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Xbox 360 Live demo availability thread

since it took me a couple matches to figure it out make sure you guys check out all the configuartions and choose the best one. at the controller select screen hit X and look at the 6 different configs. i went with 4, i found the default (#2) to be terrible. i went from "holy shit this game plays like shit" to "holy shit, this game plays as good as it looks".
 
I took some pictures (Aquos 32" 720p)

fn11tx.jpg


fn27ak.jpg


fn34ck.jpg


fn46bi.jpg


And you can get two videos here:

http://outerspace.terra.com.br/interno.php?area=download_ver&jogo=1485&tipo=2
(Two firsts)
 
This game is mighty impressive graphically. It looks photo realistic at times. The control feels stiff and some of the punches feel like they are in slow motion overall I think it could be sped up across the board just a tad. I still have to mess around the controls to see if helps.

The overall animations are smooth the transitions feel like there is a hitch between them. For those saying there is slowdown or framerate problems I think you are smoking crack. (IMO of course).

I would like to see it polished up a bit more before it ships but this late in the schedule I am not so sure that will happen. I hope EA and Kudo would listen to the valuable feedback they are getting for free from all the end users.

All in all I had fun with this demo!
 
i take back my slow punches comment

once you get the feel of it you start flinging punches like a madman. i just had the best round ever and i was really punching hard and fast and countering really well
 
When I connected with a hard punch, saw blood start to trickle on the fighter, saw him grimace, and then saw him wipe the blood away, I smiled a smile I haven't smiled in a while.
 
raYne said:
Been playing for the last hour and a half, man does this demo rock. :D And yes, Roy JJ sucks. Horrible reach, bad signature blow and he just seems weak overall. All hail B-Hop! King of the FN3 demo!

Someone mentioned parrying/counter hits earlier in the thread. So how does one go about doing said moves?

edit:
Nevermind, figured it out... w00t!


Jones doesn't suck actually. I thought that also but if you lean a lot and then counter from there he is pretty food. He won't knock Hopkins out but man can he combo punch. I'm like all over the ring schooling hopkins with him. You just got to hold L trigger and lean a lot then jump in with some hooks and upper cuts.

And oh yeah, looks amazing. The transitional animation is better than I though and I'm sure by the time they make the next sequels it will get better from there. Now I have to buy an EA game..sigh.

Also I think the faster the game gets the less tactical it would be. This pace is fast enough to be effective and still be slick with the blocks and dodges.
 
Now that I've put significant time into the demo the slow pace doesnt bother me and I actually kind of like it. I think I'm going to buy this one for sure.

The glitchy replays/ragdoll have been around since the first fight night, so I wouldn't expect them to go away by launch.

Chiggs said:
I'm a little perplexed by all the hate the animation is getting; it's not perfect, but it's certainly not "bad", in my opinion.

I think its the dodge animation that gets to people (left trigger+move)
 
DenogginizerOS said:
When I connected with a hard punch, saw blood start to trickle on the fighter, saw him grimace, and then saw him wipe the blood away, I smiled a smile I haven't smiled in a while.


The only HUD anyone ever needs! :D
 
Spike said:
Holy Shit!!! I think I just became a graphics whore!!!

The really amazing thing? The fact that EA was able to get this ported over from the PS3 in only 3 months!! Game Informer wasn't kidding when they said the graphics will blow your mind!

Next-Gen FTW!!

Heh...I wouldn't be surprised if that PS3 target footage was the same game we are enjoying right now. I expect the porting would go in the other direction.
 
I see large crowds of people in stores watching the FN3 demo saying things like, "Damn!!!"; "I got to get a 360!; "Holy shit! Is that PS3?"
 
to the people who haven't played fight night before:

when you get hit in the stomach alot or your shots are blocked you end up getting tired. this won't help your punch speed :P
 
Haklong said:
Jones doesn't suck actually. I thought that also but if you lean a lot and then counter from there he is pretty food. He won't knock Hopkins out but man can he combo punch. I'm like all over the ring schooling hopkins with him. You just got to hold L trigger and lean a lot then jump in with some hooks and upper cuts.
Pfft.. everyone's pretty good if you dodge all the time! ;)

Still, I only tried using him once and I just didn't like how he actually punched compared to Hopkins. I'll use him for a few matches tomorr... err.. later to see if my initial "wtf?" was warranted.

