Fight Night Round 4
Float like a floatbot...
If you're feeling a slight queasiness at the inclusion of Mike Tyson in the line-up for Fight Night Round 4 - and that would be entirely reasonable - perhaps you should just focus on the fact that at least now you can beat him up. Actually, it's better than that: now you can beat him up in what looks to be one of the most detailed and convincing boxing titles ever made.
Building on the success of a game pretty much everyone enjoyed can be difficult, and most people agreed Fight Night Round 3 was a bit of a winner, with astonishing - and only slightly creepy - character models, solid controls, and the subsequent release of turkeys like Facebreaker merely sweetening the memory. At first, then, it's hard to see exactly what EA can do to make Round 4 anything more than a prettier retread.
Luckily, however, it seems that the only people who had any real problems with the previous instalment also happen to be the same people who made it, and they've got fairly strong opinions on exactly what needs fixing. So while the forthcoming Fight Night has the enlarged rosters, gentle presentational tweaks and incremental control refinements you might expect from any sports sequel (headline improvements include the fact that the game now runs at a steady 60fps, and punching is controlled with the sticks alone this time, body jabs now activated via a simple flick system) the main changes are surprisingly fundamental in their nature.

It doesn't look like the Burger King will be making a return. But there's always Ricky Hatton.
And, in a roundabout way, Tyson's at the centre of them, his inclusion opening a can of worms for the developers as well as, I'm guessing, a can of whup-ass. In the words of Dean Richards, Round 4's producer, "Including Mike meant we had to face something we couldn't with the previous game, and that's that there are two crucial things everybody always says about boxing: height and reach matter, and styles make fights." (The third and fourth things everybody always says are, "Ha, my mum could've seen that punch coming," and "Isn't Midsomer Murders on the other channel right now?")
The reason Iron Mike's so problematic, it transpires, is that he's fairly short for a boxer: Muhammad Ali, for example, is four inches taller than him, and that creates endless headaches for developers trying to match up canned animations and make sure punches land in the right place whenever the two face off against each other. In order to ensure that the illusion of contact never broke down in Round 3, the team had to scale the proportions of all the game's fighters until the entire roster was more or less the same height. In other words, if Tyson and Ali had stepped into the ring together, there'd be no real differences between them: height and reach wouldn't matter, and styles wouldn't really be an issue.
Luckily, EA's latest take on the sweet science has a handy ally: physics. By focusing on realistic modelling, Round 4 solves tricky collision detection problems by creating animations on the fly, and allowing punches to connect - or miss - exactly as they're thrown. In the process, that also opens up the roster for fighters of all shapes and sizes, and ushers in the different ring techniques they bring with them.
The new physics engine is probably at its most immediately noticeable in the new facial deformation system - Richards absolutely promised me that the team had filmed people being hit in the face just to make sure the game's flabby rippling effect was accurate enough - but it's sending bigger shockwaves through the game when it comes to the way the bouts turn out this time around. Even after a few minutes of playing, it's clear that Round 4's a lot more tactical than the previous game ever was. Ali towers above Tyson, and, in the hands of a skilled player, is more than capable of picking the shorter man off from afar.
Tyson's only hope, then, comes in working Ali into a corner and getting in close. For a fighter with a longer reach, most of the power of the blow comes in the final snap of the wrist (I'm not saying this from experience, however, and I doubt it's much of a picnic for the punchee whatever distance away you are), so a tactical shorty can take the force out of oncoming blows by stepping into them, where they'll also be able to fight back more effectively. In a single move, then, Round 4 now allows for both inside and outside fighting styles, and the result is that there's a lot more to the game than just pummelling away at your rival until he goes cross-eyed: placement is crucial, and making the most of the attributes of your boxer really will give you an advantage.
And if it's a more tactical game, it's also a faster one. Round 3 was essentially a digital boxing title: any single punch's animation had to finish completely before the next could be thrown, and the results of each impact were largely predictable. This time, faster combos are there for whoever can move quick enough, with a whole additional range of glancing blows and feints adding to your options, as the fighters move in and the game builds in claustrophobic intensity.

Blood and sweat are now physics-based - tears are yet to be confirmed.
Beyond such basic changes, there's that traditional range of additional tweaks rounding things out. The corner game has been revised for the better, with your performance in each round winning you points you can invest in recovering either damage, stamina or health, while the knockdown challenge has been altered to mirror the experience of steadying yourself on your feet. It didn't look as much fun as Round 3's option in this case, to be honest, but Richards has a habit of demonstrating game changes by mock-swinging at you to illustrate every nuance, so it's possible I was a little flustered by the time we'd reached this level of granularity. Alongside a fleshed-out campaign mode, there's also forty-eight boxers to choose from on the disk, with additions planned for DLC after EA's had a chance to see what the community wants. Start asking for Henry Cooper now, in other words - and maybe Tommy Cooper while you're at it? You know, as a wild card.
