Fight Night Round 3 Preview
Kudo Tsunoda shouts us through the basics.
Boxing's always been about personalities. I don't follow the sport particularly, but even I can identify most of the people who've been involved in it. Not too surprising, then, that EA's Kudo Tsunoda is quite a character himself. He wears shades in January, talks at about a mile a minute, and constantly says things that I'm surprised his PR minders aren't yelling at him about. When one of the journos questions the presence of a Burger King logo on a replay overlay, he says, "It's because it's the Burger King punch of the round," - an obvious reference to the game's TV styling, which owes a lot to EA's deal with ESPN. "Or, as we like to call it, the Burger King five-hundred-thousand-dollars-for-us punch of the round." Er. "Um, yeah, don't write that down." Too late.
He's full of amusing anecdotes. For example, the one about the audio samples. "We were just punching stunt-guys but they were too ripped," he says. "So in the end we got this pig, oiled it up, and then just punched the living crap out of it. So there was our sound guy with a microphone getting covered in oil." I assume he's joking. Either way, the noises you hear when someone's whacking X repeatedly to replay a knockout punch over and over is one of the most horrible things I've heard since I last turned on MTV Hits. Remember that bit in American History X where that guy bites the kerb and Edward Norton stamps on the back of his head? It's proper fingers-over-ears stuff. Every single time.

Fight Night Round 3 was one of EA's big demos at last May's PlayStation 3 unveiling in Los Angeles. Kudo was there showing it off, but the content won the headlines. That one punch shocked the whole world, as the camera caught everything in minute detail - the crumpling of the glove on the boxer's chin, his lower jaw shifting awkwardly to one side as the impact of the punch rippled along his face (remember that bit in The Matrix where it happens to Agent Smith? They got the same effects guy to help them do it here), blood flying out of his mouth and perspiration fleeing his face like hundreds of tiny bodies propelled through windscreens. I'm not shown the PS3 version (in fact, I'm not even allowed to ask about it), but Kudo reckons the Xbox 360 version is even better looking than that demo. Which most people thought was faked anyway.
It definitely wasn't. Kudo finds the internet reaction quite entertaining. He talks about how, when people heard his name, they said the game would suck because he was Japanese. He's "about half-Japanese" but he's distinctly American - you have no trouble believing he works in Chicago - but the 'net said it'd probably still suck. When people played it on Xbox 360, they suggested that the PS3 conference demo was running on an Xbox 360. You can't win. "Last time, somebody complained the game sucked because we didn't have robes," he says. "I'm thinking we should put that on the back of the box: NOW WITH AUTHENTIC ROBES."
They won't of course, but there's no dearth of things to put on the back of the Xbox 360 packaging. Above and beyond the PS2 and Xbox versions, X360 Round 3 includes new fight mechanics and graphics easily on a par with any next-gen tech demo we've seen, boxers modelled to "pore-level detail" - to the extent that the 360 does away with any sort of heads-up display or screen furniture and lets you gauge the relative health of any fighter by their body language and the state of their face - along with photo-modelled arenas, loads of real boxers, a Career mode that lets you throw punches at the press conferences if you really want to, an ESPN Classics mode that lets you relive great fights throughout history, and far more that I can't fit into this spiralling paragraph.

Visually, hyperbole isn't necessary; you can do it on stats alone. Fighters were built out of three million polygons, based on high-res photoshoots. Existing boxers were brought in, photographed, and those photographs formed the basis of their models, which glisten with convincing sweat (no FIFA-style zombification here). Dazed boxers look dazed and stumble around convincingly; they let their guard down, their hands dropping and heads slumping. Noses are broken and bent out of shape by well-placed roundhouses. "We used to be able to fake so much stuff, but you can't get away with that [on next-gen]," says Kudo. "We used wireframes to set up the animations, and the rule was that if you couldn't figure out it was Ali, we changed it." The same went for the AI. If the CPU boxing didn't look like Ali, or Foreman, or Holyfield, or whoever, when it was just a wireframe, they changed it. They're extremely conscious about the way that you notice the tiniest discrepancies in high-resolution visuals far more than you do the big ones in low-detail graphics.
Ali's inclusion raises an interesting question though - how did they model older boxers? "We put out a casting call for body doubles, people with the same body shape as Ali, the same face shape, the same kind of skin. We got videos and showed them how to move like Ali and filmed that." Collecting assets was one of the biggest tasks involved in development - and the same attention to detail was spread around outside the boxers. All the arenas were modelled with high-resolution panoramic photoshoots - an approach similar to the one Project Gotham Racing 3 uses, and to similarly gob-smacking effect. "We even used the same three million poly/photoshoot stuff on the ring girls. We worked hard for you guys."
