eSports Boxing Club
eSports Boxing Club Provides Another Update on Gameplay, Launch Plans & More
Steel City Interactive posted another eSports Boxing Club update today, providing the growing army of fans the latest details about the upcoming game.
We’ve made a quick bullet list of some of the details discussed below, but check out the tweet for yourself and make sure you’re following.
- Team has filled 5 more positions on the dev team and will expand even more when Early Access is launched
- 3 complete movement and punch-sets have been implemented, with plans to add more throughout the Early Access period and when marquee fighters have been added
- A new adrenaline system has been added that will completely change how you manage the pace of the fight. No other details were given, but the feature will be highlighted in an upcoming gameplay video
- The game is now in a playable state with demo builds being sent out to partners
- Early stages of online multiplayer testing has begun
- The team wanted to address some of the feedback they received about the punching from the Fighter Announcement Show.
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- The clips shown had no context, so they were open to interpretation, this is something we take responsibility for. Our upcoming gameplay video will go into detail regarding all the mechanics in play, so fans can better understand how we’re trying to make ESBC as realistic as possible, while making it fun to play.
- We would like to state that all of our movement and punches have been captured by Amateur, Professional, National and World Champion Boxers. People who live and breathe the sport. Not only this, we also have feedback from World Champion trainers as part of our process. There is a balance we have to make between what fans want to see and what actually happens in the ring, including signature moves.
- While we take onboard all feedback, we have to stress that while ESBC will have a separate ‘casual mode’, it is not an Arcade game, it will be reliant on simulation aspects as we try and recreate the sweet science.
yeah, I'm glad they are noticing that. To me regardless of mocap and the rest of it, in the end it needs to look appropriate in-game, sell the action and feel good. 1:1 in comparison to reality won't work most of the time imo. whomever is in charge of animation needs to have good taste and be very perceptive
Agree and to piggy back the cpu logic is the key to
this whole thing. One thing held past games back and that was the pace and logic of the ai was always the same and each fight turned into rock em sock em fights. If they can get the pace of the fight right it’s going to be special. I would love to have a realistic slowed down technical fight with a cpu boxer than a constant button mashing combo fest..
Would love to see any of the following guys:
Canelo
Manny
De La Hoya
Foreman
Pernell Whitaker
Hearns
Hagler
GGG
Loma
Mikey Garcia
Ryan Garcia
Lennox Lewis
Hopkins
And of course Ali or Tyson
But if ANY of these guys are on this roster It would be ridiculous.
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this whole thing. One thing held past games back and that was the pace and logic of the ai was always the same and each fight turned into rock em sock em fights. If they can get the pace of the fight right it’s going to be special. I would love to have a realistic slowed down technical fight with a cpu boxer than a constant button mashing combo fest..
for sure that's key as well. In the dreams platform I created some AI for the CPU where he rushes you but in initiates a clinch - which is a great change of pace and breaks up the rhythm. Imagine if in fight night you randomly fought a cpu opponent that just kept trying to tie you up (and not just when he's about to get ktfo)... it's a good change of pace. Another example would be someone just doing their best to stay on the outside dancing away and flicking jabs out and mercilessly staying out of range, and obviously a mix of those plus the standard terminator aggressive style.
I know a lot of guys want to play as or against Roy Jones and will want THAT to feel authentic - but for me more importantly than that is like you said a variety of styles that can work and mix it up and have it feel fluid and make sense.
haha, but I'm sure many (including me) could go on endlessly about this, like we're not even into punch accuracy, head moment and damage yet. It will be fun at least to see all of this play out as the release gets closer.
I don’t recall a game, boxing or mma, that made the jab as realistic as it should be.
A stiff jab should really sting, it should be a viable tool to keep aggressive fighters at range.
Too many games don’t give it the stopping power it should have.
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I don’t recall a game, boxing or mma, that made the jab as realistic as it should be.
A stiff jab should really sting, it should be a viable tool to keep aggressive fighters at range.
Too many games don’t give it the stopping power it should have.
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It was nerfed in the retail build. Very disappointing.
I hope eBoxing does this right.
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Would love to see any of the following guys:
Canelo
Manny
De La Hoya
Foreman
Pernell Whitaker
Hearns
Hagler
GGG
Loma
Mikey Garcia
Ryan Garcia
Lennox Lewis
Hopkins
And of course Ali or Tyson
But if ANY of these guys are on this roster It would be ridiculous.
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Just based on how good this game looks and how many fighters they already have on board, I'm sure we'll get a lot more big names over time. They're in this thing for the long haul, so who knows what the game will like years from now.
I just hope they also continue signing a lot of these lesser-known (but talented) fighters because that's one area I thought Fight Night got wrong. For the sake of an interesting career and just to have more options, it's nice to have a big roster. I don't need everyone in the game to be a superstar.
They wouldn't dare - one look at ESBC and they run for the hills or risk total embarrassment
Even though I'm not that into boxing, I feel like this could give me my combat fix, and I can leave the EA crap gathering dust.
Yeah I think we're safe lol.
I hope there will be some demand for that because it is going to be pretty important to keep the game fun in all regions.
Bud Crawford has been officially announced as in the game and I believe he is still signed with TR.
But, it’s going to come down to gameplay. And not just animations. But the nitty gritty, under-the-hood stuff. Like how smooth flurries between fighters that are throwing at the same time, vulnerable windows, rocked fighter sequences, hit detection, etc..
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Probably people who have been in the industry for some time and decided to do their own thing instead of being on the payroll for a massive publisher, like most indie developers.