Right, I’ll get the disclaimers out of the way: I am a girl, I’m a retro gamer at heart, I’m not fantastic at fighting games and I’m not a boxing fan….that being said – let’s review Fight Night Round 4!
First of all the game looks stunning. The 40 plus licenced boxers are now available with extra shiny shorts and skin and each boxer has a distinct look, to the point where even I recognised some of the bigger names. As I’m sure you will have heard, Round 4 features such boxing greats as Muhammad Ali, Ricky Hatton and (in his first appearance in a boxing sim) Mike Tyson.
You can now fight on the inside and height is accounted for, making this installment in the franchise a much more strategic game to play. Fighting as Muhammad Ali against Mike Tyson, I had to keep my punches coming hard and fast to stop Tyson getting on the inside and annihilating me. I felt in full control of my fighter’s movements which were fluid and intuitive. Having played through the training level, I won won my first fight by knockout in the third round, using the tactics I had been taught and not by random button bashing (or stick wiggling in this case).
Fight Night Round 4 lets you control your character’s movements with the left stick and his punches with the right. That was fine, though it took me a little while to get used to using the triggers and bumpers to add nuances to his movements and blows, such as blocks and haymakers. When you block a punch you can counter attack, which is by far the quickest way to do lots of damage quickly. It’s quite difficult to get the timing right on the counters but they are well worth it once mastered. This and the ability to fight dirty when the ref isn’t looking should lead to some interesting and closely contested fights in multiplayer. With glancing blows and signature punches also available, it looks as though EA may well deliver on their promise of no two fights ever being the same. In fact the level of control you have over your boxer’s movements is very impressive, though occasionally I felt that the game took a while to register my punches – admittedly this may just be down to the frantic pace I was setting. The AI responded very well and adapted to my fighting style, ensuring that the same trick didn’t work over and over again and keeping each bout interesting.
Another nice touch was when my character was knocked down and I entered a mini game in which I had to regain my balance and get up before being counted out. This was achieved by moving the left stick from side to side (aiming for a sweet spot) to right myself and then getting up with the right stick once my equilibrium had been restored. I also enjoyed the multiple replays from varying angles whenever I landed a particularly impressive blow. I felt a strange sort of glee as I watched Tyson’s face get mushed up from several different viewpoints. The sweat and blood effects from the previous game have been refined and look almost sickeningly good at times.
Between rounds you can use points that have been collected by performing well (landing a percentage of shots, stunning your opponent, finishing a round etc) to boost your character’s stamina, health or damage. These points can also be saved for strategic later use.
I’ll be honest, I didn’t play that much of the Legacy mode. It looks competent enough, with the ability to create your own fighter or relive the career of a star, but I found that starting from scratch wasn’t as much fun for me as playing with established fighters. I imagine that once you get out of the gym and gain a little respect, there is a lot of fun to be had here but I found it quite dull, especially when I foolishly pressed the ’simulate fight’ or ‘watch a really dull play by play for what seems like forever’ button. It works similarly to every other career mode I’ve played before, start off small, make a schedule, do some training, win some fights, move up a rank, repeat…only with occasional text messages from your trainer to guide you.
I did however thoroughly enjoy the training mini games. Your performance in these obviously affects the stat boosts they’ll give you and I quite liked that it was necessary to vary the training to become a balanced fighter, as training will usually impact negatively on one or more stats whilst improving others. From hitting a punchbag whilst ‘in the zone’ (requiring swift movement and fast punches) to ducking back and forth a set number of times without being hit by a bag from above, each training mini game is guaranteed improve your play. I played around with these for a while trying to beat my own high score.
The fighter creation seemed somewhat limited despite having 80 odd faces to choose from, but that seems like a small sacrifice when there are so many famous names present and the content that is available looks so damn good. The commentary is relevant and actually helpful in fine tuning your strategy at times, which is a rare find in a sports game.
Although I only played Fight Night Round 4 for a short time, I thoroughly enjoyed it. As I stated above, this isn’t normally the type of game I would choose to play, so if it can win me over I’m confident that fans of the series will be thrilled when the game is released on Friday 26th June.