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Fight Night Round 4

Unconditional glove.

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.

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.