Fight Night Champion (Fight Night round 5)

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May 13, 2002
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#22
-Separation tactics: The Pushing mechanic is back in the game for those who wish to create distance or to put their opponents in the ropes or corner. A new and well received feature now is the ability to use the shoulder for separation during in fighting moments. The motion is spot on and creates just enough distance or a user to move out of harms way or to set up a power short shot for the momentum swing.

-Illegal Blows: The intentional headbutt and low blow are back in the game. Tools that were used often as cheat tactics to avoid being knocked out or getting an advantage to KD someone again are in the system and placed on the directional pad. It was a bother at times when fighting and accidentally hitting my opponent in the family jewels occurring. A suggestion is to use the power modifier button in combination with the directional pad to let the fouls occur thus making it less likely to accidentally cause the fouls or in other instances known that you are really making an effort to cause the foul as well on purpose (shame on you). Offender can be hurt and victim can get an adrenaline boost.

-Footwork: Seems to be improved in the game. I didn't see moments where I can skip around the ring like Ali but the heel to toe mechanic was there and looked as if an actual step was being taking around the ring instead of the appearance of the boxers sliding across the mat without lifting their feet. The speed needs to be tweaked a lil in regards to the moments when against the rope and in the corner if you wanted to get out of the area. From distances the flow around the ring is at a speedy pace, however when close up it is a slow grind which can appear to be the "sucked in the sandtrap" moment from Round 4.

Reflexive Blocking-One button block control is now an option. The user can now try to use the analog stick along with the block trigger to stop the punch from landing. Or just hold the trigger button down and get your Winky Wright and Joshua Clottey on (no I am not confirming Clottey is in the game...what do you think I am some writer from a British gaming magazine with a woody for David Haye (who I am not confirming nor denying in the game) and by the way folks, yes you can punch from the guard. But, remember that Edison Miranda vs Arthur Abraham fight? Yeah, keep thinking that guard is gonna block everything buddy. Depending on the reflex ability of the boxer you choose (or build) don't think you can go to town on the reflex one touch system. However, I noticed during a bout that Terminald held C45H to 14% connect rating. Lmao...sounds like Mayweather vs Marquez results.

Stamina- Is now based on not only endurance but also Conditioning. Arms and Torso now have stamina. So, for all you 100 jab throws per round and 200 punches a minute spambots...enjoy yourselves! Ohh, you spinners too...I did say torso right? Your legs too I believe for you non conditioned runners.

Automatic Recovery- Well, you won't have the benefits of moving a stick back and forth to either: A) Rub Enswell for swelling or B) rub a Q-Tip in a cut (Brizzo said it folks not me) in Round 3. You also won't get the chance to save all your points from in round achievements and then spend them all in the 6th round to max your stamina or health back to how you walked in the ring like in Round 4. Now, the way you perform during rounds matter. You still wanna throw 1000 punches in the round go for it, but don't expect your corner to perform a miracle and get you back all your stamina. You don't wanna defend your face and keep letting your opponent fire away on that nasty cut than your corner won't really be able to help keep the damage down if you don't give the medicine time to clot the bleeding.


-Legacy Mode: Is back and appears to introduce money (ohhh yes folks time to get paid), a more detailed amateur tourney (better in appearance and presentation than last year with the introduction of the the actual point system seen in the amateurs) and training camp invites. You can choose to start the legacy of your own or recreate (not exactly of course) a current licensed fighter legacy.

I didn't get the chance to play through it long. I went through the amateur tournament (awarded the American shorts and gloves....yeaaaaah....sarcasm folks). You can now earn money which gets you access to work on certain attributes such as chin, stamina, speed etc... Depending on the gym you go and work out in. It was reconfirmed based on reports from my fellow Mod C45H, you are now able to travel around the world and attend training camps to help build your fighter for a price of course thru various mini games (10 total believe). However, if not cautious you can over train and go into your match at a low percent of stamina. Belts are in the weight divisions (three) and hopefully they fixed the problem where if you didn't defend one belt you lose all three. A special achievement if you finish your career as the G.O.A.T. Hmmm? Progression goes up the same later, with the chance to interact with you training schedule to get popular with the fans..

The mode doesn't feel as wash, rinse, dry repeat as it did last year but the addition of the training camps and the new XP Point system will keep users on the mode longer than before to hopefully make their dream boxer.
 
May 13, 2002
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#23
Welcome fight fans. This is Anthony aka UntiltheNxtRnd with the first part of my Gameplay Impressions. This will be the first of four/five possible parts (depending on how much I wanna give or keep from you all. I mean come on now, do you really want a trailer telling you everything about movie you are going to see So sit back and get ready for the first part dedicated to my impressions on Gameplay and my Impressions on the New Additions to Legacy Mode will be spread out as well.

