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Review: Fight Night Round 4
Radioactive IT
Review: Fight Night Round 4 | Review: Fight Night Round 4 |
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| by Mike Bantick | ||||||||||||||||
| Monday, 17 August 2009 | ||||||||||||||||
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If Punch-Out!! feels too light, and UFC: Undisputed to technical then Fight Night Round 4 is for you. The game is immensely playable and yet has a sheen of authenticity that makes you earn the points in each bout. As a budding pugilist, boxers start out in legacy mode as a bum, but with lots of training, hard work, and a little luck, can climb the ladder to become the Greatest of All Time. Outside of the ring there is plenty to tinker with. Your first fight will be with the typical EA menu system, but once you get past this things progress pretty smoothly. The calendar system for booking fights or training is simple and there are plenty of ‘simulation’ options if you wish to avoid sections of the game such as the training and even the fights themselves if you wish, though why you would is questionable, that is what you paid the money for after all, and more often than not, a human could out box the simulation. Once a boxer has been created (with your own face if you wish), Weight Class and Boxing Style have been chosen, along with an opponent it is just about time to step into the actual ring. It is worth playing with the myriad of options, such as ‘ref damage awareness’ or ‘ref foul detection level’ just to customise your experience. The actual fighting is great fun, with a real emphasis on style. Is your boxer tall, with good reach? Then keep your opponent at bay. Whilst stockier bruisers will want to get in close. Managing stamina, blocking correctly, counter punching, weaving, dodging, landing a haymaker or the occasional illegal head-butt will keep you busy through the round. ![]() CONTINUED on PAGE 2 |
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