FIGHT NIGHT CHAMPION
- Plataforma: PS3
Género: Acción, Lucha
Desarrollado por: EA Tiburon
Distribuido por: EA
También disponible en: Xbox 360
Web Oficial:http://www.ea.com/fight-night
Fecha de salida: 04/03/2011

PREVIEW GAMESRADAR (ingles)
Today, EA announced a brand-new addition to their elite boxing series - Fight Night Champion. Little has been given away about this new bout of punching except for the following...
- Launch ETA is 2011
- There will be 60-65 fighters included in the roster
- Fight Night Champion will 'break the mould of what is expected of a single-player sports game, where players will be introduced to an entirely new way to step between the ropes and experience the drama, emotion, excitement and tragedy of the world of championship boxing'. And according to Gameplay Producer, Brian Hayes [Source: IGN] 'it's something people won't expect from an EA sports game'
With this in mind, and while we can fantasy about what's going to be in Fight Night Champion before our dreams are smashed, we decided to put together a wish list of what we want. DING! DING! Let's go...
Better contacts
Above: "FUUUUUUUUUUUUUUUUUUUUUUU..."
No, not of the lenses variety but the fist to face explosions. Fight Night has always nailed the haymaker impacts to great effect - contorted faces looking like Jim Carrey being hit with a bat - but the jabs and straight crosses felt weak. Super-fast but ultimately unfulfillling - a complete contrast to UFC Undisputed's meatiness. If EA can up the power stakes on each boxers standard arsenal then Fight Night Champion could reign supreme once more.
Training minigames
It's not that Fight Night's minigames have been particularly shit or anything, it's just that there are only limited ways to beef up your character and they're all present from the off. However, we would like more variety in the regimes you need to work with to spice things up.
Above: Because no boxing feature is complete without at least one Rocky snap
This may sound dull as dishwater, but how about a full set of weight-lifting machines to play with? Each one with a different method to progress, thus catering for everyone. Or a bike to up your endurance. Saying that, boxers are forever running up hills and steps to increase stamina maybe these could be options? The moral of this entry is that there needs to be more fun stuff to do in-between scraps.
A bigger roster
One of our biggest gripes with the series is each iterations fighter line-up. While worthy boxers such as Roy Jones Jr, Mike Tyson and of course G.O.A.T. Muhammad Ali all make an appearance more contemporary sluggers seem to miss the cut. Startling really since EA are famed for license grabbing. Where's Amir Khan, David Haye and Nikolai Valuev? It took DLC just to bring in the Klitschko brothers. Let's get this sorted EA.
Above: One for the ladies
A more engaging story
If you've ever seen The Contender TV series then you'll know what we're angling at here. for those of you who don't, it's essentially a reality TV show where the contestants go through rigorous training camps and emotional turmoil as they fight for a place on the professional circuit. Imagine the Rocky movies condensed into a television special. It's packed full of emotional problems like a father trying to earn a living for his mother/daughter/wife <delete as appropriate> and solemn shots of them shadow-boxing in-between the floods of tears.
Above: Taking part in a tough amateur tournament could really add a new dimension to things
It sounds cheesy as hell but the format may just work in Fight Night Champion. After all, the devs have already claimed that it will feature 'something people won't expect from an EA sports game', so it could happen. We'll have to wait and see, but at the very least we'd like far more build up to big fights and rivalries that could follow you around and shape your career like Gatti versus Ward.
You've read the piece, now have your say. What would you do to make Fight Night Champion amazing or do you think it's fine as it is? Are there more features you'd add to make it more compelling? And if you're not a boxing fan anyway, what could the game provide that would sway you to give it a shot. Place your suggestions below, you beautiful people.
July 20, 2010
REVISTA INTERACTIVA con imagenes y analisis
Gato escribió:
avance buenísimo de la revista egm: http://www.egmnow.com/standard
Haced click donde dice Click Here To Read: EGMi Issue 242-2 , se abre una revista interactiva, la información del juego empieza en la página 14 y pasando el puntero sobre los puntos amarillos sale el texto.