Some mistakes were made though. Like the first time they got a ring-girl in. "We've got about 120 guys in the Chicago office, and the make-up room is down the hall from where. We didn't really think about robes at that point, so this poor girl had to walk the whole way down the hall to where we take the photos in a bikini. Suddenly 120 guys all had a reason to be in the hallway." Oops.

Obviously they couldn't punch and cut up Holyfield or his kin (not without getting hit back, we expect), but that wasn't too much of a problem. "We paid stunt-guys 500 bucks a day to just punch them repeatedly in the face to capture the facial movement," says Kudo. Another anecdote: "You know, we have this street hockey team at EA, and one time this guy caught a stick above the eye and it opened up a big wound. He had to have like 14 stitches or something. So we were trying to get him into a car, take him to hospital and he was like, 'No! Get me into the studio!'"
But enough of the graphics. Even if you doubt it looks this good (there's a downloadable demo on Live if you want some first-hand experience), Kudo reckons the strength of the fight mechanics ought to sate you. The game uses analogue sticks to fire punches, treating 'up' on the right analogue as facing the opponent. Arcing a quarter-circle left-and-upward on the right stick throws a left hook, while you can wind up from further back to throw haymakers. Haymakers even have a little delay now, so a good receiving player can anticipate it and evade. Evasion's very believable, and each boxer has their own style - and naturally some are better at blocking in particular circumstances. You can uppercut, jab, and even throw in the odd taunt or illegal move - once or twice anyway.
The real improvement on 360 is impact punches, and specifically the EA Super Punch, silly name or no. "We wanted one punch to be able to change the course of a fight," says Kudo, "like in a real boxing match." That it can do. Land the right punch, and it becomes obvious the other guy's reeling; all he can do is block or grab you in a "man-hug" to try and break up the bout. And if you land a decent flash punch, the perspective changes - the game is suddenly viewed through the eyes of the reeling fighter, and all he can do is pull his hands in front of his face to block heavy blows, which the player on the up can rain down with abandon.

If you make it to the end of the round, there's also a mini-game for mopping your boxer's face through analogue stick motions. It's a bit throwaway, but it gives you a chance to laugh at just how awful your opponent is; their failings brought to life by some damage percentages and visible cuts and bruises all over. And that broken nose. Ouch.
Elsewhere in the ring, you can switch stances on the fly. Stances and styles are very important to Fight Night. With the game going online in Europe for the first time - "finally we pulled our heads out of our asses!" - you'll be able to unlock styles, like Ali's rope a dope, and then apply them to your own custom character when you go on Xbox Live and take people on. There'll be around 800 variations in all. For all the game's emphasis on authenticity, Kudo still wants it to be very individual - if you have a particularly memorable tussle with someone, for example, you'll be able to relive the bout in ESPN Classics mode as though it was one of the many real-life grudge matches that captured the world's attention.
Actually stepping up to play the game, it's solid. I suck, obviously, but it's been obvious that actual talent brings with it more success. "You really need to figure out everyone's strengths and weaknesses," he says. So we see when he gives us about ten minutes of presentation while absently beating the crap out of an EA PR rep with his hands, only to find himself in more trouble when a journo with some experience of the demo version grabs up the pad and has a go. He still wins though. I don't. In fact, I set a record for the quickest defeat, getting knocked out within seconds and failing to rouse myself - something done by trying to centre a pair of analogue stick icons on a centralised KO count to unblur your boxer's vision. And as we watch my demise over and over, it doesn't get boring.
In fact, I'll probably play it when it comes out. If only because I'd love to hear Kudo smack-talk.
Fight Night Round 3 is due out on Xbox 360 on March 3rd.
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Comments (41) Latest comment 6 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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i
r
s
t
Let's hope this turns out better than other EA sequels.
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All sounds very good though.
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I is for Idiot
R is for Retard
S is for Stupid
T is for Take you first posts elsewhere.
I thought that was quite good. Thank you ladies and gentlemen.
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Shame we have to wait till the PS3 is out to get it though.
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>Shame we have to wait till the PS3 is out to get it though.
????
It's coming out in March dude (the game not the PS3)
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Not really, it's a legitimate sport with consenting participants. It 's not exaclty a cock fighting game is it (unless Eubank is in it
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Wait for the Revolution and its controller!
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eerr, its coming out on the PS3 as well isnt it? along with more features probably.
Not a Sony fanboy or owt just "another triumph for the 360" seemed a bit daft to me
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I think he means from PS3 "the real next gen" demo to actual 360 game (and even looking better).
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guys you missed my point - i aint getting into one of these PS3 is better than the 360 debates (after all how would I know)
My point was, if its a triumph for anyone then its a triumph for EA.
Increase the peace ya'll.
eermm Word!
