Rookie
OVR: 4
Join Date: Mar 2006
Location: Charlotte, NC
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6 Months and 2 patches later...
When I first played the game on community day waaaaaaayyyyy back in February, I knew it had the potential to be the outright best virtual boxing experience ever created. The game has changed quite a bit since then, and even the retail version I recieved in June. I'll be honest, there were many changes I didn't care for, but overall, I felt like Round 4 was THE game for boxing fans, when compared to what else was available. Still, it had it's flaws, and the community was split over a myriad of "issues". The dev team actually listened, and are still working to deliver a definitive experience. So, after 6 months with the game, and 2 major gameplay patches, and the novelty has worn off, what do I think? Well...
Graphics
What I like:
I don't care what anyone says, this game is simply gorgeous. Yes, Round 3 was a marvel in itself, but, Round 4's more vivid color palette, 60 FPS, and particle effects blows it away. Catching someone with a perfect counter upper, and watching their head snap back, with a spray of sweat and gore flying into the crowd is extremely visceral and satisfying. Sweat drips, muscles ripple, the tape on gloves actually get bloodied up as the fight progresses. That's ridiculous.
What I don't like:
I'm not a fan of the lighting in this game. I understand the artists wanting players to focus more on the ring action , but it takes away from some of the realistic look of the game. It doesn't really look like you're viewing a match on TV, or live, for that matter. The UFC game is a good example of how it should look, IMO. Round 4 Just seems overly dark at times. Also, though I defended the initial decision to omit this (and I still do), I would have liked to have a ref in-ring on certain camera angles.
Presentation and sound
What I like:
Finally, an EA game that doesn't treat the ESPN license like a disease. The ESPN overlays and graphics add an important element of immersion that I wish Madden/NHL/Live had. Two commentators, FINALLY, and Joe and Teddy are on point. Atlas' tirades and wtf-level musings are perfectly intact, and increase the immersion factor, unlike having Joe solo in the previous games. The only thing missing was having a Brian Kenny in the studio segment. Allowing custom ring entrance music and the ability to ditch EA trax altogether (is it some kind of law at EA that every sports game have a K'naan track? Please stop this), is a godsend. On that note, much respect to whoever decided to throw Jay Electronica on the soundtrack.
What I don't like:
The punch sounds, although improved from the alpha/beta and demo, still sound like popcorn. It's minor though. Ring entrances could be a bit longer- more specifically, fighter intros. Also, the announcement of the decision could be more dramatic and realistic. The name database only works for last names... boooo.
Gameplay
What I like:
The Physics. Wow. I still think this is the single most overlooked and underrated feature of Round 4, and it's what really separates it from it's predecessors. I swear everytime I play a see some subtle sequence that would really happen in a match. Grazing punches and location based punch impact are possible due to the physics engine. seeing someone wobble from a temple or behind the ear punch like in real life is amazing. It's really an important precedent set in combat sports games- I can guarantee you'll see similar engines in future MMA and Boxing games.
The counter system. I've gone back and forth on this one. But lets make some stuff clear here. Many felt that this was simply Round 3's system renamed, and that's flat out wrong. Round 4's system is timing based, unlike in Round 3, where you could glue your arm to the side of your fighter's head and would parry everything coming from that side. Round 4 system's is more realistic. There are things I don't care for in it, though, which I'll get to in a sec.
Single punch speed is realistic, and after the last patch, stamina is nearly perfect. Before, the game encouraged unrealistic levels of aggression, now, it rewards smart agression, and allows for better play-out of contrasting styles. Classic boxer vs. Brawler between two equally skilled players was unbalanced before, now, it's seemingly on point.
What I don't like:
The counter system. Firstly, though the game does seem to account for hitting someone while they're punching, the impact is barely noticable most of the time. An intercepting counter should have the same effect of making someone miss then countering. Problem is, if they added the counter effect to incepting punches, the game would devolve into silliness, IMO. Really, the impact of "miss" counters should be turned down some, and intercepting counters should be turned up some. Also, the omission of quadrant blocking contributes to the counters being a large focus of the gameplay. If players had to choose which side to time block to, the amount of timed counters would decrease. Brizzo stated that they felt that the risk-reward was uneven for a player in ghaving to choose which side of his head/body to defend, and he's right- but I don't see why pressing up-left or right wouldn't result in a high block even if the player chose the "wrong" side to block, and having quadrant blocking ONLY for timed block.
