![]() Now, if a punch is thrown and it’s close enough to land, it will – hooks will glance off forearms, uppercuts can break through guarded elbows and jabs can land simultaneously if each fighter attacks at the same time. In past games, fists have ‘clipped’ through bodies, punch animations could be halted mid-throw if the opponent got to you first and there was always an imaginary wall that stopped you getting up close and personal with your combatant. The most significant improvement is one that you might not realise if you haven’t played a Fight Night title before – the collision detection. You’ll be glad to hear that in the last couple of years since Fight Night Round 3, the developers have ensured that we can’t level the same complaints twice. ![]() ![]() That’s not to say it was perfect though – issues with the speed of the fighters, what punches connected and an overly simplistic career mode were all fair criticisms of the game. For us, it revolutionised the genre and made Fight Night one of the most intuitive simulators out there. Back in 2004 EA introduced Total Punch Control, a system that replicated the shape of a jab, hook, uppercut or cross depending on how you moved the right analogue stick.
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