![]() You spend the points on replenishing your health or stamina bars, or reducing damage. For example, you’ll get 12 points for landing over 60% of your punches. This time, there’s a simple points-based system that reflects your performance in a round. And the new corner game rewards you for fighting like a real boxer. But overall, the system is a success, especially since it makes you think more like a real fighter. ![]() I definitely noticed a few instances where I felt that the CPU had missed, and I didn’t get the telltale camera zoom effect. It doesn’t help that the game doesn’t seem to award you counter punch opportunities every time. It just feels as if the game is focused too closely on counter punching they factor heavily into fights, so if you suck at blocking and dodging, you’re going to have a tougher time winning. When your opponent has a counter punch opportunity, you’ll be incapacitated for a split second, but if he takes too long to fire off a punch, you’ll be able to block or dodge. You could be chipping away at your opponent through a round or two, but then he might make you miss a few times and all of a sudden, you’re stunned or knocked down. The balance of the fighting in this game seems to be tilted a bit too far in favor of counter punching. Since counter punches do much more damage than regular punches, if your opponent lands a few in rapid succession, you’ll find yourself on the mat - or at least stunned.Ĭounter punching works very well - perhaps too well, actually. You might hit your opponent a few times, but then he’ll evade or block a punch and counter-punch you. You can’t merely throw punches haphazardly, hoping you’ll land some of them, because the CPU AI is smart. The strategy comes in limiting your opponent’s counter punch opportunities. The game will let you know if you’ve done this correctly: the camera will zoom in, and if you manage to connect with a punch - any punch - your opponent will flash yellow for a second, a visual display that’s reminiscent of what you’d see upon scoring a big hit in the PS1-era NFL GameDay games. You can create counter punching opportunities in three ways: by making your opponent miss with a lean (L1 + left stick) by blocking at the very last possible moment, just before a punch hits (R1 + right stick up/down) or by weaving (quarter-circle forward from top or bottom of left stick) to dodge a punch. Gone is the gamey parry system from FNR3 in its place is a counter punch mechanic that brings real boxing strategy into the game. ![]() That’s a testament to the quality of its core gameplay, which offers a combination of easily-understood mechanics that provide a mostly accurate simulation of boxing. Read on to find out if Fight Night Round 4 lives up to the franchise’s lofty pedigree.įight Night Round 4 (PlayStation 3, Xbox 360)Īs someone who doesn’t follow boxing at all, I was surprised at how much fun I had with Fight Night Round 4. The highly-anticipated follow-up to 2006’s Fight Night Round 3 was developed by EA Canada, who took over the series’ reins from the now-defunct EA Chicago. Then again, maybe people just love to beat the ever-loving crap out of each other and see the blood fly.Įither way, that appeal applies to the Destructoid staff as well - instead of just Samit Sarkar and Brad Nicholson discussing a sports game, Anthony Burch comes out of his indie cave and joins in on the Destructoid review of EA Sports’ Fight Night Round 4. But boxing is something that seems to have much higher crossover appeal perhaps boxing games’ similarities to fighting games are what draw in non-boxing fans. The audience for most sports simulations tends to be limited to die-hard fans of the sport in question.
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