View Full Version : Fight Night Round 4 Physics and graphics engine update


Tenkaipalm
03-16-09, 03:21 PM
In nearly every sports videogame, there is an element of the core gameplay that is never quite as realistic as it should be. In Basketball games, it the rebounding. In Football, it's the passing. In Hockey, it's the puck movement. And in Boxing games... it's pretty much everything in the ring. And in all of these cases, the culprit is the physics engine. Where as other sports genres have tried to compensate by making the physics more complex, Boxing games have taken the opposite route, by simplifying the action to avoid physics issues. Unfortunately, this means we ususally get a virtual version of Rock-emSock-em Robots, with the advanced physics regulated to such trivial duties as ragdoll knockdown animations.

Not anymore.

EA's Vancouver team realized that in order to create a closer simulation of the sweet science, they had to better incorporate all aspects of the in-ring action. Infighting, outfighting, punch location, and punch impact, to name some. In order to do that, they had to embrace a more complex physics engine, and boy, did they.

Upon first laying eyes on the action, I witnessed an Ali-Tyson mythical matchup. Ali was simply keeping Tyson at bay with his superior reach. Tyson weaved left then right, slipped the jab, then threw a right hook to the body (like the Tyson of old). Ali threw a right hand, but the range was wrong- the punch grazed Tyson's left shoulder, and Ali's arm ended up draped over Tyson's back. Mike went into Ali's chest, and the two fell into a semi-clinch. Mike threw a right uppercut to break out of the clinch. The punch landed flush, and Ali went into the ropes, clearly stunned. Tyson jumps in on him, but Ali pushes him away, and is able to recover.

Another bout, a fighter catches an overhand right to the temple clean, and is wobbled. He tries to cover up, but his opponent unleashes a barrage of punches to his guard. He punches through the guard, but his arm gets caught in the guard. The hurt fighter tries to take the opportunity to clinch, but eats an uppercut. He falls into his opponent, but doesn't go down because his opponent's body is keeping him up. The other fighter moves away, and the hurt fighter finally goes down.

Now, raise your hand if you've ever seen anything like that in a boxing game. Yea, thought I wouldn't see any. Now, raise your hand if you've ever seen anything like that in real life? That's more like it.

The game is able to create these realistic situations due to the incredible physics engine. Punches actually "track" this time around, so it's possible to hit a ducking opponent. The location of the punch determines the effect of the blow, not just the power. A clean, vicious punch on the chin can cause your fighter to be seriously hurt, even if your health is full. Flash KD's are more common. Ever hear a fighter talk about he's going to just hit the other guy everywhere? You can actually do that now. Punches to your opponent's arms will wear down his guard (Winky Wright users beware). Distance from an opponent helps determine how a punch is thrown. Not getting full extension on a punch will nullify it's power, like in real life. Phone-booth fights are possible, along with strategic chess matches.

All of this is possile due to the incredible amount of sequences each fighter can do. Brizzo informed us that in Fight Night Round 3, if you linked all the possible sequences together and recorded it, it would amount to about 17 minutes of footage. Do the same in round 4, and you have an incredible 45 hours of footage.

Incredible visuals

I remember the first time I saw the Fight Night Round 3. I think that was truly the first Next-gen looking title to have been released. But Round 4 trumps it.

Firstly, the game runs at a consistent 60 frames per second as opposed to Round 3's 30. The result is more fluid action. The game looks more like you're watching a real bout on TV. the texture work appears mostly the same, but the effects are better. Blood and sweat sprays look more realistic. Fighters get sweatier as the bout progresses. The fighter's muscle tones (or lack thereof in a few of the heavyweight's cases) are more pronounced. Back muscles flex and ripple with every punch. The facial reactions to punches are more varied and realistic. The facial damage is realistically gruesome. Unlike Round 3, it's more noticeable during the action.

Each fighter's respective style was represented well from what I saw. The motion capture actors did an excellent job. Brizzo even did the acting for one fighter in particular (I won't say who), and the result was hilariously realistic.

The crowds look awesome, and they actually react realistically to the action. Judges and commentators are ringside, and the arenas look spot-on to their true life counterparts. My only disappointment was the lack of a ref in the ring. But, after oh, about 30 seconds, I didn't even notice.

This is honestly one of the most visually impressive games I've seen. Screenshots don't really do this game justice, but here are a few exclusive ones direct from EA to salivate over:

http://img15.imageshack.us/img15/4894/mailgooglecomcsu.jpg

http://img13.imageshack.us/img13/1629/mailgooglecom2c.jpg

http://img10.imageshack.us/img10/1964/mailgooglecom3.jpg


Just writing about this has got me wanting to play it again. I'll keep updating as I get the word to release more.

DarrellG
03-16-09, 05:10 PM
Good stuff man, I can't wait for this game.

Anthony1
03-17-09, 02:13 AM
Sounds awesome. What's the release date for this game? Obviously, the proof is in the pudding, and it remains to be seen if this lives up to all the hype, but color me highly interested.

ninjachicken
03-17-09, 04:17 AM
FNR3 was awesome when I played it on the 'box. Will be getting this one for sure on the PS3. An EA game I actually look forward to.

Sycorp
03-17-09, 06:49 AM
been following news on this game for a while now. can't wait for its release

DarrellG
03-17-09, 04:17 PM
Here's a writeup of my buddy Moz's take on his visit to EA Vancouver:

http://www.pastapadre.com/7197/pretty-like-the-champ

It’s been a long three years since we were blown away with the beautiful graphics of Fight Night Round 3. After taking a look at the latest installment of the Fight Night series it seems well worth the wait as the game is similar to its predecessor’s release on the (at the time) newly released Xbox 360. There’s something really intoxicating when watching this version of Iron Mike stroll down to the ring and now that I can add any track I want it’s going to be nothing short of epic.

The main thing or word that I would use to describe the difference in the two games is fluidity. Don’t get me wrong, FN3 was plenty exciting and I had some epic fights but if you compare the two games side by side (as we were able to) you get to see what we were missing last time out. Gone are the days of the block, parry, throw bombs to the same part of the face. Repeat. The game got stale for me, and that must have been in part to the boxers being limited in what they could do.

Another big difference in this years game is that it’s running at 60fps versus 30fps in FN3. That in itself is enough to make this the most stunning game to date. Keep in mind the first time I got to see the game was the mythical match up of Iron Mike vs. The Greatest Ali. Both characters were life-like in their respective ring entrances and Tyson’s fast combinations made me think I was back in 1988.

The physics engine is phenomenal and is the reason for the difference in fluidity. The punches in FN3 used to only hit one designated area to the head or the body. This time around the punches are actually being tracked and that allows for punches to be landed pretty much on every part of the body. I saw a uppercuts from Tyson graze Ali’s head on several occasions and Ali would also misfire if Tyson was inside because it would negate his massive reach.

Finally the crowd actually looks alive this year. FN3 offered us two or three different types of “fans” and it appeared that they were at another fight rather than the one we were playing. The ring entrances have been vastly improved as FN3 seemed to use the hip hop genre for every fighter no matter what era they were from. If you still don’t like what EA has to offer use the custom track feature to make the game even more real. I am very impressed with the alpha build of this game and the Fight Night team just seems to have their mind set at finally putting out a boxing game that FEELS like boxing.

I look forward to releasing more information on Fight Night Round 4 very soon, so stay tuned!

KBI
03-18-09, 12:28 AM
Worst case scenario. The game is 'too sim.' People bitch. And R5 goes back to more special punches, atowards the arcade (dark side)

zBuff
03-18-09, 12:50 AM
Even in FN3 if you thought it was too sim, you could always dial down the controls.