In many ways, Fight Night Round 3 ushered in the era of high-definition gaming. When the game released in February of 2006, its jaw-dropping graphics were almost too realistic to imagine at the time; its lighting and true-to-life player models showed what would soon be possible on consoles (and HD televisions) all over the world.
Fight Night Round 3 was developed at the now-defunct EA Chicago studio, and the game’s executive producer, Kudo Tsonuda, has since moved on to Microsoft, where he’s overseeing another jaw-dropping technology, the sight/sound/motion-based controller system codenamed Project Natal. So it was that the task of developing Fight Night Round 4 was handed to EA Canada under the supervision of producer/boxing savant Brian “Brizzo” Hayes and a passionate team of developers.
I had the opportunity to see this game four months ago, while it was still in development, and the significant improvements made to it in that short window of time are remarkable. What Fight Night Round 4 delivers is not only a worthy follow-up to that seminal 2006 release; simply put, it’s the best boxing game ever created and a significant leap forward in the series.
Let’s focus on those breathtaking graphics for a moment - after all, you will when its disc is spinning away in your gaming console. While its visuals aren’t as shockingly beautiful as they seemed when Round 3 stunned the gaming world, the truth is that Round 4’s are even better; in fact, they’re much better.
As I mentioned back in March, player models are painstakingly rendered down to the finest detail and each boxer is immediately recognizable and unique in appearance. Just like in real life, you’ll be able to quickly tell a fighter’s weight class by his build alone, and you can make a decent guess as to what kind of fighter he is by looking at his musculature; lanky fighters like Muhammad Ali are likely to be quick-strike artists, while shorter, thicker fellows like Mike Tyson usually prefer to mix it up inside.
Unlike in Round 3, each boxer possesses his real-life height and weight and their reach matters a great deal, something that’s readily apparent when watching Round 4 in action for the first time. Boxing fans know that tall fighters can keep opponents at bay with long-range jabs while shorter ones are often better off getting body-to-body and slugging it out in close quarters. The game’s new physics-based system allows for punching through blocks, among other effects, which have more than a visual impact - they can make the difference between winning and losing.
In this way, the graphics serve the gameplay, allowing even the boxing novice to immediately determine a winning strategy in the ring. Much like real boxing, the combination of reach and body type dictates the way you’ll want to fight.
Players react realistically to glancing blows and solid contact, with some punches deflected and others breaking through a weak defense. Muscles show clear striation when they coil and uncoil during a punch, which adds a mesmerizing level of detail, especially in replays. You’ll feel every punch as your boxer’s face shows the cost of every missed block, warping and flapping with almost unnerving hyper-realism. Expect to wince when a puff of misted blood is drawn from powerful punches and sweat flies off their dented noggin with regularity.
Also new is the opportunity for one-button replays of knockdowns and knockouts. The game will immediately show a replay after a devastating punch - showing off the wild deformation that happens to these unfortunate fellows’ faces - and a tap of the B (Xbox 360) or circle button (PlayStation 3) will cycle through the replay from different angles. It’s cringe-inducing, but in a good way. The spittle that flies from boxer’s mouths in a string every time is a bit distracting, as it doesn’t vary much, but that’s something of a nitpick.
The wear and tear on each boxer is simply amazing to look at it, and it’s all happening in real-time. However, now that the game is finished, it’s readily apparent that it’s not only the character modeling that stands out. The game’ venues are varied - some are real locations, some aren’t, and some are based on real places (the “New York Arena” is an obvious stand-in for Madison Square Garden). But what makes them more interesting is the lighting in each venue. A ballroom in London possesses warm, soft lighting, while the Staples Center is blindingly intense, with lens flares everywhere and flash bulbs going off with every big punch. The venues and the way they’re handled ratchet up the excitement level; when you’re fighting for a belt at the MGM Grand in Las Vegas, it feels like a championship fight.
Any way you slice it, Fight Night Round 4 is as visually striking a title as there is on today’s gaming consoles, and if you have an HD display, so much the better.
The game’s sounds enhance the experience. “Haymaker” punches land with a resounding thump, the pff-pff-pff of boxers exhaling during a quick combo sounds great, and the ringing-in-the-ears effect is slightly different when your bell is rung or if you’re the one doing the ringing. Crowd sounds are excellent - they get excited at the right times, “oohing” and “aahing” at every big punch. While announcers Joe Tessitore and Teddy Atlas unfortunately get repetitive rather quickly, it’s nice that they won’t call your low-level fights in Legacy mode, and when they are speaking, they’re enthusiastic and fun to listen to; it’s a real shame they didn’t have a more lengthy script available. Taken as a whole, however, Round 4’s audio not only fills out the in-ring experience, it actually offers gameplay cues - it’s functional.
The play’s the thing, however, and none of the pretty graphics amount to anything if the game itself doesn’t deliver. Fortunately, it does, and better than ever. The real heights, weights and reaches mean that every fight will be a little different, but the clever AI and more in-depth player ratings ensure that each bout needs to be approached with strategy in mind instead of button-mashing… which isn’t possible anyway.
