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Fight Night Round 4 PS3 Preview: Blood and Cuts
- May 22, 2009 11:58 AM PST
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There are few memorable boxing games over the years, but none defined a generation or set the bar higher than EA Sports' Fight Night Round 3. FNR3 is considered the pinnacle of boxing simulations, and when I heard EA was poised to top it with Fight Night Round 4 I was intrigued to discover how they would make that a reality.
More Fight Night Round 4 Coverage
EA's boxing franchise doesn't just have to live up to the growing hype of Fight Night Round 4, it has to overcome the same hurdle its football franchise has, too -? giving gamers something that isn't ?more of the same.? FNR4 in many ways plays similarly to its predecessor, but fortunately the feeling you get from the fast-paced, smooth action onscreen is something entirely new.
As I've mentioned in previous FNR4 previews, FNR4 is fueled by an all new physics-driven gameplay engine that brings a dimension of reality to the game that couldn't be delivered in previous titles. Punches are fluid and dynamic and come from multiple angles while glancing off the opponent's arms, body and head. For the first time in a boxing game, the range at which you throw your punches is extremely important. A right hook from Manny Pacquiao when chest-to-chest with Ricky Hatton won't do as much damage as the same hook from half a foot or so farther back.
Glorious looking punches aside, the new physics-driven gameplay forces players to take a more realistic approach to each bout. Throwing a flurry of punches at a boxer who is covering up will just wear your fighter down and tire him out, making his punches less effective. I'll let you in on EA's winning formula...
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