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FIGHT NIGHT ROUND 4 [Topic Ufficiale]...Rispolverate i guantoni...
Started By Bugo Sharingan, 01 April 2009 06:56 PM
#17
Inviato 01 April 2009 - 11:42 PM
quoto fox in quello che hai detto ... innazitutto il migliore in circolazione, e anche io spero vivamente apportino quelle modifiche nel gameplay, e credo proprio che ci siano ... spero sopratutto che i pugili si stancano molto prima, xkè nel vecchio ricordo scambi di mille pugni consecutivi ...
cmq fox io speraco in un dlc con balboa, ma il gioco rimane quello, quindi una vera sumulazione ... notte !!
cmq fox io speraco in un dlc con balboa, ma il gioco rimane quello, quindi una vera sumulazione ... notte !!
#22
Inviato 06 April 2009 - 09:20 AM
Nuove news belle fresche:
The developers behind EA Sports' upcoming Fight Night Round 4 are aiming to exceed the already high mark set by 2006's Fight Night Round 3 in practically every capacity. As I wrote in my first look at the game last month, the developers at EA Canada behind FN4 have been focusing a lot of time on making sure that real physics play a primary role in the ring action--resulting in what is clearly a faster and more impactful boxing experience. In fact, as gameplay producer Brian Hayes explains in this Q&A, the very presence of gameplay physics in FN4 is a departure for the series.
Question: Let's start with Fight Night Round 3. In retrospect, what did you like about the physics system in that game, what has been carried over into FN4, and what did you think needed improvement?
Brian Hayes answer: Physics only showed up during the knockdowns in Round 3. In the punch-by-punch gameplay, physics wasn't involved. Technologically, nothing has been carried over from Round 3. Fight Night Round 4 is completely new and built from the ground up. There are some basic concepts that remain the same--for example, punching the opponent in the head will hurt them--but other than that, it's a whole new game.
The biggest things that we wanted to improve on over Fight Night 3 were: capture the realism of the sport of boxing, capture the speed at which these athletes can throw punches, and the responsiveness of the controls. I think we have done a great job on delivering on all these fronts.
More on Fight Night 4's physics with Brian Hayes after the jump...
The developers behind EA Sports' upcoming Fight Night Round 4 are aiming to exceed the already high mark set by 2006's Fight Night Round 3 in practically every capacity. As I wrote in my first look at the game last month, the developers at EA Canada behind FN4 have been focusing a lot of time on making sure that real physics play a primary role in the ring action--resulting in what is clearly a faster and more impactful boxing experience. In fact, as gameplay producer Brian Hayes explains in this Q&A, the very presence of gameplay physics in FN4 is a departure for the series.
Question: Let's start with Fight Night Round 3. In retrospect, what did you like about the physics system in that game, what has been carried over into FN4, and what did you think needed improvement?
Brian Hayes answer: Physics only showed up during the knockdowns in Round 3. In the punch-by-punch gameplay, physics wasn't involved. Technologically, nothing has been carried over from Round 3. Fight Night Round 4 is completely new and built from the ground up. There are some basic concepts that remain the same--for example, punching the opponent in the head will hurt them--but other than that, it's a whole new game.
The biggest things that we wanted to improve on over Fight Night 3 were: capture the realism of the sport of boxing, capture the speed at which these athletes can throw punches, and the responsiveness of the controls. I think we have done a great job on delivering on all these fronts.
More on Fight Night 4's physics with Brian Hayes after the jump...
Modificata da Foxtrone, 06 April 2009 - 09:27 AM.
#29
Inviato 07 April 2009 - 10:43 AM
EA ultimamente non ne sbaglia una..
Hai giocato a NBA Live 09 ... o NASCAR '09 ?
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Io spero solo che non facciano la solita cosa ibrida: un simulatore, ma accessibile a tutti ...
E cioè un gioco di boxe in cui un incontro per andare oltre il 4 round ci vuole un miracolo ....
La cosa sarebbe veramente seria se dopo una serie di colpi non andati del tutto a segno il nostro pugile non avesse la forsa di mandare a tappeto neppure l'arbitro...
La serie FN sin dalle sue prime uscite ha sempre premiato troppo le combinazioni frenetiche e ripetute all'infinito.
La boxe reale non contempla serie a due mani continuate per 1 minuto su 3 ... per 12 round ...
Anzi, dovrebbe essere premiato che riesce a minizzare i danni subiti nella combinazione e poi contrattacca ...
Finora non è stato mai così....
Eppoi spero che tolgalo la parta alla Bruce Lee... che devia il colpo e permette l'Haymaker...
Una americanata
Modificata da Foxtrone, 07 April 2009 - 10:44 AM.
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