1. Legacy Execution vs Modern Limitations
Boxer's Road (1995–2000s, PSP/PS1):
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Fighter falls where they are hit (backward, sideways, into ropes, etc.)
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Get-up attempts happen wherever the boxer lands – against ropes, near corners, etc.
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Falling direction is affected by momentum, position, and hit type.
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Ragdoll-like behavior or animated transitions mimicked real physics.
Undisputed (2023–2025):
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Boxer always teleports to the center of the ring for knockdowns and get-up mini-games.
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No rope interactions during knockdowns.
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Fall directions are preset animations, disconnected from the fight context.
2. Technical Breakdown: Why Boxer's Road Did It Better
Feature | Boxer’s Road | Undisputed |
---|---|---|
Fall Location | Wherever the punch lands | Center of ring (forced teleport) |
Knockdown Variants | Multiple contextual knockdowns | Pre-canned, center-locked |
Get-Up System | Ground-position-based, camera adapts | Standard front-facing center camera |
Ropes/Corner Physics | Used in a fall impact | Ignored during KDs |
Immersion Factor | High realism, situational | Broken immersion due to teleporting |
3. Why Modern Games Like Undisputed Fail at This
Design Choices or Oversight?
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Focus may have been on competitive esports-style consistency, not realism.
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A "safe zone" (center ring) is likely used to avoid:
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Camera clipping
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Rope collision bugs
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Hard-to-code dynamic get-up angles
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Possible rushed animation system:
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Only animating get-ups from one spot was faster to implement.
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4. But If Boxer’s Road Could Do It… Why Can’t They?
A. Prioritized Simulation, Not Flash
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Developers built everything around the boxing match logic, not esports systems.
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Even on weaker hardware, they simulated:
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Boxers tangled in ropes.
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Falling in corners.
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Realistic stagger before falling.
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B. Modern Excuses Don’t Hold Up
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Boxer’s Road is over 20 years old.
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Today’s game engines (Unity, Unreal) can handle:
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Physics-based ragdoll + pose matching.
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Spline-based camera tracking.
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Ropes as soft bodies with collision.
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5. What Should Undisputed Do Instead?
Realistic Knockdown System Blueprint:
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Fall logic:
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Match the punch angle + momentum.
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Rope/corner detection.
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Get-up mini-game location:
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Happens where the boxer fell, not a fake location.
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Camera:
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Dynamic follow with corner/rope logic.
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Visual cues:
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If a boxer is tangled or trapped near ropes, have a “ref struggles to clear space” animation.
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6. Why It Matters to Boxing Fans
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Realism breeds immersion, not frustration.
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If a boxer goes down face-first near the ropes, the scene should reflect that. It raises the stakes.
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Real boxing fans notice when the boxer falls in one spot but magically reappears somewhere else.
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It breaks the emotional and visual rhythm of the match.
Conclusion:
Older games like Boxer’s Road had less power, but more respect for the sport’s detail. Undisputed needs to stop relying on "tech excuse culture" and fix its disconnected get-up/fall system, or it’ll continue breaking immersion for the very fans it was supposed to honor.
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