So while a glance at comparison videos may initially leave you wondering if much has really changed, with a fundamental shift from digital to analogue boxing, Fight Night Round 4 has the potential to cover a lot more distance than most sports sequels. Even if it does have a deeply dubious character on the front cover come release day, this is shaping up to be a game where all the really important changes are going on inside.
Fight Night Round 4 is due out for PS3 and Xbox 360 on 26th June.
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Comments (73) Latest comment 3 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Uh-oh.....
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FNR 3 was one of the first games to truly herald the next-gen (alongside Condemned), and that was half of the enjoyment of playing it. It was a good game, not a great game, but flinching your way through the shuddering punches you were hardpressed to notice. I'm not completely convinced that such fanfare and gaping mouths will greet this one. Although it still looks stunning, it's not relatively as impressive. There's also the small matter of Wii boxing, and the experience of throwing punches in that still puts gamepad based control in the backseat.
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also, if this game has taken away punching with buttons entirely that is a risky but proper decision, and one i was hoping to be implemented since the first game.
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Fuck yes!
Looking great.
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Loved FN3 but the menus and stuff were just fucking terrible.
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This looks promising, but does anyone know whether one-punch KOs are possible. That was the best bit of the UFC demo.
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Glad that it's sticks only. That really made Round 3 for me, and to be honest I didn't even realise buttons were an option.
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Admittedly, the stick fighting system was ok and a bit of a laugh, but control method 5 on FNR3 for me and all my friends is where it was at, and it made it a far more accessible game (and easier if bladdered after a session on a Fri and Sat night).
Im not saying dont have stick controls, but im asking PLEASE leave in the option to use buttons if we want like FNR3, as im sure at least half the games players use this option and like some people are saying, they wont buy it unless they can use buttons, and im sad to say - I am one myself. Which is sad as this is my most anticipated game on any console ever, due to my love of R3.
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i feel i am going to be loving this, v pleased to hear that different styles will make more of a difference in 4. And if they get rid of that "philly cheescake" commentary i will be over the moon. What they need instead is someone in the crowd selling ice cream between rounds.
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Considering Round 3 was online i seriously doubt it will be removed from this version
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What about the ring card birds? Have their "physics" been upgraded?
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Give'em nuts!!!!!
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it seems that the only people who had any real problems with the previous instalment
Errrr, no.
Many gamers, especially boxing fans hated FNR3, arcade gameplay, ridiculous parry system, putridly slow haymaker system, shallow linear career mode, poor commentary implementation......
Eurogamer, try reading some of the many FightNight forums before making assumptions about what people thought of FNR3.......
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first fight night on 360 was amazing and that was on Launch so give me this NOW plx!
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Only thing I didn't like was the terrible presentation and the shocking choice of rap music for the soundtrack
Also +1 to hooray for sticks only. There is no other way to play FN
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For people who enjoyed playing with the stick....
I'm not really understanding why people are saying this TBH. Having the OPTION doesn't effect how you play so why all the "yay!"?
Personally I hated using the stick in FN3 which, with no OPTION for buttons, means I'll probably hate FN4 - which is absolutely gutting considering I was REALLY eager for this
Edit - @ superdelphinus - you move with the left and use the right for the punches
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I did and do, I'm a long time poster on various FightNight forums as well as others such as the Prizefighter forums (when we were of the hope that the game wasn't going to be a flaming turd).
Many boxing fans played through FNR3 despite the flaws and annoyances and arcade rubbish (yes plus the horrible hiphop atmosphere), it doesn't mean that we were happy with how the game was.
Maybe the casual gamer was happy with FNR3 but personally I have no interest in the opinions of casual gamers, been a gamer for around 25 years and a boxing fan for 25 years and I take both very, very seriously
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@SniperZoz- difference is Gascoigne and Best never had rape convictions, never were suspended for failing drug tests, never were suspended and fined for repeatedly bringing the sport into disrepute, never made comments about wanting to kill people and hoping their opponent died.
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Good joke you made there.
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Anyone know if they are getting rid of "KO Moments" that really ruined the feel of it being an actual boxing match, felt more like a beat em up. I'd also like to see 1 punch knockdowns/knockouts.
It would also be great if they actually presented it like a proper sports broadcast as EA do with all their other games. Proper ring announcements/entrances and judges decisions being read out would be a start
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as the game is online and there is definately more skill in using the sticks, playing games against moron button bashers was pretty pointless.
+1 no buttons, really looking forward to this.
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Regarding "maybe the causal gamers was happy with FNR3" as in the kind of gamer who isn't on EG forums discussing games, as obviously spending your life discussing gaming on internet forums really qualifies you for non-casual gamer status
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How many footballers have been in sick roasting sessions? Yet here they are, in FIFA 09/pro evo, and no one complained.
Rio ferdinand was banned for missing a drugs test. EG never complains
Disrepute? Drogba
Kill people? How about chelsea supporters 2 nights ago?
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Isn't that what a MAN would do....
Anyway I'm geniunely sad and heartbroken about this I didn't know they were offing controls many preferred, and I really didn't get on with stick control so if that's all there is at release I won't be buying it.