Again, amazing demo. :D

DopeyFish said:
to the people who haven't played fight night before:

when you get hit in the stomach alot or your shots are blocked you end up getting tired. this won't help your punch speed :P
Add whiffing punches to that list. That affects your stamina as well.
 
The thought of being able to play the thrilla in manilla or other great matches with these graphics and gameplay makes my mouth water.


XBL on this better be sick, with tournaments galore!
 
Amazing shots, simply amazing. The day-light from above looks soooo natural.

Gives me a slight hope that Tekken 6 will indeed look like that E3 target and also gives me another reason to laugh at the Itagaki-fool with his unbelievably weak DOA:4 graphics.
 
KarishBHR said:
XBL on this better be sick, with tournaments galore!

http://gameinformer.com/News/Story/200512/N05.1215.2025.01239.htm

GI: Online is obviously a big focus with the 360, but we’ve noticed that with Fight Night online, you just max out your characters offline, and get them all beefed up, and then you bring him online, and everyone is all maxed out as well, and it turns into a big slugfest. With the create-a-boxer differences that you’re bringing into Round 3, how are you changing that up for online?

Tsunoda: That’s something I hate about online as well. It’s like everyone’s fighting with the same guy online. The thing that I don’t like about that the most, not that just everybody has these huge maxed-out characters and what that does to the online fighting but to me the bigger difference is I would really like to reward the people who really play the game a lot, and go through the whole career mode and really learn how to play the game and give them more advantages in the online environment, as opposed to people who just throw up a created character that out of the box and max him out for online.

So what we’ve done now is with our new create-a-style, with different punch styles and block styles and movement styles is over the course of career mode you’re able to, say you’ve won the heavyweight title from Muhammad Ali, then you get some of Muhammad Ali’s cool style animations and tactics stuff unlocked in the game to customize my character with. If I start with a normal balanced style, I beat Ali. Now all of a sudden I’ve got that sweet Ali jab. I can do the rope-a-dope. I can move like Ali. And those are things that aren’t available without going through career mode create-a-character.

If you go through the different weight classes and fight different licensed boxers, you’re able to unlock their different punches and fighting styles and incorporate them into your character and take them online. And those give you huge gameplay advantages. Like you’ll be able to get Joe Frazier’s hooks. You’re going to have more devastating hooks than anyone else in the online environment. The more career modes you play, the more things you unlock, the more you’re able to customize your character with more high end tactics and styles. And you’re able to save that off on your character and take him online so you’ve got definitive advantages from going through career mode than somebody who’s just taken a character online.

GI: How are the rivals going to work in the single player mode and online?

Tsunoda: One of the things that I didn’t like about our career mode last year, and I think in the Fight Night franchise historically, that we’ve always been really awesome with the in the ring combat, and at anytime when you’re in the ring – the fighting is really sweet. In our career mode what I wasn’t really happy with was, when you start off ranked at the bottom in your career, you’re trying to get to a title belt, and really that’s the only milestone you have in your career. You’re constantly pushing for a belt. You go through 50 fights to get it, and once you get it, it’s like, “What the hell am I still in career mode for? I got my title belt, what else is going on?”

As far as our overall goal of really putting the person in the ring, and giving them an emotional vested interest in getting into the fight, we really wanted to build these rivalries as a way of putting a purpose behind each of the fights, and putting a purpose behind each punch in the fight. So you really have an emotional vested interest and you really want to kick that guy’s ass. It’s not just like, I’m really just trying to be him so I can get another title. It’s you specifically – I want to beat you. I hate you and I want to punch you and I’m emotionally charged about the fight.

