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Fight Night Round 4: Hopes and Concerns

EA’s Fight Night Round 3 was one of the best sports games in recent memory. The controls were innovative, the gameplay was fun, and the graphics are still among the best we’ve seen on the next-gen consoles. Nevertheless, the game still had some drawbacks. The lack of relevant licensed boxers was slightly discouraging, with certain obvious omissions like Floyd Mayweather, Jr. and Mike Tyson being most notable. Furthermore, while the Total Punch Control system was extremely well executed, there was little advantage to using it over the buttons, which allowed for faster and more responsive punching. Also, the heavy emphasis on cartoonish haymaker punches was for many a step in the wrong direction as far as gameplay was concerned.

With the recent announcement of Fight Night Round 4, EA is promising overhauled gameplay, including a new physics and animation engine, which supposedly will address many of the concerns players had with EA's last offering. Key additions like inside-fighting and differential punch power, hopefully will provide for a much more realistic and entertaining pugilistic experience. And oh yeah, Iron Mike is prominently featured too.

Will the new changes lead to a game that is even more entertaining than the first? Or will EA once again rely too heavily on gimmicky features, which ultimately do no justice to the gameplay itself? In this article, I will examine some of the promised new additions, and identify what looks promising, and what could be problematic.

1. Mike Tyson

First of all, it’s about time. People have been crying for Iron Mike’s return to the digital canvas since the Punch-Out! days. With each release, Fight Night forums all across the Internet become littered with posts entitled, "why no Tyson?" or some similar variation. Therefore, the addition of Iron Mike can only be a good one. He was invincible in his prime, with an unprecedented style, and an even more unprecedented combination of speed and power. He dismantled nearly everyone he faced early in his career, winning his first 37 professional fights. Of those, almost all were knockouts, many in the first round, and the few opponents who managed to survive the distance lost in unanimous decisions. With EA’s commitment to individual boxer-styles, we can expect an authentic replication of the bob and weave, as well as animations that are true to Tyson’s wildly explosive techniques. Surely, it will be a joy to recreate his heyday in Round 4.

But there are a few issues surrounding Tyson’s inclusion in the game. First, which Tyson do we get? Will EA include the aforementioned 37-0 Tyson, or the Tyson who got a tribal facial tattoo, and then got his face tattooed again by scrubs like Danny Williams and Kevin McBride? Perhaps EA will do something similar to what they did with Jordan in NBA Street Vol. 2. In that game, they included 3 versions of Air Mike: rookie Jordan, Jordan in his prime, and over-the-hill Wizards Jordan. This strategy worked well in a basketball game, especially a 3-on-3 version which allowed for an All-Jordan team, but would it transfer to boxing? Presumably the new career mode will still allow players to recreate the career of any boxer in the game. In that case, how will they handle Tyson’s evolution over the course of his career?

Also, Tyson media-friendliness is presumably one of the reasons that EA has passed on including him in their games in the past. This could conceivably be problematic in the marketing of a new game in which he is prominently featured. We don’t know for sure if Tyson will be on the cover, but if he is, it will be interesting to see how he handles the additional responsibilities of the cover-athlete in marketing their game. His craziness is what made Tyson so intriguing as a fighter, and I know EA will have to hold back on truly capturing that insanity in the game. Whether that will undermine the experience of playing with him is something only time will tell. What I do know is that I don’t expect to see the "Ear Bite" as a new illegal punch in Round 4, and that is just a shame.

Which Tyson will be collapsing skulls in FNR4?


2. New Boxing Styles

EA has promised new fighting styles that will emulate, and differentiate between, the best fighters in the game. This was applied somewhat in Round 3, with the inclusion of different base, punch, and defensive styles. This allowed for some variety between boxers and was extremely important in career mode, but ultimately the distinctions between the styles seemed to be mostly aesthetic, and did not affect the actual gameplay very much. In Round 4, considering the new physics and animation engine (more on that later), I expect the styles to have a greater impact on how the boxers actually perform in the ring. Ideally, Tyson’s bob and weave will allow for less damage, while setting up big time punches. Perhaps Ali’s dancing and jabbing will actually wear out, confuse, and frustrate opponents, and allow for players to discourage whoever they are playing against. Might we even see the rope-a-dope or the Ali shuffle? If EA can make the styles matter more in Round 4 than they did in Round 3, that will go a long way towards making Round 4 a comprehensive and versatile video-boxing experience.

