The honor of my first post will go to the latest installment of a series that I've played since it's PS2 days: Fight Night. It's latest installment, Fight Night Champion, which will be out on March 1, 2011 is set to take the title of "Pound for Pound King of Boxing Video Games".
I got a hold of its demo on the PlayStation Network just a couple of days ago, and admittedly, I'm quite impressed with some of the changes they've implemented so far, focusing on realism of visuals and punch execution.
First, the visuals are looking a lot better now thanks to improved boxer, clothing and damage modeling. Too bad they didn't apply it to other assets such as the referee (he still looks the same). I noticed that they have now implemented a "blur" effect to the fight animations now, which to me somehow smoothed the animations. The arena elements such as the photographers, the audience, and ringside somehow adds that feel of realism of being inside the ring. I also noticed that the fighters now act like their real life counter parts, such as Paquiao lunging towards his opponent as he delivers a left straight. His "tapping-himself-in-the-face-to-show-he's-not-freaking-hurt" taunt is also there, but not quite like how he does it in real fights. Replay cuts are still there whenever a knockdown blow is delivered, but sadly, the sweat effects aren't convincing close-up. The slow-motion effect of blocking and evading punches is now toned down for added realism.
Image from EA.com |
Gameplay wise, there have been a lot of changes. The Total Punch Control from FNR4 is now called "Full Spectrum Punch Control" (FSPC). With FSPC, you will only need to flick the right analog stick at a certain angle to the left or right to execute a punch. No need to pull the analog stick back before you push it forward, and other gestures. FSPC maps 6 different punches for each side. That brings a total of 12 left and right possible punches with just the right analog stick. However, for me, this felt a bit inaccurate and too tight because the angles are a too close, that you might not be able to execute the punch that you want to throw. For example, you might be expecting a jab. but instead, an overhand punch was delivered due to the closeness of the angle that you need to push the stick. Guarding is now also automated. This means that you no longer need to push the right analog stick up or down to guard your head or body. This frees the analog stick for you to deliver punches while you are blocking.
Along with the FSPC, face buttons are now mapped also for punches. Hooks and straights are mapped to a corresponding face button and uppercuts are executed by pressing a combination of two face buttons. Headbutts, low blow, switch stance and taunts are now mapped to the directional pad. Clinching is now performed by pressing L2 and R2 simultaneously. Pushing is now mapped to L2. Blocking, leaning and power modifier (for hay makers) are still the same. The new control scheme might take a bit of getting used to to master this game.
Ringside recovery a.k.a "The Corner Game" in between rounds is now dependent on your performance in the last round. Unlike FNR4, you cannot choose which attribute you need to recover, as this is now wholly dependent on your performance and is automated.
The demo is also packed with videos such as new features, the new legacy mode, the all new champion mode and the FSPC. Champion mode seems like a new campaign / career mode with a story element.
Fight Night seems to keep getting better and better in terms of visuals, but the controls still keep changing, forcing veterans of the previous games to relearn the controls for the sake of added realism. I have high hopes for this game, and I hope EA delivers.
Download the demo now and see for yourself what Fight Night Champion has in store for you. The game will be out for the PS3 and XBOX 360.
2 comments:
Round 4 was ok, but not that great..Looking forward to this one :) (they still haven't change pacquiao's hair?!)
haha, apparently not. :D
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