Besides the “signature punch”, which is mapped to the A (X360) or X (PS3) button, there are no punches that can be thrown with buttons anymore - and that’s a good thing. Round 4’s right-stick punch control has been refined, making button presses unnecessary, and frankly undesirable. (NOTE - I understand that there are plenty of fans of button-mashers, and they’ll be dismayed by this. But the playing field, especially online, needed leveled and that’s how this game has evolved and improved. You’ll live.) Most importantly, body punches can be thrown without a second-button modifier; just go to four o’clock or seven o’clock on the right stick for a punch to the gut. Weaving, which involves a semi-circle movement on the left stick, provides a new way to keep you out of trouble, and you’ll need it.
The game’s gotten - thankfully - much more tactical, and the famous “haymakers” of Round 3 aren’t nearly as important here. As they should, they’ll often leave you open to nasty counter-punches, and at the higher difficulty levels, they’ll sap your stamina. They’re fun and they pack a wallop, but the “haymaker” punch (which is now a regular punch with the high right shoulder button pressed) should be used very sparingly. The signature punch is even more risky, and I find that I generally don’t even use it unless I want to finish off a wobbly opponent.
Blocking and avoiding punches is more important than before, and happily, the game’s controls make it much easier to fight defensively by simplifying the block system and opening up a slightly larger opportunity to counter-punch. While that’s come under fire in some circles, in this author’s opinion, anything that encourages defensive play - and therefore, more realistic play - is completely welcome. To win on the higher difficulty levels, you won’t see many slugfests last long; the AI will smartly retreat into a shell and counter-punch you to pieces. A strong defense makes for the best offense in Fight Night Round 4, just as in real boxing, so keep those hands up!
Speaking of difficulty levels, the differences between each level is pleasantly noticeable. For a veteran gamer, the lowest setting is far, far too easy, but it’s just right for those new to the game. As you get better, feel free to increase the settings - at the highest, your heart will be racing the entire time. Too many sports games do too little or too much with difficulty levels, either making them an annoyance or useless. Round 4 gets it right - if you’re having too easy or too hard a time, one bump in either direction should do the trick.
The corner game has been given a little more depth, as well. What you do in the ring will earn points, whether it’s landing a high percentage of punches, avoiding most of your opponent’s swings, knocking the other fighter down or just surviving the round, the better you perform, the more points you’ll earn to spend in between rounds to help your boxer recover his stamina, health or damage. It’s an improvement and offers more opportunity for strategy - especially since the points can be “banked” and used later - but it wouldn’t be a surprise if many gamers simply used the automatic recovery after a while. Nevertheless, it’s a step in the right direction.
Round 4’s meat-and-potatoes Legacy mode has been given a complete makeover, encouraging the gamer to work their way through the ranks in a more dynamic fashion. Using the online Photo Game Face, it’s easy and fun to make a likeness of yourself (and it works much better if you upload a photo to the Fight Night website), or by using the in-game creator, you can make any boxer - real or imagined - that you’d like. While the mode’s pretty menu-intensive, the game’s goals do require you to think about the fights you’ll take next, including not rushing your chance at the title and taking the necessary time to improve yourself first. You’ll need to fight and train to improve your standing and skills, and the Round 4’s training mini-games are challenging and for the most part, fun, but they can be skipped - the game will “auto-train” for you, earning you half the maximum. Sometimes, that’s better than you’ll do yourself, so try each of the training mini-games and decide what’s best for you.
While Legacy mode provides incentive to keep playing, the nature of the sport itself holds it back - there’s not much more to real-life boxing then training and fighting a succession of bouts, but as a videogame, that tends to get repetitive. Perhaps a storyline or some other sort of wrinkle might add more spice to the proceedings in the future. Nevertheless, it’s realistic enough if a bit bland, and the ability to be able to move up a weight class to challenge for new belts is more than welcome.
The game’s online play has been generally excellent, no small feat for a title that requires split-second reflexes. The game’s eminently playable and the World Championship mode lets you take your created fighter online to challenge everyone - and I mean everyone - to see who’s the best of the best. The ability to upload and download other created boxers is a terrific addition, and will likely expand, enhance and lengthen the experience of the game - imported boxers can be used in Career mode, along with the painstakingly recreated 48 real-life boxers in the game, so it’d be possible to have a dozen friends pose as roadblocks to a championship as well. There’s a great deal of potential here.
There’s no question that the three-year wait for Fight Night Round 4 was worth it. The game’s essentially a reference disc for an Xbox 360 or PlayStation 3 and a top-flight HD display - it looks that good. Fortunately, it plays just as well as it looks, and with two skilled human players, a bout can be an exhilarating experience, with plenty of strategy mixed into the blood and sweat.
If boxing is your thing, then getting a hold of Fight Night Round 4 is a foregone conclusion. But even if you’re not, this title’s worth a try - the developers’ love of the sport oozes through every pixel, and its combination of beauty and brains is too hard to ignore.