Fight Night Round 4 Review

Unconditional glove.

Version tested: Xbox 360

Every now and then it's fun to find a game that's not all about shooting men in the face. In times of extreme gun boredom, sometimes it's preferable to express your inner thug by turning to games where you simply batter men repeatedly with your fists until they fall over. Case in point: Fight Night Round 4, the follow-up to 2006's excellent man-battering sim, Fight Night Round 3.

Back in the days when we could get away with using terms like 'next-gen' without unruly gangs wanting to batter us to death, we breathlessly observed that it was “one of the greatest sporting spectacles we've ever been treated to in videogaming history".

But this was no idle hyperbole. Released to blanket acclaim, FNR3 offered an early look at what might be possible with new console technology. The obvious allure of astonishing visual fidelity was backed up with deceptively deep gameplay - all of which put EA so far ahead of the competition that few have even bothered attempting to rival it since. Even EA itself failed to repeat the formula, and got royally smacked down onto the canvas by appalled critics when the cartoon-style Facebreaker limped out last year. Having lost the plot so badly with one promising-looking boxing title, could this long-awaited sequel represent a welcome return to form?

The signs were certainly highly promising when Christian went to see the game during a recent hands-on session. Assurances were plentiful: solid 60 frames per second action, deeper, more tactically oriented gameplay, increased speed and fluidity, better punch collision detection, on-the-fly animation, and a much deeper career mode with a larger roster of fighting legends - and these were just the headline improvements.

'Fight Night Round 4' Screenshot 1

The spittle-flecked slow-motion replays are more harrowing than ever.

As usual there are numerous ways to play the game, from one-off bouts to the more expansive slow-burn thrills of the game's 'Legacy' career mode. For those of you who just want to dive in, pick a boxing legend and create your own fantasy face-off, it's a boxing fan's dream. All the true greats of the modern age feature, allowing you to settle those pointless arguments about whether so-and-so was better than wotsisface. The 48-strong roster of real-life pros has a great selection of crowd pleasers across its eight weight divisions, including Ali, Foreman, Haglar, Leonard and Tyson mixing it up with modern favourites such as Calzaghe and Hatton.

If you prefer you can go in and create your own fighting machine, either from presets and sliders, or put yourself at the mercy of the game's attempts to map your face via webcam or an uploaded photo of your choice. Just as comically useless as the system utilised in Facebreaker, the end results end up barely even looking like you belong to the same species - but it's the thought that counts. Aside from cosmetics, you can also pick from numerous fighting and block styles, and fiddle around with stats to complete your creation. You can use your personalised bruiser in all areas of the game, from one-off bouts against real fighting legends to settling scores with your mates off and online.

'Fight Night Round 4' Screenshot 2

The influence of height, weight and speed advantage is reflected far more convincingly this time.

Perhaps more interesting in the long run is to try and prove your worth in the Legacy career mode, where you can either choose an existing real-life violent hero or one of your own twisted creations. Taking this route puts you right at the bottom of the ladder as a young rookie, and your stats and abilities get well and truly neutered in the process - regardless of whether, like me, you picked Muhammad Ali, thinking foolishly that it might gain you a crafty edge.

Unlike with the forgiving early stages of FNR3's career mode, the sequel wastes no time in providing a stern challenge. Controls are broadly in line with the previous Total Punch Control system, with a combination of trigger commands and stick movements accounting for your upper and lower body movements, blocks and punches. As a system, the way it's laid out makes it easy to learn the basics - a variety of punch types are assigned to appropriate directions on the right stick, so punches are mapped to the side of the body you want to hit as well as mirroring where you want them to land. For example a blow to the left side of the head is achieved by pushing diagonally left, while a more powerful right hook involves pushing right then literally hooking the stick up in one swift motion. It takes longer to pull off, but the results are deadlier.

On the downside, EA has elected to strip out some of the control configurations present in the last version. If you prefer the guaranteed shot selection that you got from the button-based option then you're out of luck this time. Instead, you're forced to adapt to the much less precise Total Punch Control 'joystick punches' system whether you like it or not. As good a concept as it is on paper, in the heat of the battle it's far too easy to fluff a shot because you pushed the stick a few degrees away from where you intended. In a game that boasts many new features, it's bewildering to see one of the base fundamentals taken out altogether for no apparent reason.

One of the trumpeted improvement to Round 4 is the extra degree of control you have over your career progression. Using the new calendar system you can decide exactly when to fight and who to fight against, and whether to accept grudge matches and televised events. You can simulate fights, change your weight class and import user-created characters. You can even retire, but you probably only have 50 to 60 fights in you, so you can't mess around.

As before, training is key to self-improvement. You have the option to auto-train if you want to guarantee a certain amount of statistical betterment, but the six training games included this time are apparently as much a means of teaching people how to play the game as improving stats. As noble a goal as this might be, at least half of them are not actually much fun to play - and because they're disproportionately tough you'll struggle to level up in the process. Before long, it's highly likely you'll elect to auto-train and skip the process altogether to avoid continually missing out on upgrade points.

Despite a few questionable additions and omissions, once you get in the ring it's hard not to be blown away by what's on offer. As expected, the game looks absolutely stunning. Iconic arenas (such as the Staples Centre and MGM Grand) are lovingly recreated, and the pre-fight build-up matches the razzmatazz of a televised spectacular.

Once in the ring and standing toe to toe, some of the enhancements to the character models become fully apparent. There's greater attention to detail and posture, skin tone, body type and height are now fully replicated as they should be. But character models don't simply look realistic - dramatic improvements in animation allow them to move and behave in a more convincing and authentic fashion, prowling the ring when on top and skulking away when the fight's going against them.

'Fight Night Round 4' Screenshot 3

For once the screenshots don’t do justice to how glorious the game looks.

