out and out quite easily. Very nice.
2. The jab looks great. It was hard and stiff. But until I see someone use a fighter with a great jab (ala Ali or Liston) I have no idea how effective they're going to be.
3. Crosses still lack pop. At one point, Manny delivered a beautiful left-cross but it didn't appear to have any pop or reaction to it.
4. DA_GREAT_10_MORE is a needy gamer who should learn to send one message and wait for a response instead of spamming his friends.

Overall, I liked what I saw. With the right sliders (hopefully) we'll be able to adjust stamina, accuracy and power to get a realistic setting.
Like others have said, there are too many flush punches landing without much affect.
There needs to be more of a cause-and-affect when letting your hands go.
 
# 7 DaveDQ @ 01/28/11 08:04 AM
Quote:
Originally Posted by Money99
Things I learned:

4. DA_GREAT_10_MORE is a needy gamer who should learn to send one message and wait for a response instead of spamming his friends.
lol..for sure.

Just noticing some presentation things. We should give credit to EA for adding the ref. A lot of us have been asking for it and it looks pretty good. I also noticed they added some cluster animations of fans cheering. It's generic but adds a background. I don't like how the corner looks. Still very weird how they cheer, just not realistic looking but I'm nit picking now. The fight itself doesn't have a BIG feel to it. It just doesn't say, "Main Event."

I love commentary, so I'm going to expect and desire a lot. It's hard hearing the same things Joe and Teddy say all over again. I did notice some new stuff, so that's good. I just think though that they add to the dullness feel. It could all definitely use more umph.
 
# 8 DaveDQ @ 01/28/11 09:08 AM
Here's another video from the same user highlighting an online match he had:

 
# 9 DaveDQ @ 01/28/11 09:15 AM
Guys, not sure where to put this but the user that has this demo has multiple videos up. I'll link to his Youtube page:

http://www.youtube.com/user/RoughTacticsGaming
 
# 10 BezO @ 01/28/11 09:45 AM
Like others have said, way too many big shots taken with no visual, physical effects. The punches LOOK great though.

This game is footwork, stamina & punching power away from being a good game. Are they still on a 2 year cycle?
 
# 11 fistofrage @ 01/28/11 10:33 AM
Too many punches. Although you don't have to worry about styamina in a 3 round fight so you can just do the windmill.
 
# 12 sva91 @ 01/28/11 10:49 AM
I love how Cotto pays the price for doing a lunging uppercut right before the first knockdown. Man this game looks so fun...I cannot wait till Tue. Stamina seems off, and yeah these dudes are taken too many shots, I just really hope we can use custom sliders for unranked online matches....that would be soo awesome.
 
# 13 Phobia @ 01/28/11 11:58 AM
Going to watch the video right now and give you guys some impressions of this video compared to what we played at Community day
 
# 14 Phobia @ 01/28/11 12:21 PM
Alright lets get down to business.

1) First off. Punch accuracy is way to on point compared to community day. I told Mike that the punch accuracy was slightly to loose that it could be tightened up some but they will have to be careful with this because it is a slippery slope. With Punch accuracy being so high more punches land which equal to a much slower stamina drop because less are missing.

Punch accuracy needs to miss much more which would result in more missed punches and if everyone remember missed punches remove large chunks of stamina, so punching yourself out is a danger and you can't just wail wildly like they are in these videos.

So this one single tuning of punch accuracy being tuned to accurate equals to many problems from a gameplay stand point. I will be e-mailing brizzo a detailed list on this problem.

2) Next up is actually a positive. The foot speed is increased WAYYY faster than community day. At least doubled in speed for sure. Makes a hell of improvement just in the condition it is in now. They loosen it up even more so floating around the ring would be easier and footwork would be great.

3) Lastly, everything else seemed pretty much like the community day build. The biggest change and its a big downer is the punch accuracy. Now it is tough to judge it based on not having the game in hand. The guy playing Pac was not using a lot of head movement and he was also not working the jab getting in and then getting out. He choose to stand and just wail so of course the connect percentage will be higher.

I think the game still looks stellar but even with that said I am really disappointed the punch accuracy has been tweaked to be as accurate as it is now. This will kill stamina management and allow people to just wail BECAUSE they are still connecting!!!
 
