On a 10 scale, what do you all rate the demo?

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  • SHAKYR
    MVP
    • Nov 2003
    • 1795

    #31
    Re: On a 10 scale, what do you all rate the demo?

    Originally posted by 31
    8 for sure. I guess I don't know enough about the intricacies of the sport to realize whats sim and whats not. Its just really fun. Ignorance is bliss I guess.
    I appreciate your honesty. You have people on various forums who will argue with a person who knows a sport inside out.
    Poe is an advocate for realistic boxing videogames.

    Comment

    • grunt
      Banned
      • Jul 2002
      • 9527

      #32
      Re: On a 10 scale, what do you all rate the demo?

      I gave the demo a 8.5 but the more I play the game is more of a 6.

      Comment

      • myownsun
        MVP
        • Aug 2002
        • 3238

        #33
        Re: On a 10 scale, what do you all rate the demo?

        A solid 8.

        Comment

        • Vast
          MVP
          • Sep 2003
          • 4015

          #34
          Re: On a 10 scale, what do you all rate the demo?

          Originally posted by Lisa_Bonami
          Maybe Im in the minority here but I feel that while the player models are more realistic and the animations are better, The actual ebb and flow of boxing seems to be off.

          Its as if EA's mission was to extract all the EXCITING ACTION from boxing and just make a game that totally consists of ROCKY Movie style gameplay. There's a saying that goes, without the bitter, sweet just doesnt taste...as sweet. Which really sums up my feelings of this demo. Its as if the entire match is one big climax or crescendo rather than a sprinkle of alot of realistic missed punches and sloppiness.

          When everything is too high adrenalin and toe to toe blasting back and forth, it removes that sense of excitement and build up of a fight that is really starting to get exciting.

          The game, in my opinion, just needs to sprinkle in alot more sloppiness, missed punches, vary the sound effects so every throw doesnt sound like a face crunching blast, etc.

          The game has no buildup and....well a certain flow that makes watching a boxing match so exciting. You never get that feeling that its time to lean into the tv a little close because the fighters are starting to open it up, because the entire match is already full throttle from the opening bell.

          Basically, too much punishment and action traded at the expense of realistic pacing and flow.


          Does this make any sense, or am I the only one that is seeing that?
          great great post. I feel the same way. Hopefully sliders and setting presentation to sim can get us close to that vision.

          Creep is just happy to knock fools out, but i see what you're saying and agree wholeheartedly.
          "I'm addicted to Video Games, and i chase it with a little OS." -Winston Churchill

          Comment

          • Phobia
            Hall Of Fame
            • Jan 2008
            • 11623

            #35
            Re: On a 10 scale, what do you all rate the demo?

            Originally posted by Lisa_Bonami
            Maybe Im in the minority here but I feel that while the player models are more realistic and the animations are better, The actual ebb and flow of boxing seems to be off.

            Its as if EA's mission was to extract all the EXCITING ACTION from boxing and just make a game that totally consists of ROCKY Movie style gameplay. There's a saying that goes, without the bitter, sweet just doesnt taste...as sweet. Which really sums up my feelings of this demo. Its as if the entire match is one big climax or crescendo rather than a sprinkle of alot of realistic missed punches and sloppiness.

            When everything is too high adrenalin and toe to toe blasting back and forth, it removes that sense of excitement and build up of a fight that is really starting to get exciting.

            The game, in my opinion, just needs to sprinkle in alot more sloppiness, missed punches, vary the sound effects so every throw doesnt sound like a face crunching blast, etc.

            The game has no buildup and....well a certain flow that makes watching a boxing match so exciting. You never get that feeling that its time to lean into the tv a little close because the fighters are starting to open it up, because the entire match is already full throttle from the opening bell.

            Basically, too much punishment and action traded at the expense of realistic pacing and flow.


            Does this make any sense, or am I the only one that is seeing that?
            Love your post Lisa! It is dead on the money and goes along perfect with what I have been e-mailing the dev team. I have been saying since last week there is no "suspense" to the action. It is " The expendables" of boxing games. It is non-stop over the top action rather than that slow build of tense, then boom you explode out your seat because of a huge knockout that came out of no where.

            Instead when a knockout happens you get that feeling of "Ohhh damn it took him that long to go down after all those heavy punches?!?!"

            I agree man!

            Comment

            • BezO
              MVP
              • Jul 2004
              • 4414

              #36
              Re: On a 10 scale, what do you all rate the demo?

              Originally posted by Lisa_Bonami
              Maybe Im in the minority here but I feel that while the player models are more realistic and the animations are better, The actual ebb and flow of boxing seems to be off.

              Its as if EA's mission was to extract all the EXCITING ACTION from boxing and just make a game that totally consists of ROCKY Movie style gameplay. There's a saying that goes, without the bitter, sweet just doesnt taste...as sweet. Which really sums up my feelings of this demo. Its as if the entire match is one big climax or crescendo rather than a sprinkle of alot of realistic missed punches and sloppiness.

              When everything is too high adrenalin and toe to toe blasting back and forth, it removes that sense of excitement and build up of a fight that is really starting to get exciting.

              The game, in my opinion, just needs to sprinkle in alot more sloppiness, missed punches, vary the sound effects so every throw doesnt sound like a face crunching blast, etc.

              The game has no buildup and....well a certain flow that makes watching a boxing match so exciting. You never get that feeling that its time to lean into the tv a little close because the fighters are starting to open it up, because the entire match is already full throttle from the opening bell.

              Basically, too much punishment and action traded at the expense of realistic pacing and flow.


              Does this make any sense, or am I the only one that is seeing that?
              Agreed!