One of the chief complaints about FNR3 was with regard to the slightly comical way the lean system made the boxers look like they were jiving around on oily pivots. Not to mention strange ragdoll techniques which shattered some of the sense of immersion. Evidently the entire process has been reworked, and the results are polished and convincing. The inevitable claims of 'improved AI' appear to be rightfully made, as opponents display discernible characteristics which affect your strategy during a bout. A good fighter knows when it's time to attack, and when you've worn yourself out. This will truly be a stern test for even the most hardcore Fight Night veteran.

Mere mortals might pummel their way out of 'Bum' status in no time, but even by the time you're on the third rank of Club Fighter, this is a game which seeks to test you at every step. As such, this clearly reflects EA's desire to make the game a more strategic, tactical game. Last time out you weren't really tested until you'd slogged your way to Pro level, but FNR4 really wants you to understand the art of boxing. If you just try to wade in and attack, you're going to get punished. Repeatedly. Via the training games, commentary and loading screen tips, the game continually reminds you to always move your head, move around the ring, block, and - most importantly - master the countering technique.

Effective blocks and dodging not only spare you from losing precious health and stamina, they give you a small window of opportunity to launch back with a much more powerful punch. Subtle visual cues alert you to such moments and once you connect, you'll really feel the impact. With the Haymaker modifier applied the effect is even greater. It generally stuns opponents for a few seconds, allowing you to weigh in with a deadly assault.

Opponents will try desperately to clinch or push you away while they regain their faculties, so the best thing to do is pick off your opponent at the right moment, from the right distance. Get too close and they'll drag you in, but stray too far and they'll stagger out of reach and get time to recover. You could always headbutt them if you're feeling especially mean, but do it more than once and the ref will dock a point from the scorecard.

Another element of key importance is your fighter's stamina. Status bars at the bottom of the screen keep you alerted to how exhausted you are, and it's crucial because low stamina means you'll lose more health when you get hit. You'll also perform weaker punches. It's a real balancing act. If you prefer, you can crank up the challenge even higher and (as was the case in FNR3) turn off the HUD entirely to try judging how you and your opponent are faring just by looking. This is Fight Night at its absolute rawest; it makes an already fascinating game of cat and mouse even more strategic and tactical.

Between rounds, a new points system allows you to cash-in on a good performance and spend them on restoring your health, stamina or on patching up damage. It's nowhere near as much fun as the more tactile system employed in FNR3, but does lend a shallow degree of strategy as you figure out where best to throw your resources.

Once back in the ring, you're always aware that a declining health and stamina bar is going to catch up with you. When you inevitably take one punch too many the game gives you an agonising opportunity to get back up on your feet. A horizontal meter instructs you which way to push the left stick, and as it nears the centre you're supposed to push up to stand. But as the momentum builds, it has a propensity to overshoot, meaning you have to try and do the whole thing again before the referee counts you out. It's brutally unforgiving once you've taken too much punishment, and the inevitable jelly legs get you in the end. As a system it's not dissimilar to the one used before, but every bit as effective at making you feel completely out of control.

'Fight Night Round 4' Screenshot 4

The new physics engine allows for a much greater variety of blows.

Whether battling it out with a friend or the AI, Fight Night Round 4 is one of the purest gaming experiences out there. Had it included the simple option to punch with with buttons rather than sticks, it would have been a near flawless experience. Maybe EA Sports will listen to the community feedback currently raging on this issue and issue a simple patch, but until that time the game doesn't quite live up to its astounding potential.

Whichever way you play Fight Night Round 4, it's an intense, heart-rattling experience that gets more rewarding the more time you invest in learning the nuances. With incredible attention to detail, technical achievements are more than mere eye candy and a deeper, more rewarding fighting system than ever before, it's an essential purchase for boxing fans and fighting game aficionados.

8 / 10

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Comments (93) Latest comment 3 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Decap #1 3 years ago

    Nice one. Have to get this asap.
  • smugla #2 3 years ago

    8........9..........10 a standing count then
  • TopGamerUK #3 3 years ago

    Nice! I was waiting for this review
  • the_dudefather #4 3 years ago

    edit: oh, the question's gone, nevermind
    Edited by 1 at 26/06/09 @ 00:26
  • beastmaster #5 3 years ago

    Oh this looks sweet.
  • HSH25 #6 3 years ago

    Not entirely sure why having button controls would make the game any better personally. I'm of the opinion that if you used them in the last game then you were missing out on the best part of the whole thing.
  • dsmx #7 3 years ago

    I thought they removed the buttons to activate punches to slow the game down and to make the game more about strategy and guile than button mashing.
  • chopping_sticks #8 3 years ago

    I've never been into fighting/boxing games much, but this game seems to be a pretty solid experience
  • Lonestar #9 3 years ago

    Tried and enjoyed the demo of FNR4 but I was disappointed by the way they handled the corner side of things. If anything, it takes you out of experience by just hitting an automatic button to heal certain areas. A combination of the past titles corner mini-games and the new points system would have been better for immersion in my opinion.
  • KrissAkabusi #10 3 years ago

    Not understanding the desire for buttons, the stick control seems far more natural to me.
  • Restart #11 3 years ago

    How can you even think of reviewing games when Michael Jackson is dead?!
  • Razz #12 3 years ago

    RIP Michael Jackson
  • aids #13 3 years ago

    Who's Michael Jackson?
  • polar #14 3 years ago

    I would have liked the option of button punches, but I think I'll pick this up purely because there's been nothing of note out for ages. As for the review, I don't think it really sustained itself for a whole 3 pages. For future reference, I don't really want to read about a preview while I'm reading the review (unless perhaps, there has been a significant change of opinion regarding the game). Such pointless references are just a waste of space imo.
  • Ryze #15 3 years ago

    Edited by 3 at 26/06/09 @ 20:02
  • Cannibal #16 3 years ago

    What is up with reviewers and love for this franchise!?! Over 12 punches mapped out to one stick without the option to configure to buttons? Are you insane!? It handles horrible and is far from simulation like they claim. If a boxer wants to thow an uppercut, he throws an uppercut, he doesn't risk throwing a hook because he did an incorrect motion by about a few inches.