The difficulty here will be knowing how far to go with this feature. If the styles affect gameplay too much, we could see unfair advantages or disadvantages emerge between boxers. Hopefully, the bob and weave, or any other style won’t be untouchable, and no one boxer will have a style that doesn’t live up to the others. Boxers' styles should reflect how they play, and the ultimate measure of their effectiveness in the ring should be their attribute ratings. Also, the distinctions should be subtle, but noticeable. Round 3 had a somewhat jerky animation system, which caused your player to move very quickly. If you held down the L-trigger (on 360) and rotated the left stick, your boxer would gyrate like a crack addict on speed. Hopefully this will be toned down, so we don’t have Tyson bobbing and weaving like he’s having a seizure, but rather doing it in a menacing and combat-effective manner.


3. New Physics-Based Animation System

This feature, EA promises, will allow for innovative, physics-based, punching, blocking, and moving. Although this sounds ambiguous, and could just be a fancy way of saying they fine-tuned the gameplay, it could also mean a drastic change in the way the game feels. One intriguing element of this feature is the idea of different punch-effectiveness depending on a variety of other factors. In Round 3, for the most part, you either landed a punch or you didn’t. Minor factors like distance and lean had some effect on punch power, but it was primarily an on or off type of system. In Round 4 EA is promising the fans missed and glancing punches, as well as knockout blows, depending on the integrated physics engine which incorporates stamina, timing, footwork, and adrenaline. Ideally, this will allow for a more open-structure than the one found in Round 3, which had almost all knockouts following the same pattern of one player going into the quiet-zone, and the other needing to land one or two punches to finish the knockout. The only exception to this (aside from the horrible first-person gimmick which I pray will be removed), was the extremely rare flash knockdown, which would put one player on the mat -- regardless of their health -- if they received a particularly hard and unexpected punch to the face. There was something special about flash knockdowns, which was exacerbated by their rarity. Hopefully, this new physics-based animation system will allow players to set-up knockout punches, and perhaps generate a few more flash style knockouts. If this is executed well enough, it could replace the haymaker system all together, which would be a huge step for the series.

Also, I hope the developers bring back the ragdoll physics on knockouts that gamers saw in the earlier Fight Night games. There was nothing like KO'ing a guy, then continuing to pummel him as the power left his body and he crumpled to the canvas.

This punch probably wouldn't register as a glancing blow in the new physics-based engine appearing in FNR4.


I think the biggest potential pitfall of this new physics system could be if it changes the gameplay too much. Fight Night Round 3 was so much fun for a reason, and EA needs to be careful not to stray too far from the proven path. I hope the Total Punch Controls are retained, minus the excessive amount of various haymakers, and the defensive system remains relatively untouched. Defense was extremely important, and fun, in the last game, and it should not be made any more difficult or any less important this time around. By the same token, I hope this is not a gimmick on EA’s part. They have been known to hide behind fancy wording, plugging minor gameplay tweaks as major game features. In the early stages, the trademark ambiguous wording is there, but only when more information comes out on the game will we be able to tell how much different Round 4 really will be.

EA’s Fight Night Round 4 is scheduled to be released sometime in 2009, and will be available for Xbox 360 and PlayStation 3.


Fight Night Round 4 Videos
Member Comments
# 61 SHAKYR @ 06/30/08 09:04 PM
The little things mean alot.
 
# 62 NYG_Meth @ 07/01/08 10:50 AM
Quote:
Originally Posted by allBthere
Also if we had to quantify real life athlete's abilities, would they not be close to what they are for big portion of their careers like other sports?
did rocky's first 10 fights have a ''power score'' of less than 50, and it kept growing until he was a 'top ten' boxer where it finally reaches the 80s and 90s in score? also see tyson.
Was sugar ray and pbf's handspeed crap until they had 20+ wins??? did jake lamotta's chin continuously get better and better? was arturo's heart rating improving and so on and so on.
I've wanted this for a long, long time. Like you said, some abilities should be INHERENT and dominant right from the start.
 
# 63 Complex @ 07/01/08 12:22 PM
Quote:
Originally Posted by NYG_Meth
I've wanted this for a long, long time. Like you said, some abilities should be INHERENT and dominant right from the start.
Interesting point you make. Perhaps a true ameutuer background would allow a person to train/fight to earn abilities. Maybe give you a choice of 1-2 skills off top like +1 speed, or +1 chin etc. And then allow you to pick 3 more you actually train to earn. Then the remaining are earned during an ametuer career based on performance.
 
# 64 SHAKYR @ 07/01/08 05:32 PM
Quote:
Originally Posted by allBthere

Also if we had to quantify real life athlete's abilities, would they not be close to what they are for big portion of their careers like other sports?
did rocky's first 10 fights have a ''power score'' of less than 50, and it kept growing until he was a 'top ten' boxer where it finally reaches the 80s and 90s in score? also see tyson.
Was sugar ray and pbf's handspeed crap until they had 20+ wins??? did jake lamotta's chin continuously get better and better? was arturo's heart rating improving and so on and so on.

I second this. I've seen some fighter that are as dangerous 12 years from when they turned pro.
 


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