EA Confirms Fight Night Round 4

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Mar 1, 2006
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that's the point, imo. FN3 was great for it's time, but there were a ton of limitations and negative things about the game. The whole parry system got extremely cheap and unrealistic. Plus, the single player career mode was whack as fuck. After reading about how deep it will be on FN4, it sounds like it will be 100X better.

Once you get the system down, because it is a lot different than FN3, it becomes much easier. Once you get your combo's down, body punching, bobbing & weaving, and the whole game physics, it blows FN3 away. And the final version will look a lot better, in the demo the character models are whack because the torso's are too fat, so that will be a big improvement in the final version.

Like I said before, I just hope the footwork is faster in the final version, if not that will be it's biggest setback.
I just hope your not forced to use the right stick online like in 3, thats my biggest thing. I can always adjust and get used to new controllers but that right stick = thumb blisters.
 
May 13, 2002
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I just hope your not forced to use the right stick online like in 3, thats my biggest thing. I can always adjust and get used to new controllers but that right stick = thumb blisters.
I know there will be several different config's to choose from, however I don't know if there is a traditional button pushing config like in the past games. Which is a good thing, imo, you wouldn't want button pushers with this game.

I've been using the TPC since the very first Fight Night game since that's the way it was intended to play, so I've never had a problem and I'm quite used to it, it feels very natural to me.
 
Mar 1, 2006
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I know there will be several different config's to choose from, however I don't know if there is a traditional button pushing config like in the past games. Which is a good thing, imo, you wouldn't want button pushers with this game.

I've been using the TPC since the very first Fight Night game since that's the way it was intended to play, so I've never had a problem and I'm quite used to it, it feels very natural to me.
Controller 5 I think it is, you use right stick to block and with left trigger you bob and weave with RS. I never wanted to get used to the normal way shit seems too awkward. Haymakers were more difficult to execute doing it my way but I got used to it.
 
Apr 8, 2005
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i agree round 3 had problems. but the movement and what not could have stayed, at least on the 360 version, inside uppercuts look super cartoonish, the guys arms look too short compared to their bodys, the whole character model looks really small, the fact that u can throw body punchs by holding the trigger and doing them, or pressing back on the stick is pointless to me, they shoulda kept the same config theyve had this whole time in terms of stick movement. so yea, the whole game seems garbage. my buddies buying the final version, we'll see how it is
 
May 13, 2002
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^^all of the cosmetic issues in regards to their torso's and the way the look will be fixed. I agree that shit is kinda whack in the demo but after seeing the updated video's and screenshots, its a non issue now. Hatton has freakishly small arms too (65") so that might add to it as well.

I'm loving the new controls. Like I said I was a TPC user since day one, so it's not too different. I like the body shots it seems faster and easier to get off body to head combos now then it was before, or anyways it seems that way to me.

What about the game physics, were you impressed with that aspect of the game at least? Just the way the characters interact, the way punches hit arms, shoulders, etc.? I think that was a huge improvement.

Definitely peep out the final version once your homie gets it, tell me what you think then.
 
Apr 8, 2005
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^^all of the cosmetic issues in regards to their torso's and the way the look will be fixed. I agree that shit is kinda whack in the demo but after seeing the updated video's and screenshots, its a non issue now. Hatton has freakishly small arms too (67") so that might add to it as well.

I'm loving the new controls. Like I said I was a TPC user since day one, so it's not too different. I like the body shots it seems faster and easier to get off body to head combos now then it was before, or anyways it seems that way to me.

What about the game physics, were you impressed with that aspect of the game at least? Just the way the characters interact, the way punches hit arms, shoulders, etc.? I think that was a huge improvement.

Definitely peep out the final version once your homie gets it, tell me what you think then.
thats the only things i like more, not every punch hits perfect, and you can get in real close and personal. i would be alot more happy with the game if they just took round three and added those two aspects though. along with the idea of different boxers having different reach. i guess round three didnt have different reachs.
 
May 13, 2002
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thats the only things i like more, not every punch hits perfect, and you can get in real close and personal. i would be alot more happy with the game if they just took round three and added those two aspects though. along with the idea of different boxers having different reach. i guess round three didnt have different reachs.
yeah height and reach was a non-factor in FN3, only speed really mattered. Also, in FN4 there are stats for each hand, so let's say you pick Tommy Hearns he'll have massive power in his right hand but not so much in his left. That didn't exist in FN3 either your power stat was the same for both hands.

The "push off" feature is cool too, it comes in handy when you're inside and need to create a bit of space. I just hope the footwork is faster in the retail version, I like to stay on the outside when I fight and jab from a distance then counter, right now in this demo it's too difficult to do that. I'm not sure if it's because we're limitted to Pac and Hatton, or if it's the early build, the stats are off, etc., they just need to improve that so there is more of an obvious difference in foot speed. If I'm Pernell Whitaker or Sugar Ray Leonard, it would suck ass if you're forced to brawl and not box. That would be a huge disappointment for me and would prevent it from being a "great" game.
 
Apr 8, 2005
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yeah height and reach was a non-factor in FN3, only speed really mattered. Also, in FN4 there are stats for each hand, so let's say you pick Tommy Hearns he'll have massive power in his right hand but not so much in his left. That didn't exist in FN3 either your power stat was the same for both hands.

The "push off" feature is cool too, it comes in handy when you're inside and need to create a bit of space. I just hope the footwork is faster in the retail version, I like to stay on the outside when I fight and jab from a distance then counter, right now in this demo it's too difficult to do that. I'm not sure if it's because we're limitted to Pac and Hatton, or if it's the early build, the stats are off, etc., they just need to improve that so there is more of an obvious difference in foot speed. If I'm Pernell Whitaker or Sugar Ray Leonard, it would suck ass if you're forced to brawl and not box. That would be a huge disappointment for me and would prevent it from being a "great" game.
for sure. round three did a great job at that, i was almost untouchable with leonard.
 
May 13, 2002
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Excellent info right here. This was posted by an EA producer on the ea forums about some improvements & tweaks made since the demo.



Update: 05-15-2009

Couple of quick things that I can speak about right away. First, for those interested timelines, the demo was locked down about 7 weeks ago in early, early April. As you might imagine, the final weeks of development is when a lot of the fine tuning and polishing gets completed. For example, off the top off my head:

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.

Hope that helps. More info to come when its available.

- Brizzo
 
Feb 12, 2006
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it is, they are alot worse than fight night round threes controls
It takes a bit to get used to but if you think about it, the controls make the match fair to everyone. The parrying system on 3 was kind of rediculous, fun but just not fair. Practice at this game will make the game a hell of alot better
 
Dec 9, 2005
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Demo is pretty solid. I'm still getting used to using the joysticks to control (I'm not a button masher, more of a button precision presser...lol)

I'd like to see how the final product is, the speed feels more realistic, and I like the physics of the fight.