    Even when you get used to the controls it doesn't play like boxing. It is a slug em till they drop affair, very little of the "sweet science" involved in it.

    UFC was the superior game by at least 3 points. I am desperate for a good boxing game though because I am a boxing nut! Unfortunately this is not it. Knockout Kings 2001 still remains the best version of the sport converted to video game in my mind.

  • SAH1977 #17 3 years ago

    It's really about time the button issue was put to bed, it's reminiscent of those who claimed FPS's wouldn't work on console's using a game pad.
  • OllyJ #18 3 years ago

    I don't get it, Skate gets applauded for it's stics only controls as something amazingly groundbreaking and amazing yet Fight Night, which is arguably more responvie a game better suited to stick movement, gets criticised for it!

    What's that about? It's a momentum based fighting game, the buttons just give you one level of punching speed, power.
  • OllyJ #19 3 years ago

    I don't get it, Skate gets applauded for it's stics only controls as something amazingly groundbreaking and amazing yet Fight Night, which is arguably more responvie a game better suited to stick movement, gets criticised for it!

    What's that about? It's a momentum based fighting game, the buttons just give you one level of punching speed, power.
  • r4z0rbl4d3 #20 3 years ago

    @OllyJ :

    I totally agree, this is very weird.
  • Physically_Insane #21 3 years ago

    Deserved more than an 8 imo.
  • rotmm #22 3 years ago

    I'll be picking this up today and, like many others, am happy with the stick-punching. Personally, I think it is pretty brave of the developers to take out the buttons in an attempt to move the genre forward.
  • Dave797 #23 3 years ago

    Personally I think the stick controls are brilliant and they were all I used in FNR3 anyway so I'm at no real disadvantage. I think EA may at some point patch the button controls in as said in the review but it won't be a priority. For me the game deserves a 9 and to have to mark down the game soley on not having button controls means it's probably more brilliant than we all think.

    If thats all it got marked down on then I'm in, picking up today!
  • Darren #24 3 years ago

    The decision to remove the alternative control methods meant this game has gone from a "hmmmm maybe" to a "definitely not".

    I'll admit I'm not a big fan of boxing but then it's never stopped me buying other sports games and enjoying them. I did buy Fight Night Round 3 and got on well with it once I dropped the imprecise analogue stick control system. I tried the demo of Round 4 and while the game looks gorgeous graphically and captures the atmosphere of the sport extremely well I just found the analogue stick controls too fiddly and annoying to the point where they spoilt my enjoyment of the game. As such I ended up just randomly swinging the right analogue stick around in the hope of throwing punches which doesn't make for a very tactical game. Even with the tutorial I was only hitting the correct moves 25% of the time, no matter how much I practiced. To me it's a horribly unnatural control scheme, not that the buttons are realistic per se, it's just I'm used to them. The Wii with two Wiimotes is probably the only console that could offer a control scheme that's anything close to the real thing IMO.

    Why force people on to one control scheme when the previous game supported the buttons? I went straight from the Fight Night Round 4 demo to the UFC 2009 one and that was an absolute joy to play in comparison because it's controls felt 100% accurate. Silly EA.
  • Physically_Insane #25 3 years ago

    Well I've played the demo with a non gaming friend and he took to the controls naturally and very precisely. Are people who don't like the sticks simply just a bit shit at this game?
  • Darren #26 3 years ago

    @dsmx - "I thought they removed the buttons to activate punches to slow the game down and to make the game more about strategy and guile than button mashing."

    Huh... you can randomly move the right analogue stick about and still wins matches as I found when I played the demo. That to me is exactly the same as button bashing!!! Buttons at least mean that you can punch with the left or right hand perfectly whereas with the analogue stick I found that if I was slightly off then, ooops, I was using the other hand instead. K.O. Game over for me. Oh dear.

    It's that impreciseness that ruined the demo for me. In the heat of a match I'm betting not one single person who plays the game will pull off all the moves they want because of this. EG admit they can't in the review which is why they commented on it. Does a real boxer miss a punch because he accidentally threw his right hand instead of his left? At a guess I'd say not... ;)
  • Darren #27 3 years ago

    @Physically_Insane - I can win matches in Round 4, I just don't like the control scheme personally, it's far too fiddly and inaccurate IMO. It doesn't feel comfortable. As I said earlier it spoils my enjoyment of the game, I want to concentrate on beating my opponent not have to think about what tiny movements I have to make with the stick in order to achieve a specific punch, low, high, left, right hand, etc.

    Anyway it's not about whether you're shit at the game or not, it's about finding a control scheme you like and Round 3 had those options. It seems silly to remove them in a sequel especially as I've read several reviews including EG's where the game has been criticised for doing so! Then I hear that EA are considering patching them back in! Well why were they even removed in the first place? Because the reviews were criticising the game for removing them probably!
  • homerramone #28 3 years ago

    Prolly about right. If they have given this an 8 it will surely suck balls much as I felt the demo did :-)
  • Gnort #29 3 years ago

    Does a real boxer miss a punch because he accidentally threw his right hand instead of his left?

    It probably depends on how many shots to the head he's taken in the bout so far ;)

    People always criticize fighting games for not trying to move the genre forward, but EA have tried something new here, and people are baying for traditional controls to come back. I understand that analog controls can be frustratingly imprecise, but maybe the developers felt that if they allowed the fall-back of traditional button controls, people wouldn't spend the time to learn what the developers consider to be a more granular control system.
    Edited by 1 at 26/06/09 @ 08:53
  • CosmicGypsy #30 3 years ago

    People are right that FNR3 was easier on the buttons. Similarly, WoW is easier when you have a BOT to play for you. The problem is that in a multiplayer situation, this isn't fair. To have a truly balance multiplayer experience you just can't include both control schemes and so I feel EA made the right decision on this one.

