It'll be day 1 for me, it's kind of embarrassing for EA and other MAJOR corporate entities that these guys could get this level of partnerships. The roster is banana's that's for sure. Getting the WBC belt was also smart as well as the cornermen and other peripheral type guys (something that may not have even occurred to other studios)
I would love to know the details of their financing(s) as to how they got this thing done. As far as I know they are a brand new small indie studio?
Having said all of that and also getting hyped up along with all you guys... the punches don't look very good - I hate to say it but I can't pretend like I didn't notice a few negative things and they are all animation based. Footwork and ring movement looks good - well done there. Punches which are arguably the most important part of the immersion and animation look off. They lack the perception of force in some ways as well as on the receiving end. I wish I could lend a voice to them here. I don't know if they did mo-cap, but to me a potential hurdle starts with this type of mindset:
We mo-capped ___ super star throwing a right cross so it's perfect. We have the perfect data and animation is linked directly to that so there is no arguing that.
Even if they aren't doing that, the problem is that videogames exist in their own distinctive realm. A perfect technique in real-life will often not look good in a videogame, just as it would not in a movie. More visual cues need to be given, more exaggeration, more speed ramping, more cause and effect. You need to SELL the movement and the HIT.
So far, every small clip I've seen of punches, they are not coming off well. Whether it's regular animation or mo-cap, the torque isn't there. I could talk about this forever lol, but I hope they realize this and how to get it on the right track