We build these rivalries, and we space them out within the career mode. So if you think about a rankings ladder, and you’ve got 50 rankings, we’re really trying to give you every kind of 8-10 ranking spots a different rival weaving in and starting to interact during the course of your career mode. You have the chance to build up rivalries every step of your career. They get built through either, like, before a fight with people taunting you, trying to get fights going with you. If, when you’re going through your career, you’re doing well there are going to be guys who specifically want to fight you. Or your first loss in your career, sometimes the rivalries build out of situation. We take that drone that beat you, accelerate their career through the rankings so they get up to a title belt much faster than you and you’re getting updates on this person’s career, of like, “Oh look, that guy kicked my ass, and I’m struggling down here lower on my career, and his is accelerated. I just want to get caught up so I can fight that guy again.”
 
Pretty, but I have NO clue how to play this game. I was swinging that right stick every which way to pull off punches, but couldn't figure it out. So then I just resorted to mashing the face buttons until I knocked the guy out cold, patted myself on the back confusingly...and then I went back to playing RR6.

Demo really needed a tutorial of some sort.
 
I had a slight problem with the controls earlier, but the more I play it the more I get the hang of it. I've also found that if you play the game well, the punches are hardly slow at all. When you get "in the zone", you can pull off punches very quickly.

When you take body shots, miss punches, etc... all of that leads to your stamina dropping, and that leads to a lot of the slow punches. Now that I have the hang of it (I'm still not great though), I'm having fantastic rounds over and over again, with tons of action.

To block, you need to hold down RT and move the right thumbstick to the part of the body that is going to be hit. There six different ways to move it - straight head shot, left, and right and then a straight body shot, left, and right. If you time it just right, it will also counter and will open the other guy up and give you a chance to go full blast with a combo.

Don't give up on this demo after just a few rounds. Stick with it, and you will start to feel it, trust me.
 
Blocking/countering seems to be a hard thing to get a hold of. The swaying works pretty well for me but I wish I'd knew an easier way to make my opponent pay for those wild swings he manages to take. Anyone have any suggestions?
 
momolicious said:
sooo, if you have an xbox360 and an internet connection and the harddrive, you can download all the latest demos for free?
Yes.
I'll have a video of the FN3 demo online in a few hours.
 
momolicious said:
sooo, if you have an xbox360 and an internet connection and the harddrive, you can download all the latest demos for free?

You can download all demos available for free. I dont know if they plan to remove demos after a certain date but they're all still available
 
The start of free downloadable demos? Uhh...they've been up since launch

True, but isn't Fight Night the first demo of a game that hasn't been released yet? I think that's what they mean - that we'll be able to download demos of games in the future that still haven't been released yet.
 
Hopkins owned me, I was dominating the fight and I got cocky towards the end of the 4th round trying to get a KO and then Hopkins counter punched me with a flash KO, end of fight :lol
 
It gets really fun once you figure how the controlls work... took quite a few rounds to get it down.
Pretty fun, will probably get it when it's released.
 
I played a lot of Fight Night Round 2 for Xbox and so I've been anticipating this for a while.. and man when I finally played the demo it was very jarring. Not in a bad way, I just couldn't get over the fact that I was actually in control of what I was seeing on screen, it's still pretty surreal.

For people who have never played FN games before, here's how it works.

Defense
Right Trigger + Right Analog brings your gloves up.
RT + Up = Block your face
RT + Down = Block your body

Then there are the parries which are done with RT + a diagonal. The four diagonal directions correspond to Left Head, Right Head, Left Body and Right Body. If you are in the parry position and a punch connects with the blocking arm (so you're holding RT + up left) and the guy throws a right hook to your temple, the puncher will go into a stun mode where the defender can unleash a nice reprisal. The amount of stun from the parried person depends on how hard of a punch was thrown, if you parry a haymaker, get ready to throw a haymaker of your own. If you parry a jab, you can get a hook or uppercut in, or a 2-jab combo. So parries are pretty sweet, except that there's 4 possibilites you have to consider and if you choose wrong then you take the hit entirely.