    For the reviewer to say the game is near perfect (i.e. 10/10) bar for the ability to use the face buttons is insane. This game drops 2 whole points on the review score because of this 1 omission?

    One thing I would say is that I imagine most of the people complaining about the stick controls are probably PS3 gamers. IMO the PS3 pad is just not designed for the analogue sticks and having played games like FN & SKATE on both 360 and PS3, I can see why PS3 gamers think that the controls are sketchy. I've never had an issue landing the trick I wanted on Skate or the punch I wanted on Fight Night, because the 360 analogue sticks are well placed and easy to use.
  • DFawkes #31 3 years ago

    I'm a big fan of options. I like the option to choose my control scheme if I want. Taking an option out of a game seems strange - I'd have just buried it a bit if I wanted people to use the stick controls. That way, most people won't bother and use the sticks, but the option for buttons is still there.

    Though I suck as much with both, they're both open to equal abuse - I remember reviews for the original Fight Night even stating how stcik twirling was the new button bashing :p
  • andywilkie35 #32 3 years ago

    I've got too many games to play....but I want this badly! I should wait. But I won't. Lunchtime I'm all over it
  • weaselrat #33 3 years ago

    I got this yesterday. I have played it for hours and it is the best boxing sim ever. I boxed when I was younger for a few years and follow it now as closely as most follow football. If you truly appreciate the skill involved and are patient. You will spot your opportunity to strike and the feeling is awesome. Don't even get me started on the freak one punch knockouts. I came out of the corner in the 4th round and had really been struggling. I used my signature move. Stuck my chin forward and when Hatton tried to knock my head off, I ducked back then spanked him straight on the mooey. K.O. This is boxing at its best.
  • El-Dev #34 3 years ago

    Bein that it's analogues only makes this a PS3 purchase for me. Played the demo and was impressed, will be the first FN I'll have bought.
  • kangarootoo #35 3 years ago

    "Whether battling it out with a friend or the AI, Fight Night Round 4 is one of the purest gaming experiences out there. Had it included the simple option to punch with with buttons rather than sticks, it would have been a near flawless experience"

    Fiddlesticks! Being able to fight with buttons removes the major USP that differentiates this game from all of the other fighting games out there.

    Normally I would say "choice is good" and would never say that a game should be hard to get into for its own sake, but a key part of FN is the online experience. What would be the point of playing the game online if you had no way of knowing whether the other player was using the same stick system as you, or option for the easier button based approach? I view each game on a case by case basis, and in this instance I think they made the right choice.
  • JahB #36 3 years ago

    'For me and my gaming group the game was about realism and accuracy and that simply isnt achievable with sticks, so until buttons are patched in (which they inevitably will be) then I'll stick with FN:R3.

    It's a real shame because FN:R4 with buttons would be, in my opinion, about the best game ever created. "

    taking the words right out of my mouth. patch or no sale
  • kangarootoo #37 3 years ago

    Does anyone else find themselves giving +1 karma to relatively inocuous posts, just to balance things out because some muppet has previously given -1 for apparently no reason (other than disagreeing with the poster)?

    Surely karma should be given for a point well made, and taken for a trolling post. Distributing karma on the basis of only liking the posters that agree with you, and disliking any other opinion, is feeble and childish says I.
  • kangarootoo #38 3 years ago

    Hmmm, decisions.

    Should I ignore the latest incarnation of the result of a love free problem filled childhood that is fightman, or should I let the karma system do its work?
  • JahB #39 3 years ago

    Fiddlesticks! Being able to fight with buttons removes the major USP that differentiates this game from all of the other fighting games out there.

    but it would make it a better game. if i wanted to to play a boxing game with different controls as a major USP, i'd buy a Wii. the button controls made FN:R3 the best boxing game in history, and that won't change as long as they don't patch R4.
  • kangarootoo #40 3 years ago

    @JahB

    I am kind of torn on this one. There is a part of me that can't help but think the choice would be welcome. I guess if online games required matched control systems between players, that would meet my concerns.
  • layleeloo #41 3 years ago

    After playing it all yesterday it is a decent game yes, but im sorry I dont care who or what peopel say, TPC is utter WANK!!!!

    For those who think you are not skilled enough, bollocks! There is not a single person who can throw the shot he or she wants 100% of the time with TPC like you can with buttons. Some may think this is good, but if you are boxer you are able to do the punch you want when you want to get the results. Half the time when the guy is dazed its almost impossible at time to haymaker him to the floor. So its bloomin annoying and will be way better with button controls if they ever patch it.

    On the plus side, there is the record replay option which is brill. You can now watch your replays from any angle and as many times as you want in game, then after the game you can review, record, edit and upload them. Brilliant fun.
  • kangarootoo #42 3 years ago

    @layleeloo

    Panicing and fudging a shot under pressure (such as when your opponent is stunned for a short while) was an issue with the previous games, but it was an issue solved through practice. I was cack handed with FN2 when I first played it, but through practice I could do the trick most of the time.

    The thing with having buttons is that many people bail to those early, and in the end don't get as much fun out of the game as they would have had they stuck with sticks.

    Would a plane be as fun to fly if it was easy so easy to control that anyone could learn in a few minutes? What about riding a motorbike?
  • kinky_mong #43 3 years ago

    Far be it for me to say that UFC and Fight Night aren't games with depth, but why do they deserve 3 page reviews when other much more complicated games only get 2?
  • bad09 #44 3 years ago

    I so wanted this, was heartbroken at no buttons (HATED the stick control on FN3), patch it with buttons EA or no sale.
  • layleeloo #45 3 years ago

    Kangarootoo

    I am a biker, so dont get me on about that one! haha :-)

    I see my post is already maked down by the TPC fanboys hahaha. This new system does make me chuckle. Those rating it down havnt even played the game so when you have and you agree you can change your stance haha.

