Quote:
Originally Posted by roughneck0101 How much influence did Mike Tyson's Punch out have in the creation and design of KK?
Before I knew anything about the game and when I first seen screen shots, that's the first thing that came to my mind, was, is this a remake of Punch out? ( In a good way ) |
Facebreaker is definitely not a remake of Punch-out, but we definitely drew inspiration from that game, I mean to this day it is probably one of my all-time favorite games ever. I can't begin to think how many quarters I blew on that game as a kid.
Where you will see the most Punch-out influence is in our 1P mode.
You start by selecting a character (you can use any character you have unlocked or your own custom created character) and one of 3 different skill settings: Fierce, Truculent or Impossible. I highly recommend anyone new to start out on Fierce and to pick a fairly balanced character like ICE.
From there you start out on the first 'Belt'. The mode is divided into 5 different Belts that act as save points along the way. Each character is represented in the mode, so you fight all 12 characters and then a final hidden boss at the end. Each character has a prescribed weakness/exploit that you need to figure out if you're going to have a chance to beat them. These become more obvious and necessary to solve the further up the ladder you go (on the easiest setting you can get to about the 5th fight by semi-skillfully button mashing, after which point you will definitely hit a brick wall).
Within each belt there are a set number of challengers and one champ (basically a sub-boss). When you lose any given fight you get the option to rematch up to 3 times. Lose all 3 rematches and you drop back down the ladder to your previous opponent. Before the last rematch we also pop up a 'tip' to help clue you in to what you might be doing wrong and what that character's specific achilles is.
The mode is actually really challenging and fun to play. On the easiest setting it typically took focus testers around 3-4 hours to complete with a single character, and the mode is definitely replayable with multiple characters for a new challenge. The other 2 higher skill levels are even more challenging - it took one of our best qa testers 13 hours to beat impossible the first time. For the record, now that he has figured out each character and perfected the skills to do so, he can beat it in under 20 minutes. Which is pretty satisfying. The cool thing about the Impossible setting (for the hardest of hardcore) is that we essentially negated each character's weakness that you would have discovered the first time or two playing through the mode, so you have to figure out new ways to beat everyone. There are ways, though, as there are always going to be when playing against an pattern-based ai system. They are just a bit harder to find and we don't feedback or hint anything about them along the way - it is up to you (or people in the community on boards like this) to just figure them out.
It's unfortunate, we actually wanted to include a 'demo belt' in our downloadable demo so you could get a taste of what it is like but due to size restrictions from the number of characters we would have had to include it just wasn't possible.