Fight Night Round 4

I'm more of a boxing purist, because I enjoy the sport. I want it to be like the fights I've watched. I can see how people who are not fans of the sport would enjoy the parrying and haymakers.

Well it can be improved. FN3 is my favorite game yet and without those would make it lame IMHO.Catching a haymaker by parry then haymaker back is sweet:p

Whatever they do they have to keep it were rookies cant just pick up and win,haymaker+parry system does that and rewards those who play longer by knowing when to pull those moves and not just button mash.
 
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Well it can be improved. FN3 is my favorite game yet and without those would make it lame IMHO.Catching a haymaker by parry then haymaker back is sweet:p

Whatever they do they have to keep it were rookies cant just pick up and win,haymaker+parry system does that and rewards those who play longer by knowing when to pull those moves and not just button mash.

I guess that's true, but it totally ruins it as a boxing simulation. It's a parry/haymaker competition.
 
I guess that's true, but it totally ruins it as a boxing simulation. It's a parry/haymaker competition.

It can become a parry fight but not haymaker because you wont throw one if they can parry as well as you,so thats kinda real.
 
It can become a parry fight but not haymaker because you wont throw one if they can parry as well as you,so thats kinda real.

Which stills ruins a stimulation experience, because parrying isn't a common technique used consistently throughout a boxing match. When was the last time you heard a boxing commentator actually used the word "parry" or any other word for that technique?

Its like EA making a UFC game where the use of the "karate chop" was important to gameplay.
 
Which stills ruins a stimulation experience, because parrying isn't a common technique used consistently throughout a boxing match. When was the last time you heard a boxing commentator actually used the word "parry" or any other word for that technique?

Its like EA making a UFC game where the use of the "karate chop" was important to gameplay.

The only time I've ever seen anything that resembles a parry in boxing was when Hopkins flattened Trinidad. He faked a left uppercut and brought it up to block Trinidad's left hook. Then Hopkins countered with a straight right and knocked Trinidad right on his ass. Pretty amazing stuff. That said, I've never ever seen a boxer drop their hands after having one of their punches blocked, especially a jab. I've seen boxers push a jab away with their hand to keep it from scoring, but at best it gives them a fraction of a second to try and react with a counter. The parry and haymaker of Fight Night really do ruin the simulation aspect of the game. I'd prefer higher skill counters, like side stepping or rolling out of a punch.
 
I guess parry does kinda suck but it does need something so your able to counter or do something by just figure their style and move ahead of time.
 
They need to put a better emphasis on footwork for offense and defense. Guys with good footwork should be able to potshot. The fighter movement in FN3 was too slow.
 
They need to put a better emphasis on footwork for offense and defense. Guys with good footwork should be able to potshot. The fighter movement in FN3 was too slow.

Agreed. Circling in the appropriate direction should be important. If I'm fighting a south paw, I should be able to circle away from their power hand and side step a jab and counter with a left hook. That's the kind of thing I want to see. The game should be about timing, knowing how to keep yourself in good position and blocking/rolling with punches.
 
Agreed. Circling in the appropriate direction should be important. If I'm fighting a south paw, I should be able to circle away from their power hand and side step a jab and counter with a left hook. That's the kind of thing I want to see. The game should be about timing, knowing how to keep yourself in good position and blocking/rolling with punches.

For 99% of people it will not be a fun game :)
 
For 99% of people it will not be a fun game :)

I don't know. I think introducing a little foot movement into the game, side stepping shots wouldn't be so bad. You can side-step attacks in most 3D fighters now. The already emphasize counters in the game, so suggesting different ways to set up a counter wouldn't be a huge stretch.

They just have to keep the action faster than a real boxing match and exaggerate the punches and damage a little bit. Give people the excitement of the knockout, but making it a little more like boxing.
 
I don't know. I think introducing a little foot movement into the game, side stepping shots wouldn't be so bad. You can side-step attacks in most 3D fighters now. The already emphasize counters in the game, so suggesting different ways to set up a counter wouldn't be a huge stretch.

They just have to keep the action faster than a real boxing match and exaggerate the punches and damage a little bit. Give people the excitement of the knockout, but making it a little more like boxing.

A major hang up for a dev for a boxing game is that there has never been a really good way to mimic all the tools used by boxers in the ring with a controller.

FN3 automatically keeps the fighters facing each other which makes using angles almost impossible. The only time you can break that mechanic is to move to the side while your opponents is at the start or middle of a punch animation. FN3 doesn't reward you for doing this when landing a punch. But in real boxing, boxers often get knockdowned or KO'd if an opponent side steps a powershot and lands a hard shot that the boxer didn't see coming.

However to make fighting using angles more prevalent you have to give the gamer more control over their boxer's movement. The problem is how do you that without dumbing down the punch mechanism.
 
A major hang up for a dev for a boxing game is that there has never been a really good way to mimic all the tools used by boxers in the ring with a controller.

FN3 automatically keeps the fighters facing each other which makes using angles almost impossible. The only time you can break that mechanic is to move to the side while your opponents is at the start or middle of a punch animation. FN3 doesn't reward you for doing this when landing a punch. But in real boxing, boxers often get knockdowned or KO'd if an opponent side steps a powershot and lands a hard shot that the boxer didn't see coming.

However to make fighting using angles more prevalent you have to give the gamer more control over their boxer's movement. The problem is how do you that without dumbing down the punch mechanism.

