Fight Night Round 4 GI Preview/Features
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Fight Night Round 4 GI Preview/Features
From pastapadre
http://www.boxingscene.com/forums/showt ... p?t=237393
* the game features at least a dozen venues from around the world. They are more built than previous titles. This includes more activity around the apron during a fight.
* Fighters comfirmed so far Tyson, ali, Lennox Lewis, sugar Ray, Winky Wright, Sergio Mora and Emanuel Augustus (plz Miguel Cotto, Juan Manuel Lopez)
*The strenght of a punch is no longer how far back you pull the analog atick, but how cleanly you make contact.
*if your in close to your opponent and dont get full arm extension, the power behind your punches are weakened.
*Boxers now have more hit zones in their faces, and different punches will have different effects depending on where they land.
*Blocking now has a meter, this meter decays over time, your overall risk increases as the meter decreases.Punches can break threw your guard and your arms can be knocked out the way (like Pacman did to De La Hoya) much easier as your opponent works your defense.(shows picture of Ali breaking threw Tysons upper block inbetween gloves with an extended left uppercut)
* Due to physics system reduces the power of punches when a boxers arms arent fully extended (picture shows Tyson smoothering Ali on the inside)
* Fight Nights new physics system is better suited to providing more realistic outcomes during the moment to moment flow of two boxers constantly trading punches
*Taking cuts to the face ( I won many fights on cuts) is not about your health meter, the strenght of the punch and how directly it lands on your face are more important
*When Tyson is throwing a punch at your head, dont try and slap it out of air (reffering to R3's parrying system)
*40 lincensed boxers, introduces more height and body (like Tyson being small for good inside, and taller Ali being better on outside). Thus, long armed fighters perform better if they stick and move, while shorter boxers like Tyson want to pummel you from close range, negating the advantage of the opponents longer arms.
*SUMMER RELEASE
http://www.boxingscene.com/forums/showt ... p?t=237393
* the game features at least a dozen venues from around the world. They are more built than previous titles. This includes more activity around the apron during a fight.
* Fighters comfirmed so far Tyson, ali, Lennox Lewis, sugar Ray, Winky Wright, Sergio Mora and Emanuel Augustus (plz Miguel Cotto, Juan Manuel Lopez)
*The strenght of a punch is no longer how far back you pull the analog atick, but how cleanly you make contact.
*if your in close to your opponent and dont get full arm extension, the power behind your punches are weakened.
*Boxers now have more hit zones in their faces, and different punches will have different effects depending on where they land.
*Blocking now has a meter, this meter decays over time, your overall risk increases as the meter decreases.Punches can break threw your guard and your arms can be knocked out the way (like Pacman did to De La Hoya) much easier as your opponent works your defense.(shows picture of Ali breaking threw Tysons upper block inbetween gloves with an extended left uppercut)
* Due to physics system reduces the power of punches when a boxers arms arent fully extended (picture shows Tyson smoothering Ali on the inside)
* Fight Nights new physics system is better suited to providing more realistic outcomes during the moment to moment flow of two boxers constantly trading punches
*Taking cuts to the face ( I won many fights on cuts) is not about your health meter, the strenght of the punch and how directly it lands on your face are more important
*When Tyson is throwing a punch at your head, dont try and slap it out of air (reffering to R3's parrying system)
*40 lincensed boxers, introduces more height and body (like Tyson being small for good inside, and taller Ali being better on outside). Thus, long armed fighters perform better if they stick and move, while shorter boxers like Tyson want to pummel you from close range, negating the advantage of the opponents longer arms.
*SUMMER RELEASE
EA Chicago did Fight Night 3. EA closed it down over a year ago. There might be some of the same crew making it but EA Canada is where this game is being made.
Kudo Tsunoda is the guy you are thinking of (Producer of FN3 and Def Jam). He left EA for Microsoft last year and worked on GOW2.
http://www.eurogamer.net/articles/micro ... -interview
Kudo Tsunoda is the guy you are thinking of (Producer of FN3 and Def Jam). He left EA for Microsoft last year and worked on GOW2.
http://www.eurogamer.net/articles/micro ... -interview
- pk500
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I wonder what fighters will be licensed. I understand the appeal of Tyson and other past greats, but I hope some active stars are represented, too. Fighters from across the weight divisions I'd LOVE to see in the game (even though I'm not a console gamer!):
Pacquiao
Hatton
J.M. Marquez
Calzaghe
Hopkins
Mosley
Margarito
Cotto
Dawson
I. Vazquez
R. Marquez
Darchiniyan
Haye
Williams
Campbell
Clottey
Take care,
PK
Pacquiao
Hatton
J.M. Marquez
Calzaghe
Hopkins
Mosley
Margarito
Cotto
Dawson
I. Vazquez
R. Marquez
Darchiniyan
Haye
Williams
Campbell
Clottey
Take care,
PK
"You know why I love boxers? I love them because they face fear. And they face it alone." - Nick Charles
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
- WillHunting
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That's funny cause I remember hearing one of the boxing analyst mention that someone had asked Ali what he thought of Tyson in his prime. Two words Joe Frazier.WillHunting wrote:Tyson wouldn't last 2 rounds with Ali. Anyway, this looks good, I hope it plays well.
I still think Ali would have respected Tyson like he did with Frazier. In fact Ali is on record as saying the three Ali v Frazier fights were wars for him and in the final fight if Frazier had not answered the bell, Ali would have done it instead.
- pk500
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It's a mediocre rendition of Iron Mike, for sure.GTHobbes wrote:Am I the only one who thinks that last shot looks nothing like Tyson? If I just saw the face, I doubt I'd even know who that was supposed to be.
Take care,
PK
"You know why I love boxers? I love them because they face fear. And they face it alone." - Nick Charles
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
- pk500
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Mike is starting to look more and more like Darnell "The Ding-a-Ling Man" Wilson, minus the Maori tat. Wilson is on this season's "Contender" and is a solid cruiserweight fighter:

The Ding-a-Ling man had easily the best knockout on "Friday Night Fights" in 2007. One of the best KO's you'll see:
<embed src="http://www.youtube.com/v/OS77moBJnTM&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed>
Let's get the Ding-a-Ling Man in Fight Night 4!
Take care,
PK

The Ding-a-Ling man had easily the best knockout on "Friday Night Fights" in 2007. One of the best KO's you'll see:
<embed src="http://www.youtube.com/v/OS77moBJnTM&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed>
Let's get the Ding-a-Ling Man in Fight Night 4!