Las imágenes son brutales y hay muy buena información.
- más variedad de golpes, el control se hará con movimientos más simples pero seguirán funcionando los que se hacen ahora
- los KOs de un puñetazo podrán ser tanto en cabeza como cuerpo, esa clase de puñetazos serán raros pero cuando salgan acabarán la pelea de inmediato. Y ahora los momentos en los que estamos groguis pueden durar varios minutos e incluso continuar en el siguiente asalto.
- el juego será el primero en la serie en llevar la calificación de maduro lo que permitirá mostrar heridas más graves y la sangre que haga falta
- los haymakers desaparecen y ahora se podrán lanzar versiones más fuertes del puñetazo elegido pulsando un botón. La defensa también se hará apretando un botón
- por fin habrá un arbitro en el ring todo el tiempo
- se ha añadido un ligero motion blur. texturas, iluminación y sombreado mejorados
- en el modo carrera se usará dinero para pagar a los costes de entrenamiento. 10 nuevos minijuegos para entrenar. la etapa como amateur podrá ser mucho más larga
PREVIEW IGN
The Fight Night series has been known for many things since it burst onto the scene back in 2004. It began with innovative controls then later expanded to become a true graphical powerhouse with Fight Night Round 3 and Round 4. Now, with Fight Night Champion, EA Sports is once again shifting the series into uncharted territory, and I couldn't be happier about it.
While I got the chance to play Fight Night Champion at a San Francisco event, the gameplay wasn't the significant departure that I was just talking about (though there are plenty of changes that we'll get into later). Instead, EA Sports seems to be making a huge push to bring the story of a boxer into the game with the new Champion Mode. The small piece of gameplay that we got to see from Champion Mode showed our fighter in a boxing match in prison. Yes, you read that right. Your introduction to the mode is a bare-knuckle brawl and it's just as bloody as you'd expect. It's more of a tutorial than anything, but given the fact that your corner man mentions your dad's death and that you need to "knock this ****er on his ass" to win makes it clear that the mode takes this game in a very different direction.
But before we got to see more the evil EA PR hounds swooped in and switched the game off. Yes, what we got was only a tease of much bigger things to come. I, for one, can't wait to see what EA has in store for Champion Mode. It's clear that they're going to deliver an ESPN 30-for-30 (a series of documentary films that runs on the network) style presentation, but in order to sell us on the story that they're trying to present, they're going to need to bring in some scriptwriting talent that knows what they're doing. They didn't announce who was penning the tale of Andre (your character in the mode), but here's hoping they can land someone with the ability to bring the story to life in a convincing way.
If Champion Mode doesn't sound like your thing, never fear, Legacy (career) Mode has seen plenty of attention as well. While I didn't get to venture into the development aspects (training, creation, etc…) for myself, I was told that training would take place all over the world and the attributes you'll be developing will be determined by the city in which you're training. For instance, if you're training in Philadelphia, you'll be improving your toughness and chin rating. If you train at Big Bear in California, you'll be improving your stamina and endurance since you'd be training at a higher altitude than normal. The amount of training that you'll be able to complete is determined by the cost of traveling from your hometown to the location of the training event.
Outside of progressing attributes like your chin, heart and stamina, you'll also be able to grow each individual punch up to level 20. There's straight to the head, right uppercut to the head, hook to the body and pretty much everything else you could want. As you increase each punch it'll get quicker and more precise and it'll have a better chance of sending your opponent into the new stun state called getting your "bell rung" or "bell ringers." Essentially this new stun state weakens the boxer considerably, but unlike in the past you'll no longer recover after a round ends or when you get up from being knocked down. Instead you'll have to change your strategy to survive until your boxer has time to get his wits back.