    Its not about bailing out early, it is about not being able to do the shot you want when you want.

    If you are a pro boxer, and you want to throw a right hook, you do. But in the game you can often throw a right uppercut etc. I know its becasue you have pushed the stick down too far so could be called player incompetance, but that does not deter from the fact that with the buttons if you wanted to do a right hook, you press the button and you do a right hook.

    So if they are on about relaism and making it feel as good as it can, then surely throwing the punch you want when you want is probably the most important and realistic thing you can put into a game!

    They should have left us with options. You are right people may bail early if they couldnt get used to sticks, but people should be able to play a game the way they want, not the way the makers dictate. Although that is a stange comment in that all games are played the way the creators want as games wont allow us to do what the creators have not programmed to be allowable, you get my drift that if you want choice then it should have been left in. If the buttons game is quicker, segregate it. If you want realism, then go for sticks.

    I guess its like fifa and pro evo. Fifa is the better and more realistic game so I play that most of the time. But then I also have pro evo for some faster more arcade fun. Unfortunately there is not two boxing title of quality enough to allow this (he says having punch out on his wii but hardly comparable). Therefore they should leave both options in to please their public, and in turn sell more copies which at the end of the day - is what EA wants. To make money.
    Edited by 3 at 26/06/09 @ 09:55
  • knightmt #46 3 years ago

    The Demo is intentionally easy, I think it is very satisfying performing moves on the sticks,
    the chance of failure adds tension and more spacial versatility.
    I am not sure about the corner though?
    You can do a lot more with the sticks,
    but there should probably be an easy level for those who need them.
    The King is dead, long live the King.
  • kangarootoo #47 3 years ago

    "If you are a pro boxer, and you want to throw a right hook, you do. But in the game you can often throw a right uppercut etc. I know its becasue you have pushed the stick down too far so could be called player incompetance, but that does not deter from the fact that with the buttons if you wanted to do a right hook, you press the button and you do a right hook."

    I've done martial arts in my time, and I know that the accuracy of any blow develop with practice and time. A pro boxer might well be able to throw the punch he/she wants as required, but it wasn't always that way. Sure they would be unlikely to ever accidentally throw an uppercut instead of a jab, but they might some equivalent error (such as missing with the blow, or throwing it late). The concept of improving with practice is the same, it just manifests itself in the game in a slightly different way.

    "So if they are on about relaism and making it feel as good as it can, then surely throwing the punch you want when you want is probably the most important and realistic thing you can put into a game! "

    Being able to rely on buttons is equally less like real boxing in one way, but perhaps slightly more like it in another way (in being able to choose the move you want more accurately). Why is one failing better than the other?
  • knightmt #48 3 years ago

    This realism argument is a bit bizarre, I think everyone who uses it should go out and have a fight,
    and see how many and what type of punches you land, and it has to be with someone bigger than you, no little girls.
    I bet if you pick on someone decent you probably will only get the first one then it will be,
    all cuddles and what the fuck are you doing.
    Try it on your boss.
  • layleeloo #49 3 years ago

    Kargarootoo

    "Why is one failing better than the other?"

    Thats just it, it isnt. It is just preferable to some people depending on the style or way you want to play. Like I made the fifa and pro comparison, if people want a slower more realistic game then use sticks, if they want a nimbler, more accurate (shot placement) game then use buttons. Its about choice thats what im saying. Neither is better as everyones preference is different - if just being able to choose a preference would be well......preferable. :-)

    I understand your comment about fighters shots needing practice in real life to land etc and I agree with that - but then, these are pro boxers in the game after all. Not amateurs. Therefore should be able to throw the exact shot they want when they want wouldnt they? Admittedly if I got in a ring again to box I would be like a fish on a beach with my coordination haha. BUt as i day, its not about amateurs is it. Its about pros.
  • kangarootoo #50 3 years ago

    "I understand your comment about fighters shots needing practice in real life to land etc and I agree with that - but then, these are pro boxers in the game after all. Not amateurs. Therefore should be able to throw the exact shot they want when they want wouldnt they?"

    This is true. You don't expect Sam Fisher or Agent 47 to be crap at shooting. That is the point of playing the role in a game, rather than playing yourself. Fair point.

    I am coming around on this issue. My only real worry is that people will use the buttons and never touch the stick system, and in the end lose something from the enjoyment potential as a result. I even recall seeing a review of FN2 where the reviewer had used the buttons instead of the sticks and formed an opinion accordingly (which was both unprofessional, and sheer madness) .
  • septimus #51 3 years ago

    Definite buy... even through I found the demo solid in comparison to FN3. Do miss the button interface for those quick direct jabs when you need them.

    --- although after reading about the glitches and possible RRoD's this is causing at the moment I think I will leave it until they patch it, or get it on PS3 if it isn't too horrid.
    Edited by 1 at 26/06/09 @ 10:49
  • Emth #52 3 years ago

    @Darren

    The demo is ridiculously easy, it seems almost impossible to lose and you have near infinite stamina.

    I don't know if you've played the full game but it's much harder (I got it yesterday).
  • TruWari3r #53 3 years ago

    Love how it looks, hate how it plays
  • el-bandito #54 3 years ago

    @farticusmaximus

    Sticks only give you one level of punching speed and power too. You gain momentum by using body movement. Punches are as much about hips and stance as they are arms.

    No entirely true...hips and stance I agree with their importance, particularly when it come to power, hoever the sticks allow you to vary the speed at which you throw the punches... the snap at the end of the movement if you will. Push the stick slower, you produce a slower jab than if you push it up quickly.

    Boxing (I'm no expert!) is about varying the speed of your attacks as well as the type... if you throw the same speed jab at an opponent all the time, he's gonna work you out pretty quickly and pick you off.

