For starters, you basically have 4 chances to get up in FNC. If you go late into the rounds and haven't been knocked down, it is more difficult to get up, making it really tough to get up after two knockdowns. But the logic here is flawed to me. You basically go into the fight with a handful of knockdown passes, irrespective of how hard you get hit and where your stamina is in the fight. And then after that you are presented with a mini-game where your ability to win it is again more to do about how many times you've been knocked down, rather than the physical toll you have taken.
This now leads to the knockdown animations. It doesn't take long to realize that the knockdown animations do not parallel the physical condition of your fighter when he gets hit. Even the commentary lacks here. Just last night I knocked a guy down with right straight that caught him while his stamina dropped and he did the freeze up, arms open to the side, fall back to the canvas animation. By the looks of it, my opponent was done, but by the count of 3 he was back up ready to start swinging again. Here's what the commentary said, "Ohh..and down he goes...but can he get back up?!?" That's a paraphrase, but if you are calling a fight and see a guy fall like that, are you questioning his capacity to get back up?
This goes back to the game developer's desire to be able to include the uncommon that boxing often gives us and put it in the game with more frequency. Over the top animations that lead you to believe the fight is over are countered with a mini-game that gives you a "three strikes and you're out" type experience.
So I say do away with the mini-game and make your ability to get up entirely based on a combination of things like your chin rating, current stamina, how flush the shot hit, your opponents punching power etc. Create an unpredictability factor where you don't have the security of four "get-ups" in your back pocket.
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