Point One-New Full Spectrum Control system will now give players who choose to use analog stick more ability to throw various types of punches, thus increasing your arsenal. Combos can come off quick, but the stamina was draining the basic three punch. However, the (deleted section... (addressed later on) addresses that concern of ripping off your combos needed, because let's face it folks: Not everyone can throw combos like everyone else!

Point Two-Buttons are in the game from the start. For all the button users. However the ability to throw those various types of punches is gone for the button user (sorry no overhand rights button combos, unless you use the buttons and stick). Button users are still able to be competitive with Analog users (trust me I saw it) and the FSPC system.

Point Three-The Punch Modifier: This new feature give user the ability to add power to your punches. The punch modifier is similar to the mechanic in a game where the user can either swing for contact or swing for the fences (with a risk reward for the latter if landed or missed). Concerns I have are that users will just hold onto the Punch Modifier and swing away. A solution to this possible exploit is to make sure the stamina is decreased during attempts. Whether it is missed or connected stamina should decrease (and trust me folks it does!)

Tune in soon to my blog to check out some more fine points on the game. If you have a questions (that I'm allowed to answer at the time...EA Ninjas are watching folks) Feel free to drop a line in the comment section!
 
May 13, 2002
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#24

Gamespot first impressions of Fight Night Champion

We get a first look at EA's latest boxing game, which adds new game modes and aims for a more realistic experience.



When Fight Night Round 4 launched last year, we praised it for the improvements it made over previous entries in the series, but criticized the career mode minigames and its tolerance of players who spam punches rather than fight realistically. Thankfully, EA Sports is on the case with Fight Night Champion, with an interesting new story-driven game mode and a host of improvements that should add to the realism of the game. We met with the development team at a recent EA event to find out more.



Fight Night Champion promises greater realism than ever before.

One of the most immediately striking features of Fight Night Champion is how good it looks. That's no small feat considering that Fight Night Round 3 astonished at launch with its good looks, with Round 4 going even further by upping the frame rate to 60 per second. In Champion, the boxers themselves look better than ever, cloth deformation on shorts is nigh-on photorealistic, and the background is rich with details that were missing last time around.

The main new addition is the Champion mode referenced in the game's title. EA Sports isn't saying much about it at this stage, other than the fact that it will be a story-driven mode in which you have to guide a young boxer from amateur level to belt-winning form. It's clear that we can expect a gritty, story-driven campaign that deviates from the usual career mode, although that will still be present. We'll just have to wait to see how far EA Sports pushes it. One thing's for sure, though: This year's game won't boast the traditional cover athlete like last year's Ali-versus-Tyson matchup, although both boxers will be featured in the game.



For traditionalists, Round Four's Legacy mode will still make it into the game, albeit with some key changes. EA claims some players tried out the training games last time only to realize that if they were bad at it, their boxers would actually be worse off than if they'd just skipped the session completely. This time, Fight Night will be more rewarding to players, as well as "not calling them a bum," according to the development team--again responding to player feedback.

As for gameplay, EA Sports is making some big changes to improve the realism. The big new feature is that stamina is now applied to each section of the boxer's body--right arm, left arm, right leg, left leg, and core--meaning that you have to vary punches to avoid fatigue. This should help avoid the situation in the last game in which online competitors were able to hammer the same punches over and over for decent results. We were shown a demo of this in action, with one boxer making the same jab over and over. It started off fast, but as fatigue set in, he would soon slow down.

The corner game is also automated this time around, meaning that you don't have to worry about assigning points to recuperate your fighter between rounds. EA Sports has also toned down the slow-motion effect when a big punch is landed--again adding to the gritty realism of the game. One unexpected result of this striving for realism comes from the crowd chants. We noticed one sports fan screaming, "Knock that motherf***er out!" during our demo.

The game is currently just past alpha stage, which is a good indication for an earlier, rather than later, 2011 release (EA is currently citing a vague 2011 date). We're sure to see more of the game in the run-up to release, so be sure to keep an eye on GameSpot for more info as we get it.
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Jan 18, 2006
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#28
Fight Night 4 was real fun WITH THE BUTTONS. I'm never touching that analog shit, just not fun. Better have both options or I will hold off like the last one.
 
Oct 27, 2008
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#29
^^^ i completely disagree. the innovative stick controls were what made the game so good. i wish they would do away with face-button controls.

& @ retribution-- judging by the articles on the new game's mechanics & how they improve the level of realism in the game (plus EA's track record), i'm willing to bet the bare-knuckle boxing is more that just a visual change to the gameplay.
 
Jan 18, 2006
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#30
You feel that way but i know people that bought the game that either returned it or let it collect dust until the buttons were available. Noone can say it has to be a certain way. Can't really go against what made the game fun before the Analog was even available
 

Gas One

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May 24, 2006
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#31
^^^ i completely disagree. the innovative stick controls were what made the game so good. i wish they would do away with face-button controls.

