Reignmaka's Blog #2: Impressions of A Champion. Gameplay In depth...

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  • BigStereotype
    Rookie
    • Dec 2010
    • 74

    #16
    Re: Reignmaka's Blog #2: Impressions of A Champion. Gameplay In depth...

    Originally posted by II Reignmaka II
    The block controls are semi automated, in the sense that you no longer need to press up or down on the right analog to defend high or low. If you want to block singles shots a press of the right trigger will raise your guard to defend the incoming punch. If you want better coverage, you need only to hold in the right trigger fully. Your guard fails when you start to see punches get through, there is no block meter anymore.

    If you wanted to protect a cut, it would be best to keep your hands up at all times. There is no directional blocking, just reflexive blocking. You'll move slower, but if you want to close the gap you could then use your own reflexes to time shots and head movement to get inside.

    I fought with Cotto a lot, and he has a lot of his signature punches, and his left hook is VICIOUS. He has a cool animation he does when he gets punched out there he will drop his guard momentarily, take a deep breath and then raise his guard again. Using short hooks inside looked really good whilst fighting with him. He fights at a measured pace and you really have to measure your punch out put with him. It takes still to fight with his style and keeping your opponent on the recieving end of body shots is satisfying. He fights in a similar fashion by the A.I as well.

    Heart is one of the attributes, but the way EA has gone with the Ratings this year is totally different than how its been in the past.
    That little animation you talked about clinches this game for me. I was excited but a little antsy, now I'm just excited. I was hoping for fighter specific animations like that (Cotto's BS shoulder-roll after he gets hit...) and if they're providing that kind of detail, it should really add to the authenticity of the game.

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    • Hova57
      MVP
      • Mar 2008
      • 3754

      #17
      Re: Reignmaka's Blog #2: Impressions of A Champion. Gameplay In depth...

      Originally posted by Phobia
      What u wanna know Hova, I will see if it is something I can answer
      What i wanna know from a gameplay perspective and career mode is the ability of cpu boxers to develop a style over time and not from the start. Are beginning boxers at the same skill level as you are? Will the Cpu fight to your weakness , cut the ring off, play as a pure counter puncher, and one last thing that really was a gamekiller in FN4 is do the cpu stamina decrease at a good rate and don't increase faster as rounds continue.

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      • Phobia
        Hall Of Fame
        • Jan 2008
        • 11623

        #18
        Re: Reignmaka's Blog #2: Impressions of A Champion. Gameplay In depth...

        Originally posted by Hova57
        What i wanna know from a gameplay perspective and career mode is the 1)ability of cpu boxers to develop a style over time and not from the start. 2)Are beginning boxers at the same skill level as you are? 3)Will the Cpu fight to your weakness , cut the ring off, play as a pure counter puncher, and one last thing that really was a gamekiller in FN4 is 4)do the cpu stamina decrease at a good rate and don't increase faster as rounds continue.
        1) Don't believe we are to that point in any video game yet.

        2) Yes, from what I noticed in my limited play time.

        3) Yes, I fought a mixture of brawlers who wade in and try and cut off ring, some that liked to retreat and box, aggressive counter boxers who keep the pressure on, also defensive counter strikers who like to counter while drawing you in. This area felt good to me.

        4) Yea it felt balanced and CPU did not seem to have any kind of "boost" or advantage

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