That's true. They could try a double tap with the control stick or maybe use one of the bumpers/triggers as a toggle for a quick shuffle step. It looks like that Don King fighting game has some form of quick step to circle your opponent for an angle.
 
That's true. They could try a double tap with the control stick or maybe use one of the bumpers/triggers as a toggle for a quick shuffle step. It looks like that Don King fighting game has some form of quick step to circle your opponent for an angle.

I hate the fact that the typical mechanism for the side step in fighting games is the double tap. Effective stepping to the side requires timing and speed and a double tap especially with analog sticks makes the side step take longer to pull off, meaning that you basically have to time and initiate the step before a punch is thrown which promotes doing it randomly and hope for the best or you have to slow other parts of the game to make it more effective.

I think that the side step should be context sensitive, where when im in punching range a quick tap of the stick that will break the recentering mechanism if your opponent is in a punching animation. Also I should be able to perform a check hook or other punch if i initiate a side step and a punch at the same time. The range of side stepping should be widen in the cases where the opponent lunges at you with shots.

Also, recentering should only be automatic when a player is performing no other action other than movement. Meaning a person holding parrying or weaving stance can't auto center, nor should a parry or weaving be as functional against a person has moved off to the side. This would force people from constantly holding those stances and actions.

Also the side step action could be used when breaking a clinch (which should be allowed more liberal use) to move off to the side and not straight back. If you engage in a clinch because you on the rope, the last thing you want to do is break the clinch and land right back on the ropes.
 
I hate the fact that the typical mechanism for the side step in fighting games is the double tap. Effective stepping to the side requires timing and speed and a double tap especially with analog sticks makes the side step take longer to pull off, meaning that you basically have to time and initiate the step before a punch is thrown which promotes doing it randomly and hope for the best or you have to slow other parts of the game to make it more effective.

I think that the side step should be context sensitive, where when im in punching range a quick tap of the stick that will break the recentering mechanism if your opponent is in a punching animation. Also I should be able to perform a check hook or other punch if i initiate a side step and a punch at the same time. The range of side stepping should be widen in the cases where the opponent lunges at you with shots.

Also, recentering should only be automatic when a player is performing no other action other than movement. Meaning a person holding parrying or weaving stance can't auto center, nor should a parry or weaving be as functional against a person has moved off to the side. This would force people from constantly holding those stances and actions.

Also the side step action could be used when breaking a clinch (which should be allowed more liberal use) to move off to the side and not straight back. If you engage in a clinch because you on the rope, the last thing you want to do is break the clinch and land right back on the ropes.

Good points. I'm not a big fan of the double tap either, but it's better than nothing. They could also use one of the bumpers/triggers as a toggle for quick steps with the movement stick. If you push on the stick normally, you circle your opponent as normal. If you hold the toggle, you get a quick shuffle. They would just have to put a bit of a timer on it so you couldn't shuffle around your opponent at lightning speed. Context sensitive sounds like a better way of doing it. You should be able to keep a guard up while doing it though.

I also agree on the clinching. I like that they're adding some inside fighting, because it might put some of the slower grinders like Joe Frazier on a more level playing field with guys that have outrageous speed. Hopefully part of this inside fighting will be steering your opponent while in the clinch, so you can get off the ropes.

They also need to find a way to implement a bob and weave attack for some of the slower or shorter sluggers. You need some way of getting in on the guys with really fast hands.

You're obviously a boxing fan, and I'm sorry to say I don't think we'll ever get the game we really want.
 
I'm sorry to say I don't think we'll ever get the game we really want.

Yeah, I think thats true and its really a shame. The biggest problem I have is that I would understand their implementation if I could the see the logic in their design choice.

Take Madden for example, they make it more stimulation-like every year without using gimmicks to appease casual fans. They do the same with NCAA football. I think they have that one button mode but its hardly a used feature and yet they sell millions of those two games every year. I think they do the same with the majority of their other major sport titles.

Yet when it comes to boxing they implement arcadey like elements in all modes to try to make it more appeasing to casual fans. Where are the arcade like boxing titles that sell a boatload of units that makes them want to gravitate in that direction. After every release all you hear in EA forums is make it more realistic and flesh out the career mode. The push from the fans wants the game more sim like and they have a history of doing so with their other products, so why add gimmicky mechanics into FN and keep it dumbed down.

Its almost like they don't really believe in the success seen by Fight Night. When I look at FN and KK I see really promising titles that seem to move backwards in terms of progress of gameplay. I think KK demise was the result of declining sales facilitated by EA chasing away the core crowd of the series by trying to make it appealing to the casual crowd.

I think FN appeals to people (even though the fighting genre has be in decline for a long time) because of its more realistic like gameplay in comparsion to a VF or Tekken. I think EA really needs to re-evaluate the franchise and pay more heed to their core audience.
 
Its almost like they don't really believe in the success seen by Fight Night. When I look at FN and KK I see really promising titles that seem to move backwards in terms of progress of gameplay. I think KK demise was the result of declining sales facilitated by EA chasing away the core crowd of the series by trying to make it appealing to the casual crowd.

Well, at least these guys have said they want their game to be faithful to the sport, and a lot of the talk about the new physics/animation is a step in the right direction. I'm hoping this one will be the most realistic one yet, but I think they'll always focus on action fights for casuals, so they might skip some of the details that fans of the sweet science would appreciate. But there's always hoping :)
 
So far it sounds like they took a step in all the right directions. I'm very excited to see the end product. The 60fps over "OMG GRAPHIKXS!!!!" is the right choice.
 
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