Update 6-15-2009 from Brian Hayes
Some players have said that the Bob and Weave is not responsive enough and takes to long to pull off.
It is somewhat of an advanced technique and not 100% in the demo. People were picking it up at E3 pretty quick.
However, here are some tips: it’s important to do the quarter circle movement relatively quickly and in one single motion. It doesn’t work if you are already holding the stick up or down and then roll it towards the opponent, or if you do it in two parts.
Straight Right Hands need a Haymaker Modifier and the current Straight Right Hands feels like it has no Pop to it. Visually, it does not look like the fighter leans into the punches.
We have tweaked the straight right hands in the final version to get more pop on them. The haymaker modifier only works on hooks and uppercuts though. That is something we will investigate for DLC.
When you import CABs that will be CPU controlled into legacy mode I hope their attributes do not change and you can set their record before you start the legacy. Ex. I create Margarito, can I make his record 37-6 and have it stay that way when I import him as a CPU controlled CAB? Fighters you create and import in Legacy Mode need to keep their Records and Attributes you give them.
Fighters you create keep their attributes but you cannot create their records for Legacy Mode. The CPU Boxer Retirement logic takes the boxer’s record into account, so if you were to enter the boxer’s true records they would almost always retire before you ever met them in the rankings. Furthermore, since all the boxers in Legacy Mode are fighting each other behind the scenes any record you enter for them would change after a period of time during Legacy Mode. But again, they do retain the Boxer Attributes you give them if you are importing them into Legacy Mode as opponents.[/i]
How about longer Ring Entrances
This is something we will investigate for DLC.
More suspense for Decision readings and reading the official score card before actually showing the winner.
The post fight flow has changed since the demo.
Update: 05-15-2009
Couple of quick things that I can speak about right away. First, for those interested timelines, the demo was locked down about 7 weeks ago in early, early April. As you might imagine, the final weeks of development is when a lot of the fine tuning and polishing gets completed. For example, off the top off my head:
1. Stamina. Stamina loss is a little higher and stamina regeneration is a little slower.
2. Punch connections. Landed punch collisions are cleaner and hit reactions have more intensity.
3. Cuts and Swelling. The onset is very fast in the demo. In the final version, depending on your susceptibility to damage you find that you might have several fights without incurring any significant damage - but then when it does happen, it really affects the way your fight plays out between rounds.
4. Punch Animations. Tweaks on many punches occurred after the demo was out the door to address performance/technique issues.
5. Gameplay Audio. The mix in the demo is not great and we know that. Lots of audio work was done in the final 6-7 weeks and it sounds much better.
6. Counter Punch Window. The counter window is roughly the same length, maybe a little shorter in the final version. But we tuned how often you can open it up. They don't happen as often overall.
7. AI Difficulty & Exploits. The final weeks were spent heavily invested in finding AI exploits like the hook spamming, body punch spamming, haymaker spamming, etc. It's tightened up quite a bit. Difficulty on the demo is pretty low, but we did that on purpose so people wouldn't get annihilated their first few fights.
8. Foot Speed & Locomotion. Little bit faster overall, but also behaves much better changing directions and maintaining distance to opponent when moving laterally.
9. HUD & Settings. There is an option to turn off HUD in final game. Options to change camera too. Gameplay sliders to adjust power, damage, speed and CPU behaviors.
10. Miscellaneous Hatton has his new tattoos. Shane Mosley's name is spelled correctly. As mentioned previously, several of the boxers overall ratings have been updated/balanced.
Hope that helps. More info to come when its available.
- Brizzo FN4 Gameplay Producer
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