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Fight Night Round 4 User Review

rhymeswithoranj

Great. Still room to improve, but not much.

  • Posted Jul 17, 2009 4:48 am GMT
Difficulty:
Just Right
Time Spent:
10 to 20 Hours
The Bottom Line:
"Immersive"
While EA Sports' Fight Night Round 3 was visually stunning, it did not hide the fact that the gameplay was less than stellar. Jabs felt weak and could mostly be ignored, haymakers and stun punchers were much too easy to execute and effective, and the parrying system felt cheap and unrealistic. Round 4 not only outdoes its predecessor in gameplay, it does it graphically.
The game is absolutely stunning. Muscles are detailed and they move and flex realistically. The facial models are good and when you see a replay, you appreciate how detailed the game is. They still look like characters from a videogame, but between the muscles, sweat, and cuts, which are now more dynamic, the game is very pretty. EA really outdid themselves in creating character models.
But no matter how good this game looks, the gameplay needed to be the focus of the past few years. It was. Gone is the ridiculous parrying system, which left you wide open for a huge punch and seemed to be abused by the CPU. In its place is a timing system that opens up the opponent for a counter punch. This can occur either by moving your head out of the way of a punch with good timing, or bringing up your guard to meet the punch. However, a counterpunch is not a guarantee, as the blocked boxer can dodge or block the counter punch in some situations. It can be frustrating if you miss a counter punch, but I find it takes away the scripted feel of FNR3. Another big change is the total punch control. Haymakers (kind of) and stun punches are gone, now there is just the standard three: jab, hook, and uppercut. You can now also use the stick to punch the body without holding the left trigger. It allows for more fluid and effective combinations. Haymakers aren't exactly gone, they are now used by pressing the right bumper and swinging, but they are slower and less powerful. Overall, the new controls feel very good. The new knockdown system works well also, as being stunned is no longer a one-punch knockdown. Knockdowns feel less scripted and more natural.
Legacy mode has been improved, as now it tracks your progress through the ranks of boxers and allows you to schedule fights more easily as well as give it a more genuine feel. You are much more attached to your boxer and his career than you were in previous career modes. However, it does have its faults. The minigames are insane, resulting in a slower upgrading process. This in turn leaves you at a big disadvantage once you get past the first 15 ranking spots or so. Not all punches are created equal, and you can outmaneuver a guy all you want, but still not do nearly as much damage, finding yourself on the canvas despite fighting a better fight.
Teddy Atlas and Joe Tessitore provide their usual commentary, though it can get a little bland and repetitive after while, complete with Atlas' obtuse analogies. Overall, this game is probably the best, most realistic boxing game to date. The controls feel very smooth and it looks gorgeous. In terms of just throwing down in the ring during fight now mode, it is an absolute blast. Ali vs. Tyson? Some of the most fun I've had in a videogame in a while.
It's not without its problems. Punches will queue if you flick the sticks too many times, leaving you stuck in an animation, the legacy mode needs some work, especially the minigames, and often it seems the opponent will know where your throwing a punch before your motion has started, though this is usually on haymakers. Despite a few flaws, FNR4 is a blast and a great, and beautiful, boxing game for any fan of the sport.
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