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Old 01-31-2011, 04:45 PM   #105
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Re: Fight Night Champion Demo Gameplay Videos, Including Online

Quote:
Originally Posted by Phobia

I am not so worried about PERM stamina, I think it looks fine. But I think TEMP stamina needs to drain much faster.
I actually think it's ok. Especially if you make a guy miss, his temp stamina drops. This is where I was concerned though because I feel that even a punch that lands should drain a good portion.

I really like that step you can do though. It really adds to the footwork.
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Old 01-31-2011, 04:52 PM   #106
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Re: Fight Night Champion Demo Gameplay Videos, Including Online

Ok, I went through the process with the demo files and played a few matches. I must say, if you all remember that lil bit of **** I was talking......uhhh you can disregard that lol.

This is going to take some getting used to no doubt. Definitely a turn for the better and it reminds me of the turtle and the hare. FN4 being the turtle and of course FNC the hare. Waaay more visceral than FN4. No more sluggish punches here man, when you throw a combo in FNC......you throw a combo dude.

**** is fast and unforgiving. I love it. I'll be back to talking my lil bit of **** shortly. Let me adjust lol.

Manny dropped me oh so swiftly at the beginning of the match with a punch. I recovered and he came back at me. I'm thinking the CPU is super agressive what the hell! Then I got the hang of it slightly and Manny stopped walking up on me. I'm adjusting.

Oh, and what the hell happened to the punch sound effects. Couple of steps down from RN4 definitely. Sounds very bad.

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Old 01-31-2011, 05:31 PM   #107
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Re: Fight Night Champion Demo Gameplay Videos, Including Online

Can somebody PM me the info to get the demo on 360 or PS3?? whichever is easier it doesn't matter to me.

I'm dying to play this. I'm glad to hear they added something to the footwork.
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Old 01-31-2011, 05:44 PM   #108
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Re: Fight Night Champion Demo Gameplay Videos, Including Online

I've played a ton of demo matches in the past two days with my buddies our thoughts on the "issues" are this:

-Temporary stamina should be tweaked so you can't just throw back to back to back to back flurries. It only really seems to penalize you for throwing non-stop like a true spammer or 4 or more punches with the same hand. If you throw 3 or 4, pause just long enough to block 1 punch your stamina meter will be full again and you can rinse and repeat and throw pretty much all round long.

-I doubt they will make this adjustment, but if the sliders are similar to last year I will be increasing the amount of damage done per punch. You land real heavy shots in this game and it doesn't do much overall damage to your opponents health bar. There needs to be more risk/reward to throwing bombs and getting hit with good shots.

-Punch accuracy is too high, almost everything lands besides tall fighters throwing in close which has a chance of wrapping around the opponents head. I tweaked this pretty good in FNR4 with the sliders, hoping I can do the same in FN:C.

-Goes pretty much hand and hand with the accuracy, but it seems regardless of which method of blocking you use, punches seem to break thru your block and land a little too often for my taste. I understand the blocking mechanic and think it's an upgrade over FNR4 but blocking doesn't seem to work to well in general. I tried just defending (moving, blocking, leaning, and weaving) not throwing any punches against Pacquiao for 1 round and he still managed to land 22% of his punches, most were thru my blocks even when I seemingly timed them well.

-Getting hit with clean punches should interrupt you from throwing back in most cases. This is only the case with counter stuns in FN:C from what I've seen. I can load up the hardest possible power modified uppercut with Mike Tyson and Ali will just eat it and throw through it almost everytime... unacceptable

-Punch feigns are missing. They are a key part of the sweet science. This would have been an excellent strategic addition especially with how the new blocking mechanic works. Too bad we can't truly feign to get your opponent to lean a certain way or open up their block looking for a counter opportunity. Ahh the mind games we are missing out on this year...

Pretty happy with the game overall despite it's current flaws, hopefully most of my concerns will be fixed/fixable.
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Old 01-31-2011, 06:13 PM   #109
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Re: Fight Night Champion Demo Gameplay Videos, Including Online

I agree that the stamina regains far too quickly and that punch accuracy is too high. I think stamina right now makes you think twice about slugging away but it would certainly help to see some more time transpire in the regeneration of it.