Once you've decided how you'd like to progress your fighter's skills, it's time to actually get into the ring. Easily the largest change that EA Sports has made to gameplay is with the controls. You'll no longer be using the right analog stick in the same manner for punches. Rather than rotating the stick in a quarter-circle for hooks, now you simply flick to either side. For uppercuts, flick to the five o'clock position for a right uppercut and the seven o'clock position for a left uppercut. Gone are the days of haymakers and they've been replaced by a power modifier that resides on the right shoulder button. Pressing it will make punches harder, but they'll also take a bit longer to launch as your boxer noticeably puts more weight behind the blow.
Punches aren't all that's seen refinement in Fight Night's time away. Blocking is also much different. Dubbed Reflexive Blocking, you'll now have to time your blocks to be truly effective, but you'll no longer need to worry about blocking to a specific part of your body. If you simply hold the block button and "turtle" you'll guard punches well enough, but if your opponent mixes up his attacks you won't be able to keep up with the variety unless your boxer has a very high reflex rating.
If you keep your guard down and time the block as the punch is thrown, you'll get a small counter opportunity. Thankfully that counter opportunity does not artificially slow down the boxer as it did in the past, now you'll have to take advantage of the small counter window on your own. Oh, and if you land a punch right on the money, there is the chance of a one-punch KO. No count from the ref, no opportunity to get back up. You're just out cold.
Once I got the chance to get my hands on the controller for myself, the first thing that I noticed wasn't the controls or the blocking; it was the visuals. There's clearly been a lot of work done to the fighter models and they look even better than they did in Fight Night Round 4. They move wonderfully, they look great and they can be bloodied more than ever before with hemoglobin that falls to the mat, gets on the opponent and will spread to your clothes. Not to mention the fact that there's a ref in the ring with you for the first time and the crowd has quite a bit more detail and personality than in the past.
Being a huge fan of single-player story experiences myself, the new direction for Fight Night Champion's Champion Mode is fantastic provided that they can get the right talent to steer the plot away from being cheesy. As it stands, I couldn't be happier with the gritty direction that Champion Mode is taking. The game also looks fantastic and plays quite well even in its early state. The new controls will definitely take some getting used to if you're a Fight Night vet, but the team is including button punching in the default control scheme, so you'll have the option as soon as you pop in the disc.
Fight Night Champion is scheduled to launch in 2011 on Xbox 360 and PlayStation 3. Until then, be sure to check out the debut trailer and fresh screenshots.
NOVEDADES
Nuevo sistema de golpes ( Full Spectrum Punching) - ahora se realizarán como los jabs y ganchos de round 4, dando un toque en una dirección. Con el nuevo sistema lo que se consiguen es diferentes animaciones dependiendo de la dirección en el que movamos el stick. Se podrán usar los botones pero en ese caso las animaciones serán las predefinidas y no cambiarán dependiendo del ángulo como sí harán si usas el stick.
Imagen
Esquema de control (PS3) - Ha cambiado respecto a round 4:
Stick derecho - golpes
La configuración por defecto incluye golpear con botones por lo que se podrán usar ambos sistemas a la vez
L2 - modificador de golpes al cuerpo y balanceo
R2 - bloqueo
R1 - modificador de potencia del golpe
L1 - empujar
Cruceta - burlas y golpes ilegales
KOs de un puñetazo / nuevos estados grogui - en cualquier momento de podrá acabar la pelea con un golpe. Puedes estar perdiendo claramente y de la nada sacar un puño que podrá a tu rival a dormir. Esto hace a gente como Tyson temible (como tiene que ser ). Y ahora puedes estar grogui (tocado) durante segundos, minutos o incluso varios asaltos.
Desplazamiento - una de las pocas quejas, comenta que era muy lento, parecido a cuando los boxeadores estaban cerca antes del parche en round 4, haciendo que el entra y salir rápidamente fuera muy difícil. Se lo comentó a un productor y le respondió que estaba de acuerdo y que lo ajustarían.
Precisión - mucha más baja, no todos los boxeadores pueden conectar cada golpe lo que lleva a muchos golpes fallados, que apenas rozan o que conectan son poca fuerza si se lanzan desde ángulos extraños. Muy realista.
Empujar - se ha incluido el empujar con el hombro, útil cuando estás en el cuerpo a cuerpo y quieres crear espacio para lanzar un golpe potente.