    That said, aren't the 360 buttons analogue anyway? I know the old xbox ones are.
  • dr_faulk #55 3 years ago

    This read like a 9
  • rumrum4444 #56 3 years ago

    apparently michael jackson is the dude from

    billy jean in GTA:vice city

    At least the game gave him some credit

    and for this he will be slightly remembered.
    Edited by 1 at 26/06/09 @ 11:44
  • motti82 #57 3 years ago

    I hope that they keep the buttons off, as it just encourages button mashing and general cheapness. The sticks are the way to go :)
  • Ste105 #58 3 years ago

    I use sticks myself...didnt know about the buttons :)

    I think both options should be give...but when online you should be able to set the match up as force buttons or sticks... everyone is happy then
  • XdarXideX #59 3 years ago

    Ive just had a couple games of FNR4 in Fight Now mode and I'm not really happy with it. Does anybody else think the gameplay lacks (pun somewhat intended) punch? I mean... the boxers are swinging their fists but there is little feeling of impact even when a counter or haymaker lands. Also the punches seem quite slow and robotic.
  • M_of_the_sys #60 3 years ago

    I've been playing the demo for weeks on end now. I agree that the buttons are easier but I do prefer the sticks. There's just that extra degree of skill needed. If you can't use the sticks, that's not a fault on the game but your ability to use the pad (I've only ever used it with a DS. I'm not sure if the 360 pad is any easier or harder for the stick control). However, I do agree they should give you the option to use the buttons if you prefer.
    I'll be a bit down if they apply the patch for buttons as it'll force me to use them online for a fair fight. That said, perhaps as a challenge for myself I'll just use sticks against people using buttons. Maybe they can have fight options for sticks or buttons only?
    Regardless of what they do, this a definite purchase for me.

    P.S. If they've rated the game down for not having button control, will they put the score up if a patch is released? I'm not fussed, just curious.
  • Razorus #61 3 years ago

  • Fleeby #62 3 years ago

    No buttons. No buy.
  • kangarootoo #63 3 years ago

    @el bandito

    "Boxing (I'm no expert!) is about varying the speed of your attacks as well as the type... if you throw the same speed jab at an opponent all the time, he's gonna work you out pretty quickly and pick you off."

    I'm going to go all pedantic on your sorry ass here :) (and it is pedantic because it comes down to clearly defining when the act of throwing a punch actually begins).


    I don't think you should ever look to outwit an opponent by throwing a punch slower than he/she expected. Specifically you wouldn't start to launch the punch and have the opponent block too early because your arm was moving slowly. The reason you would not want to do this is that to purposely retard the movement of your arm can only result in a reduced force being applied to your opponent when the punch lands.

    Whenever you throw a punch, you should aim for the peak movement speed to occur at the point of impact (start moving the lower muscles first, like the hips and back as farticusmaximus suggests, then moving the quicker musicles of the arm as the punch gains momentum, finally straightening the wrist and "snapping" every muscle to the limit of its movement as the blow lands). In other words, every punch should be "the best it can be".

    What you may wish to do (which is I think what you are saying) is trick the opponent into thinking that the punch will be thrown earlier than it in fact will be. Then when the punch is in fact thrown, it can be thrown at full speed because the trick has already been delivered.

    The feint that is common in boxing is a variant of this. The boxer doesn't degrade the actual intended blow for the sake of trickery. Instead they throw a fake punch (into which little effort is invested) which then allows them to commit full and proper force to the ACTUAL punch that is intended to land.

    /pedant hat off

    /waits for even bigger pedant to find the holes :)
  • Cannibal #64 3 years ago

    The difficulty should be your actual opponent, not your controller.
  • miiiguel #65 3 years ago

    I didn't even know that you could use face buttons with FNR3. And at 1st I found it quite awkward, then I understood it (I think), it's a much more "physical" experience with sticks.
  • kangarootoo #66 3 years ago

    "The difficulty should be your actual opponent, not your controller."

    I agree in principle, but how this is actually turned into a game is where all the complex stuff happens.

    We could reduce this game to a simple reaction test (when your opponent moves, press A to punch him), this removing the control barrier. Each subsequent opponent could move faster, hence the challenge would increase accordingly. But it wouldn't be much like boxing.

    I'm playing devil's advocate of course. And I often go on about the control system being the barrier between player and game, rather than being the game itself. But perhaps a control system that is a little tougher to get into can actually result in a more intuitive experience in the end.


    From playing the demo, I actually found this control system tougher to get to grips with than FN3/2 AND I wasn't sure the value of the end result was actually being increased as a result.
  • laudy #67 3 years ago

    "i think it will intimadate people away from the site and will EG be liable if a sensitive commenter commits or tries to commit suicide after they are contiually left -20 for no good reason"

    that is a pretty strong assumption mate. the reason you get downgraded is because people don't necessarily agree with what you're saying.

    i would hazard a guess that some of the insults that can fly around on here (in the absence of a grading system) would provide more justification for the acts you describe. If you are not sufficiently thick-skinned to accept that freedom of speech also means freedom for others to respond, then please accept my heartfelt apologies.

    that said, if i don't agree with something you say, i will tick the minus box. simple as. that might be "no good reason" to you, but it's all the reason I need.

    In terms of FNR4, i'd like the choice of buttons or no buttons EA if you please. Patch it like Gabrielle my good fellows.
  • Calgon #68 3 years ago

    Ok, I think the main reason they took buttons out is for the multiplayer balancing, if they add it how will they seperate the button mashers from the more skillfull stick fighters for multiplayer on LIVE and such? ;)

    Surely you can see button mashing is easier to exploit, its a natural reaction for some people when they are losing too, it's unfair because buttons are faster and require less accurate input.
  • inni786 #69 3 years ago

    I've been playing the demo on both formats, ps3 and xbox and have to say the control system works fine with the sticks.
    Yes, they should've given the option to be able to use the buttons as well, maybe a patch could rectify this but for the moment just enjoy the game how its been made.
    Cant believe the rating was affected by the exclusion of the buttons - "thats some freddy Kruger sh*t man"

    oh yeah, the graphics look just that little bit sharper on ps3!!
  • kangarootoo #70 3 years ago

    @laudy

    I try to avoid using karma as a way of saying whether I agree with someone or not.

