09-12-2008, 10:10 AM
|
#14
|
Hall Of Fame
OVR: 37
Join Date: Sep 2002
Location: Kingsville, ONT
|
Re: Fight Night Round 4 Sneak Peak (IGN)
More comments from the Expo:
Source: http://www.saintsreport.com/forums/s...65#post1345965
 |
Quote: |
 |
|
|
|
|
|
|
|
|
Just got done with EA. Fight Night Round 4 is looking very, very good. Peter Moore was in attendance and debuted the first in-game footage. The graphics look a little rough, but he said they are at about 70%. The amazing this is, even if the graphics shipped out at 70%, this game would likely still be incredible. The real king is the physics engine. There's no more pre-dertimined sequences when you land/miss punches. This means no more knocking a guy down when you actually whiffed. The speed, power, angle, etc of your punches affect your opponents now, where they were just hit/miss before. This means no two punches will ever be the same again.
They have also removed that dead space in between boxers that used to drive me nuts. They previously had that invisible wall in there to prevent clipping, but now it's gone and your boxer can really work his inside game, if that's his style. They have also added proportionate boxers. Whereas in previous versions, reach didn't matter, in FNR4, it's a big deal. |
|
 |
|
 |
|
|
|
|