              And IMO, this has much to do with footwork. It's too easy to get caught up in those Rocky moments when your opponent forces the issue. We desparately need the ability to avoid action when we want. Boxers do it all of the time; when they're hurt, winning late, to frustrate an aggressive boxer, ect.

              Ring generalship is a big part of boxing. It's one of the 3 areas judged along with effective punching & defense. It's a combination of defense AND ring generalship that keeps boxers out of harms way.

              Connect percentages are too high, but is it the punches that are too accurate or the slower footwork keeping boxers in punching range?

              And there needs to be a better way to move your feet & weave at the same time.

              Other than the new punching, blocking was the best improvement(forgot to mention that in my rating), but the devs needed to go further and address the footwork. With a 2 year development cycle, I'd expect ALL of these improvements to be made.
              Shout out to The Watcher! Where you at bruh?

              Comment

              • sva91
                MVP
                • Feb 2005
                • 2019

                #37
                Re: On a 10 scale, what do you all rate the demo?

                Originally posted by TheCreep
                The realistic pace and flow are going to originate from you man. You want it to pace like a realistic boxing match, go ahead and do it. You want 40-50 punches per round, then throw 40-50 punches per round.

                The pace comes from the people playing the game my friend. I usually start off slow and then open up later(this is what you stated DOESN'T happen), so you CAN lean in after the 2nd round is up and wait for the fireworks.

                I think SAV713, EMAN, and DATflyGuy will agree the game is as sim as YOU make it.
                I agree. The thing to keep in mind is that sim style fighting is usually the best way to fight in this game (apart from a couple of cheese tactics that seem to work), and thats just judging by a 3 rd demo, Im sure it will be even more apparent in a 10-12 rd fight where conserving energy will play a much bigger factor. I rarely go over 50 punches a round, and I have no problem with that.

                There are some things this demo needs to fix, but man I am loving the demo. I played creep, also a sim fighter, and it is a freaking chess match. I have not had this much fun with a demo in a long time.

                I am Sav713 btw.

                Comment

                • Kanobi
                  H*F Cl*ss *f '09
                  • Apr 2003
                  • 6056

                  #38
                  Re: On a 10 scale, what do you all rate the demo?

                  8.5............

                  Comment

                  • acts238shaun
                    MVP
                    • Dec 2005
                    • 2714

                    #39
                    Re: On a 10 scale, what do you all rate the demo?

                    Originally posted by TDKing
                    6.5 I was expecting much more after a 2 year dev cycle.
                    I agree, especially after EA MMA was so good.

                    I am giving a seven/10, giving a point for allowing an online demo and taking one for the state of defense and punch connect rate online.

                    It's better than FNR4 by far, but I was hooping the ills of FNR4 online would have been corrected. Some where, such as spinning, but now everyone is going to use Ali, Sugar Ray Robinson or Duran everytime out online ranked. Head movement is better, I think, but they seriously need to tweak Ali's punch ratings for online. His hook was ok, his straights were what made him tough to deal with as far as his punches.

                    Comment

                    • Lakers 24 7
                      Pro
                      • Nov 2006
                      • 725

                      #40
                      Re: On a 10 scale, what do you all rate the demo?

                      Good:

                      Footwork. On the previous FN the fighters moved around like they were in quick sand and the game essentially forced you to go toe to toe with your opponent. Here we can move in and out at will, step off, etc. While not perfect the footwork is definitely a step in the right direction.

                      Range & distance


                      Punches. Animations seem very fluid and realistic.

                      Bad:


                      Stamina. Every boxer on the game can launch 100+ punches with ease.

                      Pace
                      . Pace of the game is a tad too fast

                      Countering effects
                      . Lose the special effects for counters.

                      Swaying. I should be able to sway left and right while moving, it doesn't make any sense that they're boasting about only being able to sway while planted. Sways should be faster and more effective when planted, but I don't know of a boxer who can't move his torso and feet at the same time.

                      Look at Tyson at 2:27 and on



                      Overall notice how light he is on his feet. On the game it's about being planted when it should be about light and swiftness. They got it backwards there, the focus on having to be planted lends more to a slug fest than boxing.
                      Last edited by Lakers 24 7; 02-10-2011, 02:34 PM.

                      Comment

                      • eeyor
                        Rookie
                        • Nov 2008
                        • 206

                        #41
                        Re: On a 10 scale, what do you all rate the demo?

                        7/10
                        it's good but too fast paced...there is no waiting in the first looking for strategy etc.
                        And I really hate the presentation of fight ending punches...it kills the excitement for me when the guy goes down and a second later 3 guys are standing around him trying to get up...there has to be more to it, like a second where the ref is checking, maybe starting to count, something like that!

                        Comment

                        • BezO
                          MVP
                          • Jul 2004
                          • 4414

                          #42
                          Re: On a 10 scale, what do you all rate the demo?

                          Originally posted by Lakers 24/7
                          Bad:

                          Swaying. I should be able to sway left and right while moving, it doesn't make any sense that they're boasting about only being able to sway while planted. Sways should be faster and more effective when planted, but I don't know of a boxer who can't move his torso and feet at the same time.

                          Look at Tyson at 2:27 and on



                          Overall notice how light he is on his feet. On the game it's about being planted when it should be about light and swiftness. They got it backwards there, the focus on having to be planted lends more to a slug fest than boxing.
                          Yeah! Between this & the footwork, too much defense is missing. Especially with punches being made easier, they should've balanced the game better.

                          With a 2-year cycle, I hope this is something they can address in a tuner set.
                          Shout out to The Watcher! Where you at bruh?

                          Comment

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