& @ retribution-- judging by the articles on the new game's mechanics & how they improve the level of realism in the game (plus EA's track record), i'm willing to bet the bare-knuckle boxing is more that just a visual change to the gameplay.
i thought i was the only one that felt that way. fuck button punching. i loved the fact that doing an uppercut, i have to make a uppercut motion with the analog.. or liek how my right punch was on the right side of the analog and my left punches were on the left side of the analog. like eventually the analog became second nature with me and i was playing fight night 4 with the analog liek it was two fists. like quick ass reflexes. same with hooks and everything liek the half circular motion.....and that made the point of alot of your training...to get good at the analog motions....when that button shit came out i never used it...i hope theres an option for stick controls again...if they dont it would kill the fun of the game..

You feel that way but i know people that bought the game that either returned it or let it collect dust until the buttons were available. Noone can say it has to be a certain way. Can't really go against what made the game fun before the Analog was even available
thats because they played the first fight night and were used to those buttons...i had never played fight night until fight night 4....so the button thing was original to me and i thought it was hella dope...so coming from a person who didnt know about the previous controls...ill say i played my ass off in it...i remember when i got online, i played my character vs like..tyson or something..analog vs button punching..dude kicked my ass and i thought button punching had a clear advantage..naw it was just my character against tyson was gettin me whipped..i stayed w analog and we got alike characters in strenghth and i whipped his ass 4 times in a row...with analog sticks..first time on multiplayer and he played MP all the time

yeah some ppl hated the controls...i think they were just wack and had no bars....using the analog is as realistic for punching as it can get without the wii or xbox kinect or some shit...its like your throwing the punch on the analog stick....thats tight to me...i dunno i have to get used to the counters though..

i still play fight night 4..like i purposely made a smaller character so it would be harder to level up and take me a long time to rain to get dude like..the best...like two years later im still having challenging boxing matches i gotta sometimes cut off and restart so i dont get the L, its so close...

one of my favorite games from xbox for sure...cant wait for fight night 5

u know why i think i was used to the controls though and not really tripping? def jam icon..that was my first game for the xbox 360.most people hated the game because of the analog controls, similar to fight night 4....but since it was my first game i stuck with it and played it alot and eventually got hella good at it and beat the game....

also...it reminds me of street fighter 2 on the joysticks in the arcade back in the days...you know he whole half circular motions to throw fireballs and shit...i got that shit down...so it was second nature on fight night 4...

i need those analog controls...that was my shit...i dont liek button punching it makes it hella less realistic to me..cool to see someone liked the analog contro like me!

my bad typing alot just thinking about what made fight night 4 so classic to me..i remember when everyone was all happy cuz of the button punching update and i was like wtf? why do they need that?

i dunno i feel cheated, like i gotta make the uppercut motion to do my uppercut and hit dude in the face, not press a button to make the uppercut...its liek all part of the reflex and timing of boxing to me
 
Apr 2, 2010
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#32
& @ retribution-- judging by the articles on the new game's mechanics & how they improve the level of realism in the game (plus EA's track record), i'm willing to bet the bare-knuckle boxing is more that just a visual change to the gameplay.
Hope your right man.. Hopefully theres more speed and faces get cut easier when you do bare knuckle..At least :cool:
 
Feb 10, 2006
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#33
I was playin fn round 4 yesterday, brought it out of the dust, still pretty dope tho, can't wait 4 this 1 tho...does anybody have a release date?
 
Apr 20, 2005
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#34
i hated the analog sticks. they were inaccurate. and blocking sucked in this game. the fuckin haymakers are too slow. they should make the punches look harder and faster
 
May 13, 2002
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#38
Just all the ones seen in the video's and for the most part all of fight night 4's. Not sure who will be new.

What has been confirmed is we will now be able to have up to 100 CAB's. Which is sick! Prior, you can download or create fighters, but you were limited to like 20 or so. 100 is more than enough.

Also you can import up to 50 of these CABs into your legacy mode, even into one single weight class. Which is more than realistic. Think about fighting at welterweight and having pacquiao, berto, mayweather, margarito, mosley, cintron, saul alveraz, judah, etc. You could literally have the top ranked 50 fighters if you wanted to (not including oldschool fighters).


This is who has been confirmed so far through video's and screen shots (bold are new):

Kelly pavlik
Joe calzaghe
Roy jones
David haye
Wladamir klitcheko
Vitali klitcheko
Mohammed ali
Mike tyson
Lennox lewis
Joe frazier
Amir khan
Manny pacquio
Shane mosley
Winky wright
Miguel cotto
Ricky hatton
Eddie chambers
Julio ceaser chavez
Oscar dela hoya