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Yeah very true... I sometimes had problems with the camera as well, but it looks like that is something they will probably clean up a bit
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I can think of far worse sports and pastimes, hunting being an example that springs to mind.
I'm personally not a boxing fan at all, but I loved FN2 as a game. Just like I thought Full Spectrum Warrior was great but have no respect for its origins. As has been said, if FN3 keeps the quality of FN2 (and loses some of that daft EA expanding menu nonsense) I will be most pleased.
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After watching "tommy lee goes to college", I would too.
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re: how fast it moves there are some videos on ign much quicker than the demo
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Stop reminding them! Jeez, anyone would think you want FN4 to look like Muhammed Ali on the Megadrive...
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I did perhaps phrase my post a bit harshly, hence the deletion, but I'm a bit sick of every new 360 game coming seemingly either being a sports game, a car game or a first person shooter. It's a bit frustrating.
Not that you can see my post of course. You just go on ignoring everyone who doesn't agree with you though...
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The reason theres so many sport and racing games is EA (along with Activision, hence Gun, COD2 + Q4) being the biggest publisher are best placed to bang out as many quick ports (or rather titles developed alongside current gen titles) and obviously this is their core area.
BTW folks, FN3 on the PS3 is going to be totally different. I think its basically FN4 according to what EA said somewhere (cant be arsed to link).
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Yeah... I guess Oblivion will be the first exception to this... but while this game is indeed a "sports" game, you should really give it a chance since apparently it is a great party game. People just seem to love it because it's fun, looks good and plays well.
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I'm not judging it, I'm just getting impatient for something to play is all. DOA4 should hopefully provide some relief.
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first they complain it's all racers and shooters on the 360, now it's shooters, racers and sports games, by the end of march it'll be shooters, racers, sports games, MMORPG's, adventure games and stealth sims.
some people are never happy.
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I typically don't really go for sports, racing or shooting games, but I'd have been an idiot not to play PGR3, CoD2 and Fight Night demo, they're all brilliant fun.
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1UP
"The PS3 [version] is going to be a totally different game, just because the Xbox 360 launches before the PS3 launches. So it's going to be much more of a kinda Fight Night 4 PS3 version and Fight Night 3 Xbox 360 version."
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"too easy in single player"
What difficulty setting did you have it on? I haven't played this version, but FN2 was a cake walk on easier settings. Cranking it up brings more out of the game and the same may apply here.
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I do expect the full game to be progressively difficult with various settings though, so I'm not too worried that the demo is easy.
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I thought gamin fans should know a good game when they see one? No matter what genre.
Or would you be moaning if the 360 was just coming out with just j-rpgs?
Geez, I console isn't even out for 2 months, and people are already moaning because all that is coming is just games of different genres.
Never be happy.
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No, that would be absolute HEAVEN imo
And wouldn't you be moaning if you'd just got a new console and there was only a couple of games due in the next few months that had your interest? It's a tad frustrating is all.
No doubt as soon as a few more genres start getting better coverage, I'll be the proverbial pig in shit, but for now... /taps foot
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Loved the demo.
/prays more
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Sadly, I fail to see why so many are excited. I played the demo at the weekend and was a bit underwhelmed. I'd like 'em to make the animation a little smoother; one thing that the great graphics highlights is how jerky they seem when changing from one move to another.
Since it's a demo, they might just sort it out. So far it seems good, not great.
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real fighting games are so much better. (1 week to go, yay!)
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Real as in DOA and Soul Calibur?
FN is just not the same kind of game as DOA (for example), in the same way that GT is not the same kind of game as Burnout. The thing that struck me about FN2 was the way that the your stick input made sense in the context of what your boxer then did as a result. This meant that when I first picked it up, even though I sucked, I could see what direction I was heading in and what extra practice would give.
I'm not criticising DOA and similar when I say "your stick input made sense" and saying that other fight games don't make sense. Just my personal experience. I've never been interested in boxing games before, even the good ones. FN was something of a breath of fresh air (both in terms of control system design and of straight forward gameplay).
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As far as "Why are the first batch of games on new consoles always racing, fighting, fps's" argument goes, I can only think of the following:
Raise money to fund:
a) shareholders
b) company boss's ho's every weekend and daily drug habit
c) development costs for the next title.
In order for studios to raise money quickly, ideally the game has to be a trusted genre/familiar franchise = easy-ish to port (driving, fighting, fps's etc)
Once studios get to grips with a new console, the games "should" get better from there on.
Mind you, the clouds are pink and fluffly where I am...oh look, a piggy wiggy with wings, la la laa laaaa....
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Once the team have some sort of knowledge regarding how to develop for the machine (and some cash in the bank) they can then develop something new that will benefit from all the extra features of the target hardware...and hopefully make something fresh