I'm actually enjoying the footwork in this game a whole lot more than I though I would. The previews don't give it justice. It's not perfect, and I am concerned about being able to bully your opponent without them being able to escape, but you can definitely jab and move.
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Old 01-31-2011, 06:26 PM   #110
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Re: Fight Night Champion Demo Gameplay Videos, Including Online

Quote:
Originally Posted by The Visualizer
I've played a ton of demo matches in the past two days with my buddies our thoughts on the "issues" are this:

-Temporary stamina should be tweaked so you can't just throw back to back to back to back flurries. It only really seems to penalize you for throwing non-stop like a true spammer or 4 or more punches with the same hand. If you throw 3 or 4, pause just long enough to block 1 punch your stamina meter will be full again and you can rinse and repeat and throw pretty much all round long.

-I doubt they will make this adjustment, but if the sliders are similar to last year I will be increasing the amount of damage done per punch. You land real heavy shots in this game and it doesn't do much overall damage to your opponents health bar. There needs to be more risk/reward to throwing bombs and getting hit with good shots.

-Punch accuracy is too high, almost everything lands besides tall fighters throwing in close which has a chance of wrapping around the opponents head. I tweaked this pretty good in FNR4 with the sliders, hoping I can do the same in FN:C.

-Goes pretty much hand and hand with the accuracy, but it seems regardless of which method of blocking you use, punches seem to break thru your block and land a little too often for my taste. I understand the blocking mechanic and think it's an upgrade over FNR4 but blocking doesn't seem to work to well in general. I tried just defending (moving, blocking, leaning, and weaving) not throwing any punches against Pacquiao for 1 round and he still managed to land 22% of his punches, most were thru my blocks even when I seemingly timed them well.

-Getting hit with clean punches should interrupt you from throwing back in most cases. This is only the case with counter stuns in FN:C from what I've seen. I can load up the hardest possible power modified uppercut with Mike Tyson and Ali will just eat it and throw through it almost everytime... unacceptable

-Punch feigns are missing. They are a key part of the sweet science. This would have been an excellent strategic addition especially with how the new blocking mechanic works. Too bad we can't truly feign to get your opponent to lean a certain way or open up their block looking for a counter opportunity. Ahh the mind games we are missing out on this year...

Pretty happy with the game overall despite it's current flaws, hopefully most of my concerns will be fixed/fixable.
GREAT LIST Vis! I agree fully with your stance, even though I have not touched it since community day I can tell from the videos this is the problems.

I will be sending this post on to the dev team.
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Old 01-31-2011, 06:58 PM   #111
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Re: Fight Night Champion Demo Gameplay Videos, Including Online

Quote:
Originally Posted by DaveDQ
I agree that the stamina regains far too quickly and that punch accuracy is too high. I think stamina right now makes you think twice about slugging away but it would certainly help to see some more time transpire in the regeneration of it.

I'm actually enjoying the footwork in this game a whole lot more than I though I would. The previews don't give it justice. It's not perfect, and I am concerned about being able to bully your opponent without them being able to escape, but you can definitely jab and move.

But that's not how real stamina works! It should not regen slower!

People don't throw that many punches in round one because they are aware they will gas later, not because they can't physically do it. For example if Pac has a 3 round fight, I'm confident he could throw 400 punches without gasing completely.

It's more of a strategy over the long haul. Stamina doesn't deplete quickly and come back quickly. And punching isn't the most tiring thing, moving around the ring and sliping/ducking punches is taxing.

It's almost that there should be a punch-budget, and that body blows slow your legs down and make you more sluggish, but no 'deplete' your stamina per say. I would hate it if the bar depleted and was slow to come back in the 1st round or even any round. Who's to say I won't go balistic and throw 15 punches in a row a few times a fight - you see it all the time on tv.
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Old 01-31-2011, 07:03 PM   #112
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Re: Fight Night Champion Demo Gameplay Videos, Including Online

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Originally Posted by ExtremeGamer
I got flash KO'ed by Cotto in the 3rd round, I won the first 2 rounds 10-9, 10-9. I was dominating him in the 3rd as well, and out of no where I got rocked. That didn't really bother me, but was annoyed I lost. But I did like the aspect of a stray punch can knock anyone out at any point.
I'm starting to think that it's weighted in favour of the CPU. I get dropped and don't do a lot of dropping lol, but it's not as if I'm being dominated or even landing less power shots.
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