    Reason being is that negative karma results in a post not being viewed, so the only posts I end up seeing are those that support the majority view.

    Who the hell wants to be on a discussion boasrd with no discussion? Surely discussion of differing views is what makes it interesting.

    I stick nagative karma on posts that are trolling, trying to cause flame wars or are just being generally offensive for the sake of it.
  • Rich72 #71 3 years ago

    i only used to switch to the buttons for the training anyway. the combo dummy used to be impossible with the sticks with FN3.

    and Laudy, is that you me old mucka? that or there are two people with similar names which i just don't buy what so ever.
  • vmanb #72 3 years ago

    Could anyone say if it's any better than UFC. I don't really need another fighting game and i thought UFC was pretty good but how does this compare?
  • ScrewYouHippy #73 3 years ago

    I spent all night last night playing FNR4 and found it somewhat a love-hate relationship. I've played FNR3 to death, but this version, beyond not having button control (I've always used sticks) - does have some other changes that I'm not a big fan of...

    For example, on round 3, to throw a hay maker, you did a "backswing" on the stick, rather than holding down a modifier button and swinging, I find the button + stick movement really alien, and as I have to think about it now, my opponent always see's it coming and blocks.

    To me this is the biggest gripe I have with the game, the career mode is very intelligent, (like the idea of importing other boxers into your "world" - that'll be ace when I put all my mates in)

    Also, the training is impossibly difficult. I mean, seriously, I like how they've changed it to be "actual boxing moves" rather than QTE button presses, but still, it's absolutely rock hard. (And that, in turn, makes the boxing harder)

    I'm enjoying it though... Just think it'll take me some time to get used to the lack of the backswing...
  • Rich72 #74 3 years ago

  • miiiguel #75 3 years ago

    Laudy has PMT
    Potteries Motor Traction ?
  • el-bandito #76 3 years ago

    @Kanga & farticus

    I hear what you're saying, you guys look like you know your stuff :)

    Just basing what I was saying on some sparring I've done with an ex pro... He was tellin me to try and hit him and pointed out that it was easy for him to read me cause there was no variation in the speed of my punching, basically everthing i did was at full speed which left no element of suprise and as a result nothing for him to think about. Like I said, I'm no expert, I'm just repeating some one who know what they're talkin about and passin it off as my own knowledge :)

    Prob didn't remember it right either...

    Anyhoo, didn't get chance to go and get it today, hopefully will tomorrow
  • inni786 #77 3 years ago

    I am looking forward to any dlc that will appear for this game, new roosters etc.
    Hope they include fighters like prince naseem and amir khan...
  • El-Dev #78 3 years ago

    "looks nice, plays yawntastic "

    Pretty much what I gathered from my 2 hours with it, that and boxers can take more blows to the head than...well, something that can take a lot of blows straight to the head. UFC Undisputed is much more realistic and considering a lot of the posts here are based on real life fighting experience I'm suprised a lot more people hadn't picked on that, the EG community must be hard as nails.
    Edited by 1 at 27/06/09 @ 03:52
  • knightmt #79 3 years ago

    I totally disagree with the you can only do one speed with the sticks, they are awkward but if you consider that the end point of the punch is as full extension the closer that you are to the full extension the shorter the punch and the faster it is.
    Secondly the punching speed does depend on initiative and where you are standing. The only problem I have with this is it is very difficult to lean and move? Also it is wrong that you always punch at full speed because the strategy of combat is very much about initiative but the technique involve defines the time and range of the move, and any hooking punch is slower than a jab, this does not make them irrelevant. The cross punches and uppercuts are slow but very powerful to guard against if used properly. Very impressed at farticusmaximus, although taekwondo is for girls?)
    Everyone knows Subbuteo is where it is at, it is all about range, speed and accuracy.
    Edited by 1 at 27/06/09 @ 11:44
  • TRUTH #80 3 years ago

    It's the best bloody boxing game out there!...Has the best control system- if you can bother to practice a little, the best graphics and sound for a sports game, and you need to use strategy is in the ring, online matches etc etc...and we still complain!...The only thing i'm disappointed is with that's there no ref in the ring - Why!
  • inni786 #81 3 years ago

    we all have to agree. when it comes to sporting video games such as football, tennis boxing etc it will never be realistic like the real thing - its a videogame...if you want to play a video game that resembles the real thing it just isnt going to happen period, best thing for this is to actually PLAY the REAL thing rather then sitting on your ass and playing with a joypad.
    I really cant see a game out there that everyone and I mean everyone is happy to say ' yes, this game is perfect in all ways'
    Its human nature for us to complain about something, just enjoy the game and if you dont like it, go out and play the sport for real!!
  • Rukkus #82 3 years ago

    I'm glad they took out the button controls. It made it way too easy for noobs to pull off combos in FNR3.

    The people whining about the button controls being gone are the noobs in question. Oh noez now I have to actually learn how to play! Good on ya EA, you'll sell enough copies without catering to casual goofs.
  • Rukkus #83 3 years ago

    The reason they don't give you the option to use face buttons as well is because it makes it unbalanced.

    Whats the point in mastering stick controls, which are obviously harder to use, when you can get online and get punked by some douchebag just spamming the buttons with his index and middle finger?