Pelea cuerpo a cuerpo - sistema similar al EA MMA. La distancia al rival determinará el tipo de golpe que se podrá realizar. Gente con mucha pegada como Tyson tendrán ventaja y los que prefieren usar la distancia perderán eficacia.
Bloqueo / Parry - no habrán parrys, nada de quedarse helado mientras esperas a que te peguen en la cara. Ahora los bloqueos se hacen pulsando R2. Si lo mantienes pulsado te cubrirás y protegerás automáticamente cabeza y cuerpo, pero la posibilidad de que te rompan la guardia aumentará dependiendo de la capacidad de bloqueo del boxeador que uses. Pero si das un toque al gatillo en el momento en el que el rival lanza el golpe la posibilidad de bloquearlo aumentará (aunque su eficacia no será del 100%) y los golpes a la contra desde la guardia serán más rápidos.
Contras - siguen ahí con el ridículo flash pero ahora no te dejan helado y además las puedes desactivar.
Balanceo / inclinarse - ahora estará conectado con la stamina, cuanto más cansado estés menor capacidad de movimiento tendrás. Si estás fresco los círculos serán amplios y te podrás inclinarte más, si estás cansado el movimiento será más lento y el movimiento estará más limitado.
Stamina - ahora habrán dos barras de stamina, una para los puñetazos y otra para el movimiento. Se medirá la stamina de brazos, torso y piernas. Si lanzas golpes continuamente con un solo brazo este se irá cansando y cada vez será más lento. Si te dedicas a mover el torso como loco (los tristemente famosos spinners que se dedican a hacer círculos de round 3 y 4) el cansancio hará que el movimiento se ralenticen y el boxeador los hará más erguido. Lo mismo pasará con las piernas si se abusa de los pasos continuos.
Entre asaltos - automatizado, se acabaron los puntos. La manera en que pelees tendrá repercusión en tu capacidad de recuperarte. Si tiras golpes como loco recuperarás poca stamina, en cambio si tienes cuidado la recuperación será mayor.
IMAGENES

















VIDEOS
Trailer DEBUT
ANDRE BISHOP MONOLOGE
ROOSTER (cortesia de Danoness)
1.Augustus, Emanuel
2.Calzaghe, Joe
3.César Chávez, Julio
4.Corrales, Diego
5.Cotto, Miguel
6.Donaire, Nonito
7.Foreman, George
8.Frazier, Joe
9.Gamboa, Yuriorkis
10.Guerreo, Robert
11.Hagler, Marvelous Marvin
12.Hatton, Ricky
13.Hearns, Thomas
14.Jones Jr, Roy
15.LaMotta, Jake
16.Lewis, Lennox
17.Chad Dawson
18.Monzon, Carlos
19.Mora, Sergio
20.Morrison, Tommy
21.Mosley, Shane
22.Ortiz, Victor
23.Pacquiao, Manny
24.Pavlik, Kelly
25.Paz, Vinny
26.Robinson, Sugar Ray
27.Taylor, Jermain
28.Tyson, Mike
29.Whitaker, Pernell
30.Wright, Ronald “Winky”
31.De La Hoya, Oscar
32.Holyfield, Evander
33.Hopkins, Bernard
34.Klistchko, Vitali
35.Klistchko, Wladimir
36.Liston, Sonny
37.Sugar Ray Leonard
38.Ali, Muhammad
39.Danny Jacobs
40.Erislandy Lara
41.Roberto Duran
42.Cristobal Arreola
43.Tim Bradley
44.Anthony Mundine
45.Billy Dib
46.Fernando Vargas
47.Kevin Kelley
48.Eddie Chambers
49.David Haye
50.Jesse James Leija
51.Peter Manfredo Jr.
52.Butterbean
53.Zab Judah
54.Kendall Holt
*Gracias a GATO por sus aportes y por mantener activo el hilo en tiempos de precariedad informativa!!
Salu2