# 15 sva91 @ 01/28/11 12:24 PM
Quote:
Originally Posted by Phobia
Alright lets get down to business.

1) First off. Punch accuracy is way to on point compared to community day. I told Mike that the punch accuracy was slightly to loose that it could be tightened up some but they will have to be careful with this because it is a slippery slope. With Punch accuracy being so high more punches land which equal to a much slower stamina drop because less are missing.

Punch accuracy needs to miss much more which would result in more missed punches and if everyone remember missed punches remove large chunks of stamina, so punching yourself out is a danger and you can't just wail wildly like they are in these videos.

So this one single tuning of punch accuracy being tuned to accurate equals to many problems from a gameplay stand point. I will be e-mailing brizzo a detailed list on this problem.

2) Next up is acutally a postive. The foot speed is increased WAYYY faster than community day. At least doubled in speed for sure. Makes a hell of improvement just in the condition it is in now. They loosen it up even more so floating around the ring would be easier and footwork would be great.

3) Lastly, everything else seemed pretty much like the community day build. The biggest change and its a big downer is the punch accuracy. Now it is tough to judge it based on not having the game in hand. The guy playing Pac was not using a lot of head movement and he was also not working the jab getting in and then getting out. He choose to stand and just wail so of course the connect percentage will be higher.

I think the game still looks stellar but even with that said I am really disappointed the punch accuracy has been tweaked to be as accurate as it is now. This will kill stamina management and allow people to just wail BECAUSE they are still connecting!!!
Well said. I think people all want the producers to tweak stamina, but really if they just lower connect rates we they can solve a lot of problems.
 
# 16 fistofrage @ 01/28/11 12:38 PM
Quote:
Originally Posted by sva91
Well said. I think people all want the producers to tweak stamina, but really if they just lower connect rates we they can solve a lot of problems.
Joe Public likes high connect rates, rock 'em sock 'em matches. "The point of boxing is to hit people, not miss 70% of the time.....Blah blah blah...."

I hope EA stays the course and makes it as sim as the powers that be will let them.
 
# 17 Phobia @ 01/28/11 12:43 PM
E-mail has been sent. I am sure this will be talked over heavily. Good thing is they can possibly tweak this before launch with a patch. They already said part of this online demo is to see changes that need to be made.
 
# 18 Phobia @ 01/28/11 12:47 PM
Quote:
Originally Posted by sva91
Well said. I think people all want the producers to tweak stamina, but really if they just lower connect rates we they can solve a lot of problems.
That is the only change that is needed. Lower punch accuracy and everything else falls into line.

More punches miss which equals to greater stamina loss
More punches miss equals to great emphasis on choosing your punches and exchanges
More punches miss then the punch exchanges feel more natural and realistic.
More punches miss and when a big punch does land it looks more realistic because they are not eating 10 heavy shots in a row
More punches miss so when a big punch lands that sends a opponent down it feels special and not like you just wailed on them till they finally fell down
 
# 19 Money99 @ 01/28/11 12:50 PM
I'm really glad you can edit the real boxers now because Ali is made way too powerful.
And Tyson's handspeed is quicker than what I've seen in those vids (as well as in FNRd4).

The one thing I'd like to see the FN team do is have fighters automatically keep their hands up.

Watching smaller fighters like Tyson go to the body, their heads are ALWAYS wide open. How many clips have we seen (from FNRd4)where Mike gets tagged by Ali because Mike is doing what he should be doing and bombing Ali's basement. But because his hands are always down when throwing one punch, it's an easy punch for Ali to land.
Most fighters not named Roy Jones, almost always keep their hands by their chin when they're throwing punches.

They could tie stamina into this as well. In the first round, a fighter will keep his hands high no matter if you press block or not.
But maybe as the fight progresses, and the more tired you get, those hands start to dip.

Just a thought.
 
# 20 SteelerSpartan @ 01/28/11 01:40 PM
yep the connect rates Ive been seeing are just ridiculous......As Phobia said it would probably help immensely to tune that thing down.........


I didn't think I would say this about a new feature for an EA game, but they need to turn the blood and swelling up a bit(Mainly swelling).......with some more punching power......

The thing about the power though...if you turn it up too much then you got Feather-fisted fighters punching above their ratings......Really what I want is Punch Cancellation/Interruption animations

The fighters in the demo are eating those things like candy and moving forward without any penalty to their Rhythm......but I bet they don't have any of those do they
 

« Previous12345Next »

Post A Comment
This thread has been closed for new comments.