Lack of a "passive" defense system. Currently, how high or low you fighter hold his hands doesn't seem to effect how well he can defend. We all know in real life this is not the case. Round 4 physics system would allow for a system where some fighters always have their hands in a defensive position, and punch impact would be accurate. For eaxample, Tyson's peek-a-boo style would would have it's real life advantages and disadvantages. Right now, the fighters stances are purely aesthetic. I talked to Brizzo about this a while back and he stated that this was something they actually looked at, but it was one of those things that couldn't make it into Round 4. Let's hope they don't forget about it by the time Round 5 rolls around.
Haymakers. Just get rid of these already. Every fight night game, it's the same story- great in concept, flawed in execution. The problem for them is this: The risk for using them is not great enough compared to the reward of landing one, mainly because of the intercepting counterpunch issue I stated before. It's nothing more frustrating than hitting someone while they're winding up a haymaker and watching nothing more happen than the animation not completing. Or worse, the haymaker going through anyway (which happens way too much) and clipping you for major damage. Haymakers this time around are wider, slower, and less accurate, which is good- thing is, there's no way to take advantage of this as much as you should.
Legacy Mode
What I like:
The return of an actual career mode with fight scheduling and rankings. Multiplte belts per class is awesome, and it's thrill trying to unify them. P4P rankings was a pleasant surprise. I like how you have to wait a certain amount of time before going into the next bout. It allows you to have a realistic progression. I love how you can customize each weight class before you begin your career.
I for one like the training games- mostly due to the fact that they are related to actual gameplay for the most part, they still get tedious after a while, but it's much better than Round 2 and Round 3 games, which were just outright stupid. Stat-gear is gone, thankfully. Speaking of, the amount of fighter stats is staisfying and more realistic.
What I don't like:
EA should just play Boxer's Road 2/Victorious Boxers 2 (both japanese boxing games) and steal the career mode from those games outright. In Round 4 there is no weight management, moving up consist purely of getting an email from your trainer, and you can only do it once (though it's possible to trick the gmae by saving emails). I would love to be able to constantly manage my fighter's weight via diets, which would cost money, thus giving money a purpose in game. In Boxer's Road, your fighter's stats (which there are like 50 different categories) constantly flucuated dependant upon your diet and training regimen.. Blowing up too far in weight between fights hurts your fighter's stats, and effects how much "ring life" he has in his career. There is no "Train X times" like in Round 4, you control how much and how heavy you train everyday. You can be a gym rat, or lazy in between fights. Training is done via "passive" training actions ranging from fundie boxing stuff like speed bags and running, to things like flipping tires and catching leaves. Training more, and more expensive and effective diets cost more money, thus giving giving you and incentive to make bigger money fights. I'd also like to see an amatuer career, instead of just a tourney.
Now, it appears that EA is reluctant to delve too far into pure sim territory, and I can understand why. But they have to give use Legacy Moders more than schedule fight, train, fight, repeat. I'd like to see signing different trainers to multi-fight contracts for a purse percentage. Purse negotiations (Even the PSP version of round 3 has these features!), different ring sizes, missing and making weight, and better handling of moving up AND down. If I wanna try to do a Pac and move up 500 classes, I should be able to try. Now, having said all of that, I know that Round 4 is really a "new" game... there is a lot they simply couldn't implement. I can hope for Round 5.
Game modes,Online, Roster, Everything else
What I like:
OWC. What I like about * is that it exists. It's a neat concept. It has flaws, but as the game evolves, OWC will also evolve into a better implemented idea.
Boxer Share. So awesome. Really allowed many to create the perfect roster they've been wanting.
Roster. Many were disappointed, but I personally felt like it was a real fight fans roster. KO Kings 2001 was the only other game to have such a robust roster, and, Round 4 covers the original 8 weight classes, which is awesome.
Sliders. Things like sliders are what will bring Boxing/MMA games into the realm of other sports games, which seem to be taken more seriously.
What I don't like:
Create-a-boxer gameface. Kind of disappointing compared to other games that use this feature. However, props to EA for even adding it in the first place. I'm sure in Round 5 it'll be more accurate.
OWC. I'm sick of fighting 6 foot lightweights. The problem is that even though the stats are leveled, the height advantages still exist. So, a smaller fighter who would use his speed to overcome a size advantage, doesn't have that anymore. Taller fighters inside fight in the game as well as shorter ones, and they have the advantage of being harder to hit while leaning back.
That's about it for me. This last patch has revigorated my interest in playing this game online, and offline, and I still think from a gameplay standpoint, no game does it as well as Round 4 does. I hate that we have to wait so long for Round 5, but Round 4 is such a good base, I'm sure that my patience will be rewarded with a near perfect experience on all fronts.
Last edited by Darxide; 12-05-2009 at 05:02 AM.
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