If you choose to create a boxer, you’ll have the option to either pick a standard head, or import a picture of your own mug.
You can choose to either begin a Legacy mode with a created boxer, or take your favorite pro boxer on a rewritten path through his career. I much preferred the more direct approach of the last game, and hopefully that will return in the next game.Ĭareer mode has been completely overhauled in Round 4, a necessity given the bare bones nature of Round 3’s effort. I’m not a big fan of this change to be honest. Now, you’ll earn points by boxing well that you can spend between rounds to increase either your boxers health or stamina, or reduce their damage. No longer will you have direct control over icing your boxers bumps and bruises or swabbing their cuts and injuries.
This shift in defense is a big plus for the game, and like the other changes it makes for a much more realistic experience.Īnother change is the new corner system. These punches hit with extra damage, and will be a definite key to success at the higher difficulty levels.
Timing your block or dodge perfectly will result in a minor but noticeable change in the camera, telling you that if you act quickly your next punch will register as a counter punch. Finally, you’ll also notice the addition of a weave ability, triggered by a quarter circle motion on the left stick. The ability to lean is also back, functioning nearly the same as it did in the last version. You’ll have to make sure you build up to throwing the Haymaker, or you’ll find yourself on the wrong end of a big time counter punch.Ĭounters are also handled differently in Round 4, as you’ll find the parry function replaced with a simple high/low block. I can’t overstate how much this shift in focus adds to the game, as you won’t find a lot of success just throwing big punches anymore. Now, Haymakers are controlled by holding down the right bumper button, then performing the right stick motion of the punch you’d like to throw. Haymakers do not hold the same level of importance as they did in Round 3. This makes the transtion between hooks to the body and shots to the head more fluid, and makes the combo’s look more realistic. Punch control is still handled by the right stick, however some additions have been made including the ability to throw body punches by simply flicking the stick right and left. There is the occasional collision detection issue, however its only an occasional problem and doesn’t detract from the overall experience.ĮA went out on a limb with changing the gameplay in Round 4, both in terms of control and focus, and I’m pleased to report that it was mostly a very successful gamble. The rings and arenas are likewise great looking, and are incredibly immersive. Every punch, every dodge, every step is flawlessly animated, and punches land with devastating impact. The boxer models are fantastic, and feature realistic damage. Everything from the menus to the in ring action features a level of polish that most games never reach.
Not content to rest on the laurels of the amazing Round 3, FNR4 ups the ante over its predecessor with a ton of changes, both in terms of gameplay and features.įirst things first, Round 4 delivers in a big way in the graphics department. Gamers around the world have been anxiously awaiting the chance to bob and weave their way around the sequel, and the opportunity has finally presented itself with the release of Fight Night Round 4.
In addition to being perhaps the best simulation of the Sweet Science to date, EA’s Fight Night Round 3 had the distinction of being one of the first true visual showcases of this generation.