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eSports Boxing Club Video - Alpha Gameplay Features

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eSports Boxing Club

eSports Boxing Club Video - Alpha Gameplay Features

Steel City Interactive has posted a new eSports Boxing Club video going over some of the alpha gameplay features. It includes an overview of the fighting and gameplay mechanics, along with some information on Career Mode.

As mentioned in the video, all of the footage is still in the alpha stage. The team will continue making improvements based off of the feedback from the community.

The video highlights movement, footwork system, adrenaline system, feint system, counter punches, cutman corner work, defensive fight stances, career mode,  .

Other details like the referee, clinch system and some other items that haven’t been fully integrated yet, will be talked about when the team is ready.

Our video content team will have a breakdown later in the week, but for now make sure to check out the video and post your thoughts!

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  1. Day 1 for me too. The punches (and punch reaction) look much, much improved. Footwork always looks great so that's the same. The feint system looks great. The info that really got me excited was the adrenaline system and different defensive guards automatically blocking certain punches.
    Career mode looks like it'll have a lot to play around with -- injury insurance and rematch clauses as well as having to decide the purse split are all good. The UI doesn't look great but it is alpha, so that can easily be fixed.
    Also, just read in the text at the end that marquee fighters will do their own mo-cap, intrigued to see just how many fighters they bring in for that.
    It's looking amazing so far and hopefully is the kinda game that'll make EA do more with that UFC license.
    I'm not a boxing fan.
    However, this is a day one purchase and sports game of the year candidate in my opinion.
    Even on youtube at the moment it was 1.2k likes and only 1 dislike and you rarely see that.
    My excitement level for this game is off the charts right now. The art style is gorgeous, the animations are improved, the movement is awesome, and you can tell it's being made with genuine love and passion for the sport. This wait is gonna be rough.
    Day one for me too....
    But not gonna lie it’s all looking and sounding too good to be true.
    They seem to be nailing pretty much every aspect and which sport titles - year one - get even close to being this good?
    Just being a realist.
    I'm am relieved at watching this since there is a lot of things I was concerned about addressed such as punch accuracy and really like their thought process with back foot and front foot etc.
    I will nit pick all the way through though lol, it's 'super necessary' to do so I think since the more wrinkles they can iron out the better it will be in the end.
    2 things that jumped out at me from an animation standpoint were
    1) cancelling punches - they seem to snap back to the ready position faster than any other movement in the game. That would benefit from a bit of a smoothing or ramp from the moment you cancel the punch or feint until the arms/gloves are back to the beginning point.
    2) I hope I"m wrong and maybe there is variety here but - left hooks should have thumb towards the ceiling.
    On this point there are people who disagree and teach to throw thumb towards face or pinky towards opponent but all the best left hook guys have their thumbs orientated 'up' - there is more power and less chance of breaking fingers/knuckles. Also you elminate 'partial' hits in terms of distance with the thumb up -
    see I'm nit-picking and will continue until release lol
    I continue to be impressed though, love the life-like movement for the most part.
    I forgot to mention how much I ADORE the idea of stats/attributes playing a part in how accurate your punching is.
    I've always felt the user shouldn't have 100% accuracy according to their controller skills and it should be tied more to the fighters ratings.
    Hearing that not all punches will land flush is music to my ears.
    This looks so crazy good and insane coming from an indie. But then again only a team with true passion for what they are creating would be able to produce this kind of detail to all aspects of the game. This looks to be blow other sports games away that call themselves sim. What is really astonishing is the level of mocap, animations, and graphics that a team this small is producing. I have watched several different yt channels showing this footage or reacting to it and read a ton of comments. This probably has the most overwhelming positive response I have seen for sports game trailer that I can remember. Wow.
    Money99
    I forgot to mention how much I ADORE the idea of stats/attributes playing a part in how accurate your punching is.
    I've always felt the user shouldn't have 100% accuracy according to their controller skills and it should be tied more to the fighters ratings.
    Hearing that not all punches will land flush is music to my ears.

    yeah me too, I always thought a boxer could have a 'head movement' rating for just idle which depending on when you throw a jab could miss completely.
    I noticed the adrenalin system they have too which makes sense - although I'm probably in the minority I'd rather that be left off the screen and just work in the background. In UFC 2009 Undisputed, before they patched it, the online multiplayer was so fun it was wild - you'd start to gas but could tell because of your fighter's feedback with visual cue's and other subtle feedback - and you also couldn't tell how much health you had or your opponent (which also makes sense) so you have to just focus on fighting well and not getting hit too much because there were also flash KO's. That annoyed competitive online gamers who complained so much they changed it which really ruined it imo. It's so much more immersive when you just focus on doing well but also have slight anxiousness in the back of your mind because you're not totally sure exactly where you stand which is so much better than reading numbers and graphs - again - imo.
    allBthere
    yeah me too, I always thought a boxer could have a 'head movement' rating for just idle which depending on when you throw a jab could miss completely.
    I noticed the adrenalin system they have too which makes sense - although I'm probably in the minority I'd rather that be left off the screen and just work in the background. In UFC 2009 Undisputed, before they patched it, the online multiplayer was so fun it was wild - you'd start to gas but could tell because of your fighter's feedback with visual cue's and other subtle feedback - and you also couldn't tell how much health you had or your opponent (which also makes sense) so you have to just focus on fighting well and not getting hit too much because there were also flash KO's. That annoyed competitive online gamers who complained so much they changed it which really ruined it imo. It's so much more immersive when you just focus on doing well but also have slight anxiousness in the back of your mind because you're not totally sure exactly where you stand which is so much better than reading numbers and graphs - again - imo.