Another gaming dissapointment for bad09, I just get used to 'em now days. Should take up another hobby before I go postal, clearly gaming is moving away from what I want......
(I don't like moaning all the time, honest, but they all give me so much to moan about!)
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Not good, just gone from must buy to must try. I hated using the sticks in FNR3, but at least it was just an option. Please let this be just the way the article is worded and you can still use the buttons!
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Just a pity the damage model was pretty unspectacular.
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I really, really REALLY tried to like the stick, but found it so unresponsive, along with my sweaty palms and fingers not helping.
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People who don't like sticks need to learn how to adapt or put up with it. We've had analog sticks for years, they're nothing new, there's no excuses really.
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Totally agree. Having played FN3 regularly since its launch, our gaming group hates the sticks - we really cannot control the punch outcome. We tried a "stick" session recently, having read the "sticks only" review of FN4 and found our play had changed from "total control with buttons" to "random stick mashing" hoping for some kind of combo. No buttons is a real turn off and may prevent us from buying the game. Also the advantage of the button only approach is that you cannot accidentally throw those goddam awful 1 hit wonder "super punches". It's a real shame, because FN3 was one of the games that WASN'T a button masher - you were always in complete control of punches using buttons. Now it's gonna be a "stick masher".
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Thanks for giving such a fair assessment.
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Don't you think that's a bit like cutting off your nose t' spite your face? You're saying, 'we won't adapt, and we refuse to play your new game because you're doing something we don't like'. Entertain the fact that you're wrong about buttons, and they're right to go ahead with sticks because it might make a better game.
Sticks are for real men, the type that eat the crusts on their bread, the ones with poppy seeds and everything. You're just crust phobic and I bet you've never had a poppy seed in your life.
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Duh...
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I can appreciate favouring one control system over another even if I don't actually think buttons are any good. But what I can't understand is the viewpoint of seeing an approaching sequel to a game I enjoy, and then turning my nose up at it because of the control system. That's ridiculous. How many sequels completely change their control systems? Lots of them.
I think that people who are going to not buy the game over the buttons/sticks thing are strictly in the minority, and EA will not be losing any sleep over it.
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After a while, you get used to it.
That the gaming world has largely settled down to a standardised gamepad layout - with the exception of niche controllers - is something we should be pretty happy about.
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See I don't understand this thinking (probably why gaming is becoming such a disappointment to this long time gamer), someone said this to me about the RE Reboot while discussing 5 and I just do not get it as a consumer.
I'm a huge fan of RE but tuned out with the arcade reboot, Can't remember who it was but they said "So? It's Capcoms game they do what they want and we should just...accept the changes. Now you say the same about a game that has adopted a control method many don't want. I tried sticks in the last game and hated it, didn't enjoy it never went back. Are you really saying I should still buy it anyway purely because you like stick control? What purpose would this serve if I..you know...don't enjoy the control method myself?
Why are we supposed to just take it? Why can't people choose to keep their cash if EA turn them off their game, it's not their fault it's EA's. Look around these and other comments quite a few sales lost purely by removing a simple option.
Personally I find people "celebrating" the loss of a control method they themselves DO NOT use, or criticizing people unhappy with said change because they DID use that method a lot more ridiculous, but that's just me....
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I think the vast numbers of people playing Fight Night Round 3 used sticks, because that's how the game is clearly designed to be played and that's the default set up. I think you're in the minority. Regardless, it's not about 'celebrating' that they've dropped buttons, it's about saying they've decided that in order to make the game better that's what they're going to do, and it's completely up to them to make the best game possible. They're in the position to make those decisions.
There are some times when we as gamers or commentators can make noise about things devs are doing, but short of them completely botching all the control in the game, this isn't really a situation that demands it. I could be someone who used the buttons like you and I would not care less that they were changing the controls in their new game.
If you want to get uppity about something, like others have said earlier, get uppity about the Mike Tyson thing which *is* an issue.
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Fact is in FN3 many preffered the buttons, I don't buy most played with sticks anyway. I never played a single person who used the sticks on FN, and a lot of people here said they use buttons, and you have the "carebears" here moaning about "button mashers" out there in online land.
EA in their wisdom decided to ignore those people and choose sticks, good luck to 'em. Like I said if they turn people off don't blame people when they say "no thanks, I'll pass".
You like the stick many don't. You still get a sequel to the game YOU enjoyed playing we don't.
Anyway I'm gonna stop talking about this, it my biggest gaming disappointment of the year like I said in an earlier post this is heartbreaking because I was so looking forward to FN4 (and before you say it no I will not buy it anyway I didn't enjoy the stick control so won't waste my money). May pick up 3 again today to cheer me up though...
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stop sounding like a fucking cock flapper, if you don't like using the sticks then don't get the fucking game.I on the other hand love the stick control after playing the demo and unlike you, you whining tit head, will be investing in this game.
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I can't wait to play it, as I've played FNR3 for months when it just came out, and I still pick it up sometimes when I'm bored