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There's something to be said for the newcomer who, undeterred by
a lack of experience, steps into the ring with just as much ambition
and naivety as the pros once had but, despite his best efforts,
gets the absolute crap kicked out of him. Well, within the context
of Fight Night Round 4, I'm that new guy. You see, before getting
my hands on the latest iteration of EA's acclaimed series, "boxing"
was something that I only did when I moved house - you know, putting
stuff in boxes.
But
that's the thing; I didn't get the absolute crap kicked out
of me. On the default Pro difficulty setting it all felt too easy
and didn't require any particular exploit or overtly sinister tactics
to win almost any given fight; a simple, repetitive flurry of jabs
to the opponent's face would eventually get the job done. These
weren't particularly well timed, well placed or particularly efficient
or brutal attacks, either; they just happened to be simple, analogue
stick spamming jabs that, despite the frequency of their nature,
never met the padding of the other guy's gloves - defending his
now swollen face was seemingly of no concern. This meant that, for
the early part of my upstart's boxing career, strategy was kicked
almost entirely to the ringside, meaning that repetitive, sloppy
technique could work in my favour. It was only in the later fights
with the higher ranked boxers that such technique, or lack thereof,
began to fail me. Still, even some of the higher-ups had moments
of sheer idiocy, leaving their person vulnerable to an all-too-easily
executed spamming spree. Yet on the flipside, the other guy was
able to predict an opening for a counter-punch to a degree that
would make even Nostradamus jealous. Although not every single counter
was successful, the after match stats revealed that - even in my
better fights - my opponent would have at least had three times
the amount of counter-punches.
Whilst
it's safe to say that the basic premise of two men wearing boxing
gloves beating the living hell out of each other doesn't exactly
need a detailed introduction, EA's interpretation of the sport does.
Two of more prominent mechanics - counter-punching and ring-corner
pre-round prepping - are seemingly designed to encourage more efficient
fighting. If the efficiency of your boxing happens to be particularly
impressive then more points are awarded to spend upon restoring
varying degrees of health, stamina and healing to your character
in between rounds. It does its job in ensuring that the better boxer
wins and encourages more refined, more accurate fighting - and that's
without mentioning the obvious strategic elements that it introduces,
as the difference between a knock out and being knocked out could
lie between when and where you spend such points.
A
precisely blocked, or dodged, punch leaves your opponent susceptible
to a counter-punch, an attack which does considerably more damage
than your average jab. Miss or have such a punch blocked during
this counter-punch period and your opportunity to get one over on
your opponent is gone. It's always about being on the offensive,
though; the more that particular areas of the body are hit, the
more likely they are to swell or become bruised. Looking out for
similar signs in your opponent effectively highlights his weaknesses
too, as the more punches that spot takes, the more health he loses
as a result.
As
simple as the core controls are, earlier fights will likely be peppered
with imprecise analogue stick antics as you try to pull the right
punch or block the opposing boxer - just don't through in the towel
too soon. Perseverance and practice - which are presumably two key
tenants of any boxer - are key if you're looking to bring home the
gold. That's not to say that Round 4 isn't 'noob' friendly though;
tutorials and tips are at hand for the uninitiated who are looking
to step into the ring for a quick fight, just don't expect to be
punching with the pros any time soon. If this sounds a little too
confusing then think back to EA's skate
- but be warned: punch control is reserved exclusively for the analogue
sticks.
Fight
Night isn't exactly a technical lightweight, either. It's difficult
to care about taking a nasty or punch or two to the face when Round
4 looks this good - with visuals remaining just as impressive ten
fights in as they did at the beginning. It sometimes straddles the
realms of photo realism, but the occasional punch that makes contact
with thin air - but still counts as a blow to the other guy - does
damage an otherwise painstakingly detailed illusion. For those who
are still rookies to the franchise, its impressive presentation
will undoubtedly catch you off guard with the mother of all sucker
punches - visually speaking, of course.
Round
4's online component is effectively where the game's legs lie, if
not for the functionality itself then for the opportunity to fight
other people who, unlike the AI, are more willing to provide an
intelligent and balanced fight. After all, boxing is about punching
another person in the face, right? This also leaves me to wonder
about the future of the franchise; if EA were to use the calendar-based
progression as a form of MMO-style persistent multiplayer matchmaking,
this would make for some genuinely enthralling fights, perpetuated
by the possibility of a live audience, replays and a video editor.
Well, we can dream.
Yet
for all this technical mastery, Round 4 never packed an emotional
bunch or brought home the brutal reality of the sport, at least
not for me; seeing my custom created boxer - Adam Mendoza - take
a potentially game-losing blow rarely evoked an emotional response.
EA Canada's decision to restrict the "back to your feet" balancing
mechanic to a first person perspective is undoubtedly a big contributor
to this, as it fails to convey the struggle or pain for Mendoza
to get back to his feet at any time; you never get to see him grimace,
growl or writhe with pain as he attempted to come back in and finish
the fight.
Any
upstarts looking to make money and fame - and to earn unlocks and
achievements - are likely to lean towards the game's legacy mode
- a calendar-based, custom-created boxing career. It's satisfying
as the main hook in the single player component, providing a lengthy
if sometimes gruelling boxing career. It has its problems, though;
the mini-games in between scheduled fights - the training intended
to improve your boxer and 'level-up' his stats - can be tedious
and frustrating. With only so many opportunities for training arising
before any given fight, it's vital that you choose carefully and
train hard. A particular problem is that such training seemingly
trains the boxer but not the player; not once throughout the experience
was the concept of boxing truly explained and even though I had
grasped the ability to throw a quick punch or two and added '+3'
to my stamina bar, I never exactly knew what I was supposed to do
with these punches.
Commentating
can make or break a sporting experience, providing a more grounded,
realistic context with which to fight. It also gives the impression
that your fight is actually worth watching - even if the commentary
is repetitive, and often inaccurate. On the upside, the voice acting
itself is virtually flawless and contributes to the feeling that
your fight actually matters within a real world context and not
just within the confines of your high-definition TV.
Fight
Night Round 4 is a perfectly enjoyable boxing simulator that lets
you punch and be punched, with fantastic presentation to boot, yet
despite it all, the game lacks heart. Although a virtual extension
of the sport itself, Round 4 rarely enticed me to venture out and
explore its source material; sure, the occasional line of commentary
might introduce histories about particular well-known fighters,
but still, I found that little was happening in the way of enthusiasm
for the sport. Nevertheless, those already invested in the sweet
science of not just boxing but fighting games in general should
find Fight Night Round 4 to be a strong and worthy contender for
their cash.
Reviewed by Adam Meadows for AceGamez (All Rights Reserved).
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