Take care,
PK
"You know why I love boxers? I love them because they face fear. And they face it alone." - Nick Charles
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
"First on the throttle, last on the brakes." - @MotoGP Twitter signature
XBL Gamertag: pk4425
Take it for what it is worth kids.
http://insideblog.easports.com/archive/ ... ments.aspx
First comments from people playing the game. They liked it.
http://insideblog.easports.com/archive/ ... ments.aspx
First comments from people playing the game. They liked it.
[url=http://sites.google.com/site/bmdsooner/]My place for games![/url]
- sportdan30
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- sportdan30
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Yo Bdoughty, where are you? Don't tell me I'm posting this link before you!
http://sports.espn.go.com/videogames/ne ... id=3968745
http://sports.espn.go.com/videogames/ne ... id=3968745
http://insideblog.easports.com/archive/ ... und-4.aspx
Be on the lookout for a new physics video to hit http://www.gamespot.com on the evening of April 3!
I’ll be completely honest. I wasn’t the biggest fan of physics in school. There are a lot of reasons for that. My teachers probably weren’t the coolest, most interesting people in the world. The curriculum probably involved a lot of mathematical problem-solving with a pencil and paper. There were likely some experiments with wood and string and springs. Meh.
Well, things get a whole lot more interesting when you’re instructor is a virtual Smokin’ Joe Frazier.
When I first joined the Round 4 team, a small pre-production crew had already been hard at work prototyping the new physics engine. One of the first things I saw was a generic boxer model missing a straight right and shooting it just over the shoulder of his opponent. As he retracted the punch, his arm would slightly bump upwards as the other boxer stood up from a slight crouch. It may sound like a small detail, but it was a very big deal for me because I had never seen anything like it in a boxing game before. I see it happen almost every week on Friday Night Fights, but a video game? No way. The collision detection in Fight Night Round 4 sets it apart from its predecessors and sets the stage for several of the other big gameplay improvements. Most notably, the incorporation of height and reach as strategic factors in a fight, inside fighting and outside fighting and the variety of impacts that occur as two boxers punch, block, slip and move inside the ring.
Having worked on other games in the past, including the original Fight Night 2004, it was a constant learning experience to help design and tune the gameplay for Round 4. Gone were the days of simple punch damage tables: a jab hurts this much and a hook hurts that much. Because physics is being factored into every single punch impact, each time an engineer refines the shape or size of the left cheekbone (yes, there is a separate collision volume for each cheekbone – also the brows, nose, chin, jaw, temples and cranium) it has an effect on the result of every overhand right that comes crashing down. A departure from most boxing games and fighting games in general, it delivers the dynamics of a real prizefight. It creates the difference between a straight that slides of the side of your cheek and a hook that crashes full force into the side of your head.
Most importantly, it’s a heck of a lot of fun.
-Brizzo
For more on Fight Night Round 4 visit the official website: http://www.fightnight.easports.com

Be on the lookout for a new physics video to hit http://www.gamespot.com on the evening of April 3!
I’ll be completely honest. I wasn’t the biggest fan of physics in school. There are a lot of reasons for that. My teachers probably weren’t the coolest, most interesting people in the world. The curriculum probably involved a lot of mathematical problem-solving with a pencil and paper. There were likely some experiments with wood and string and springs. Meh.
Well, things get a whole lot more interesting when you’re instructor is a virtual Smokin’ Joe Frazier.
When I first joined the Round 4 team, a small pre-production crew had already been hard at work prototyping the new physics engine. One of the first things I saw was a generic boxer model missing a straight right and shooting it just over the shoulder of his opponent. As he retracted the punch, his arm would slightly bump upwards as the other boxer stood up from a slight crouch. It may sound like a small detail, but it was a very big deal for me because I had never seen anything like it in a boxing game before. I see it happen almost every week on Friday Night Fights, but a video game? No way. The collision detection in Fight Night Round 4 sets it apart from its predecessors and sets the stage for several of the other big gameplay improvements. Most notably, the incorporation of height and reach as strategic factors in a fight, inside fighting and outside fighting and the variety of impacts that occur as two boxers punch, block, slip and move inside the ring.
Having worked on other games in the past, including the original Fight Night 2004, it was a constant learning experience to help design and tune the gameplay for Round 4. Gone were the days of simple punch damage tables: a jab hurts this much and a hook hurts that much. Because physics is being factored into every single punch impact, each time an engineer refines the shape or size of the left cheekbone (yes, there is a separate collision volume for each cheekbone – also the brows, nose, chin, jaw, temples and cranium) it has an effect on the result of every overhand right that comes crashing down. A departure from most boxing games and fighting games in general, it delivers the dynamics of a real prizefight. It creates the difference between a straight that slides of the side of your cheek and a hook that crashes full force into the side of your head.
Most importantly, it’s a heck of a lot of fun.
-Brizzo
For more on Fight Night Round 4 visit the official website: http://www.fightnight.easports.com

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- sportdan30
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