    Yeah, it would have been nice if they could have at least given users the option to hide that.
    The other thing I forgot to comment on was how a fighters natural stance also helped protect against certain punches - which again makes so much sense I'm shocked it hadn't been implemented before.
    It's apparent this team legit loves boxing and want to bring a real sim-like experience to the table - something EA seems to believe is not a good business model.
    But other games dipped in realism, like NBA 2K, have shown that providing a true sim experience can not only sell but excel.
    Money99
    I forgot to mention how much I ADORE the idea of stats/attributes playing a part in how accurate your punching is.
    I've always felt the user shouldn't have 100% accuracy according to their controller skills and it should be tied more to the fighters ratings.
    Hearing that not all punches will land flush is music to my ears.

    ok. I kind of misunderstood this. I thought that the user inputs would affect the boxer accuracy.
    In other words, if a boxer has a rating of jabs landing at a 75% clip, but a user lands them at a 45% clip, then the accuracy would drop.
    in other words, the accuracy would be really variable.
    I will be purcahsing thsi as well. graphics look nice
    Nice.  This one is officially on my radar after this vid.  Movement looks great as well as the punches (could be juuuust a bit smoother on the way out/in but still great for alpha gameplay).
    Money99
    Yeah, it would have been nice if they could have at least given users the option to hide that.
    The other thing I forgot to comment on was how a fighters natural stance also helped protect against certain punches - which again makes so much sense I'm shocked it hadn't been implemented before.
    It's apparent this team legit loves boxing and want to bring a real sim-like experience to the table - something EA seems to believe is not a good business model.
    But other games dipped in realism, like NBA 2K, have shown that providing a true sim experience can not only sell but excel.

    Yeah that's something I noticed as well with the stances - it makes sense in that if a punch hits arms/gloves, then well...that's it lol. From a gameplay perspective it's interesting because it provides balance, but I'd likely pick something I wouldn't use in real life. For example - without playing it, I'd choose the Philly shell because it looks like you can forget blocking the body - at least right hands - so you when thinking about defence you actively block of slip head shots so that's all your looking for. It allows you to passively, and put zero effort into thinking about blocking the front of the torso. Or if not that one, any that provides a 'full relief' from certain shots. In real life I'd prefer a more blanaced traditional stance, but in a game it might be easier for the user to have at least some defence be completely passive.
    Which brings up another point. I've often thought defence in a striking game should be easy - or at least easier than it ever has been before. It's hard to hit someone clean!!! but that also means it's easier to block or avoid a shot than to land one - the stats are clear on this too. In games up until now (maybe) it's easier to hit than to avoid - most of that is in the nature of games themselves - 1) you're not 'there' and lack natural reflexes to very subtle cues you don't even have to think about - but in a game you have to go through more brain and hand-eye exersizes (he's throwing a head punch, now I press ___ to block) vs in real life where you just 'move' lol
    2) you have limited fear of being hit - the devastation isn't real and games only triple down and re-enforce this when you see that your character can walk through so many big bombs that it doesn't matter.
    So not only do more technical strikes not matter, but neither do big shots too (at least in small numbers) and so it becomes offence only with some defence but both guys are landing abnormally large number of major shots.
    So big shots should be even harder to land than a jab with purpose, but also big shots should be more devastating. ex - look no farther than UFC 4 with headckics - nobody on earth could take even a few - but in the game you could land over 20 without ko'ing someone. Fight Night they have the 'power modifier' which just becomes standard since you can land 30-50 no problem - 'loading up' doesn't seem to matter. It might even be a mistake to include such things as they just become the standard.
    So the user needs to be guided not to just endlessly throw bombs THROugH the gameplay and the AI can help with that too by capitalizing on such a poor strategy. All of this is a great balancing act obviously but it's so crucial especially for offline play!
    That looked REALLY impressive. I am in love with the movement and the punches definitely looked more clean and impactful in that video, especially the body punching. Love the fact we have feints, being able to block specific punches better based on stances and the stamina system sounded very intriguing.
    As someone who doesn't care at all about career mode and will likely never touch it, it looks and sounds very in-depth. I just hope they let us assign trainers and have title fights in whatever their "Fight Now" mode will be.
    In conclusion this is Day 1 for me, I already added to STEAM and can't wait for early access.
    OMG am so excited about this game.. you guys are making an Amazing game kudos tu you guys.. Movements look great.. when does the pre-orders start.. im getting this day one..
    People are about to catch these hands! Lol
    Honestly, I’m super impressed. It’s game looks to be the real deal Holyfield.
    The biggest deal is the footwork. It’s a problem with every single boxing/mma game to date. They don’t have the movement done well enough and so the games push you into fighting in a phone booth, force you to take shots in order to land.
    But the footwork here is a masterpiece. You can actually dance around and play the outside. Pop shots and move in and out. Truly boxing!
    Sent from my iPhone using Operation Sports
    I am blown completely away by this game! For me it is the movememts of the fighters that is most impressive. Im going  to be watching a LOT of cpu vs cpu with this game as well as playing.

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