Contrast parrying with blocking which is just one of two decisions, just up and down, left and right don't matter. However, if you block a punch then the blocker takes a little bit of damage, and the puncher doesn't get stunned at all.

Then there's the LT which is used for moving your body around. This is useful for both offense and defence. Defensively you can lean your boxer's body back to avoid punches, as well as side to side to bob and weave. LT+DownForward makes your boxer duck and at this point you can throw body punches, in fact it's the only way to throw body punches.

Offensively I use Total Punch Control, which refers to using the right analog for your punches. Straight up and slightly to the left is a jab. Doing a quarter circle will do a hook. Doing a 3/8s circle does an uppercut. Mirror the arcs and angle of the straight to use the opposite hand. And press left trigger to do the body blow versions of all of those punches.

In terms of the speed, I'm happy with the slower pace. In FNR2 it was difficult to effectively block or counter haymaker punches sinse they came so fast, and they were so powerful that it just became a haymaker fest. Now there's enough time to REACT instead of just predict, so they become a lot more dangerous to the puncher, but they're also more rewarding if you connect.

The animation is very good, with a great wind-up animation for the haymakers, and all sorts of secondary animations for the boxers as they walk around and such. The facial expressions, facial deformation and everything are all first-class and really bring the characters to life. And on top of all of that the way the boxers physically show they're tired is done very well, as the more I was beating on RJJ he was dropping his hands lower and lower which let me tag him with more jabs.

Standing out the most in terms of all visual effects, has got to be the camera. Zooming, blur, changing viewpoint, all of these things are handled so damn well, and are integrated so well into the action that it evokes a very immersive response. I thought they did a great job on this in FNR2 and they totally took it up 10 notches and it really adds to the experience.

Not EVERYTHING is rosy, and I hope this is just a matter of being a demo, but some of the sound effects have been significantly toned down from FNR2. When you watch the KO replays in R2 each punch, even the little jabs would let out a deep thud. But now all that emits, even from the big punches (after the first KO-triggering punch) are soft taps. Also during normal gameplay, the sounds of connected and blocked punches seem to lack the proper oomph that the visuals imply, so that's something I'd like to see get changed for the final release.
 
very impressive, love the fact you can download it so easily. no more hunting oxm or something stupid. game looks great, plays better than fn2 imo, couldn't really get into that one.
 
Thank you rastex, now I can actually enjoy the demo now.

I never really played a Fight Night title before so it was a bit odd getting used to the game for the first time without any sort of proper explanation.
 
This demo is absolutely golden. I loved the first Fight Nights, and this one just looks O_o

Beat Hopking on decision my first fight, and knocked his ass out in the second. :lol

Day one purchase (for 20 bucks, that is)
 
Sucks that there is no manual replay in the demo...wanted to see some of the punches up close. Besides that, this game is gonna be mine day 2... Absolutely gorgeous.
 
Don't know if its been posted, but in the demo, if you don't select a side, both fighters will go at it...similiar to DOA's "Watch" mode.
 
:lol

Well I called the bitching about the animation at least, they'll never match the E3 demo for animation unless they turn it into Dragon's Lair just because of the nature of a boxing game.

I can't believe I'm going to buy a boxing game though, I usually reserve them for a quick rental.
 
According to IGN, this demo is the first downloadable demo on the Xbox 360! :lol :lol :lol :lol :lol :lol :lol :lol :lol

http://xbox360.ign.com/articles/678/678971p1.html

January 5, 2006 - Electronic Arts today made available the first free downloadable game on Xbox 360, the seminal Fight Night Round 3. The 486 MB single-level game takes about 20 minutes to download from Xbox Live Marketplace on a good connection and is instantly playable from the harddrive. Once downloaded, you can start right away or find the game stationed in downloadable demos.
 
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