    If you can't adapt, too bad. Don't buy the game, your business won't be missed.
  • Gammerz #84 3 years ago

    Why did EA have buttons and sticks in FN3 then remove the buttons in FN4? Maybe in FN3 they knew that the sticks would be disliked by many players and it was deemed a bit experimental and therefore financially risky, so they implemented both control systems. Then having seen that sticks were a success in FN3 they played the risky card and decided to remove the buttons from FN4. However, the many players congratulating them on innovative stick controls had made them overlook the quiet many who were also happy to use buttons AND HAD A CHOICE. Now thet have taken the risky move of removing the buttons, and this risk will equate to financial penalties when they lose sales. They are making games for gamers and seem to have lost sight of this. If they make a control system we're not happy with then we won't buy the game. They're in this for profit so they should now listen to the mass complaints and add the buttons.
  • bad09 #85 3 years ago

    "I'm glad they took out the button controls. It made it way too easy for noobs to pull off combos in FNR3. The people whining about the button controls being gone are the noobs in question. Oh noez now I have to actually learn how to play! Good on ya EA, you'll sell enough copies without catering to casual goofs."

    God I'm tired of the childlike saddos like this one. Kinda makes me glad EA ruined FN for me and I won't be playing them on FN4. Are all people who use the sticks in FN so childish? Seriously it's a control configuration kiddies, if you ask me all the "Ha ha good job I couldn't deal with the button pressers" is a whole lot more noob (and well a little bit pathetic really)..

    I honestly can't see why with this game there is a big group of twats actuallly glad this game has been ruined for so many (and being quite insulting about it like twatboy above). I guess playing with the sticks make them boys feel all manly and stuff.

    Sorry for the rant but these guys are really annoying when one of your favourite games this gen is ruined!
    Edited by 1 at 28/06/09 @ 09:42
  • Amblin #86 3 years ago

    bugged to fuck and back, going back to asda tomorrow for a refund as it is defective

    Try playing legacy only to lose it all due to a bug that prevents you from advancing because you accepted a fight invitation when you already had a match booked. That and the game freezes, graphic glitches and a camera that gives you motion sickness and a crick in your neck.

    Worst buy of 2009.
  • noycemwa #87 3 years ago

    "it's bewildering to see one of the base fundamentals taken out altogether for no apparent reason"

    Rubbish, I'm pleased they've removed the option to use buttons. This game was designed to be played usng total control and this is where the game shines. It's also going to make online games better instead of coming against some idiot who's a button basher. The total control takes some getting used to, but it's well worth sticking with.

    Well done EA :)
  • XdarXideX #88 3 years ago

    I hope they dont stick this TPC in their MMA game next year. "Total Punch AND KICK control! The biggest mess of a control scheme you've ever seen!"
  • zakrocz #89 3 years ago

    Hopefully EA have plans to give this franchise the Wii Motion Plus treatment so we can get down to basics. The demo put me off tbh, too fast and random to take it seriously as a boxing sim.

  • Gammerz #90 3 years ago

    In demo, I too got motion sickness from the camera. The lateral movement around the ring seems worse too (towards the opponent is ok).
  • cam_guin #91 3 years ago

    I still want to be able to do my 'low blow right, punch to the back of the head left' combo. It's all about the fouls.
  • sir_tripod #92 3 years ago

    Having got the game and played for a while, Fight Night Round 4 is a different experience from 3.

    FNR3 is a slug-fest. It's the game you get when you get some mates round and you want to swig on a few drinks and bash each other's brains in. It's still a great title, made all the more remarkable by the fact that it's a launch titile.

    FNR4 is more tuned in to the boxing element; the fact that people can't (and don't) just keep punching each other until one person falls. There are a great deal of tactics involved now. In order to fulfil the tangibility between the player(s) and the on-screen characters, EA have chosen to have sticks only - possibly because they felt they need to set the stall out; to show that the game has moved on.

    Due to the counter-punching from dodges and blocks, punching through blocks, the role of stamina and tactical punching (such as inside and outside fighting) an experienced fighter ought to be able to let the button-mashers punch themselves out and then move in later. Don't get dragged into fighting their fight. Pick your time.

    I wasn't sure if I liked FNR4 on the first few plays. After a couple more games, I realised that it's almost a wholey different game from its predecessor. It won't be for everyone. Some of the FNR3 fans don't like FNR4 because it's not all about the big hits. Some of the people who didn't like FNR3 may like FNR4 because it's not all about the big hits.

    Credit to EA for moving the franchise on.
  • Joshington #93 3 years ago

    Little bit unfair this review, I think the series has always been a series for purists ad boxing fans, myself being one. I hear complaints from people regarding the difficulty spikes in the series, but I don't find this a problem at all, and I think that because I understand boxing, I understand the game a little more, and prhaps people are approaching it with the attitude that it's just a game and go out swinging, only to get their asses handed to them. ANYWAY, it seems like Kristan isn't all that great at the game because for one thing, I think the button controls should be left well alone and am very glad there not in round 4. I used to use them for round 3 and so had to adapt to this for a little while, however now I wouldn't have the controls any other way, I think the total punch control is brilliant. I never "fluff my punches" as Kristan put it and it would only serve to annoy to have a slew of button-bashers online that don't pay any heed to the actual tactics of boxing. Definetly don't think the game should be marked down to an 8 for not having a control scheme that belittles the fisted art. Also I don't have any problem with the training games either, another example of a complaint being submitted because the reviewer doesn't seem to be very good at the game. Yeah it's a hard game, they always have been apprently, there meant for boxing purists at the end of the day. I'd give this game a 9/10 easily, possibly 10 I dunno.
  • Mr_Gallows #94 3 years ago

    Online is absolutely pants in this game. It's a pure spamfest. In regular online fights I always throw 700+ punches in the first 4 rounds and unless my opponent is also a spammer he's knocked out before that. The stamina system is broken and the core gameplay is very poor for online play.

    And if you don't believe that the game is broken... then you simply haven't met a player who knows that you can't get counters for body shots save the odd block counter.
    Edited by 1 at 10/07/09 @ 18:56