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Fight Night: Round 4

Fight Night: Round 4

With the new fighting engine based on physics, animation led to new physics, a unique and distinct style of boxing, the boxer and the most impressive list includes the return of the legendary Iron Mike Tyson, Fight Night Round 4 " takes video game boxing and wrestling for a whole new level.

Product Details

  • Amazon Sales Rank: #845 in Video Games
  • Brand: Electronic Arts
  • Model: 014633155839
  • Published on: 2009-06
  • Released on: 2009-06-25
  • ESRB Rating: Teen
  • Number of discs: 1
  • Platform: Xbox 360
  • Number of items: 1
  • Dimensions: .56" h x 5.43" w x 7.56" l, .33 pounds


  • Features

  • New 'Legacy Mode' that allows players to grow the career of fighters from their amateur days to the top of the professional ranks.
  • All-new physics-based gameplay engine that recreates the full spectrum of true-to-life punch impacts, giving boxers a devastating arsenal of punches, blocks and ring movement.
  • An undated heads-up display (HUD) that adds blocking functionality to the existing health and stamina status meters on screen.
  • Realistic boxing styles based on fighters like Ali, Tyson, Frasier, Foreman that allows players to step into the ring and emulate the move of the greats of the Sweet Science.
  • 2-person multiplayer functionality both locally and on Xbox LIVE, and Xbox LIVE achievments and gamer points online.



  • Editorial Reviews

    Amazon.com Product Description

    EA SPORTS Fight Night Round 4 is truly the return of the champ. Building off Fight Night Round 3, one of the best-selling and most critically acclaimed games to come out at the onset of the Xbox 360 hardware launch, Fight Night Round 4 promises to be equally as groundbreaking and revolutionary. With an all new physics based fighting engine, new physics driven animations, truly unique and differentiated boxer styles, and the most impressive boxer roster ever, including the return of the legendary Iron Mike Tyson, EA SPORTS Fight Night Round 4 takes video game boxing and fighting to an entirely new level.

    'Fight Night Round 4' game logo
    Ali hitting Joe Frazier with a straight right 'Fight Night Round 4'
    Rivalries both old and new.
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    James Toney hitting Eddie Chambers in 'Fight Night Round 4'
    Fighters from different eras & weight classes.
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    Mike Tyson taking a punch to the head from Ali in 'Fight Night Round 4'
    Improved damage system.
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    Tyson trying to block an Ali jab in 'Fight Night Round 4'
    New defensive block system.
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    Arena an ring example from 'Fight Night Round 4'
    Realistic ring environments.
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    New Physics Engine
    Featuring a dramatically improved physics engine, Fight Night Round 4 brings players closer to the sweet science than ever before. Through these upgrades fighters are rendered more vividly than ever and action is animated as it happens, meaning that not only are no two rounds the same, but no two punches are the same either. This variety in punches is most evident at the point of impact, where players will see everything from the sweat splatter of devastating shots, to the energy-sucking effects of solid body blows and the virtual lack of impact glancing blows may have on a determined opponent. But when enough of any punches land the damage system built into the new physics system will allow players to clearly see the impact on opponents exactly when and where you hit them. A bloody nose or lip, a cut or swelling over the eye, a bruised forehead or shoulder; players will see them all, and it's their choice whether to take advantage and go for the stoppage.

    In addition, the improved physics also makes for a significantly faster gameplay experience. Along with the game's controller and overall movement tweeks this allows player's to string together punches into devastating combinations. Although a single punch still has the potential to take down a rival, just as in real boxing match, combinations and the ability to avoid them are the key in Fight Night Round 4.

    Height, Reach and Styles Matter
    As in real boxing, where height and reach have advantages and disadvantages depending on your opponent and your skill, Fight Night Round 4 forces players to use their fighters' physical characteristics and styles to their advantage, or suffer the consequences. these consequences come by way of fighters ability to now fight effectively in close, as well as from a distance. For example, shorter fighters are often faster than taller opponents and tend to do better on the inside against taller fighters, but they must get inside first. If they choose to fight at a distance, the advantage is lost. Similarly, height and the assumed longer reach that goes with it is a sizable advantage, but only if a fighter "fights tall," that is stand up straight and utilizes the jab and other punches to maintain the optimal distance to from opponent that allows him to hit and not be hit in return. Slouch and/or abandon the jab, and the reach advantage is lost.

    New Heads Up Display Adds Blocking Ability
    In addition to the traditional Heads Up Display (HUD), which has always provided Fight Night players with a visual representation of the changing health and stamina or their fighters, Fight Night Round 4 adds blocking to its HUD. Designed to both provide an ongoing way to monitor your fighter's ability to defend himself when not punching and facilitate action during rounds by encouraging players to develop additional defensive and offensive skills, blocking is yet another realistic addition introduced by Fight Night Round 4. When players lose the ability to block punches they can not avoid punches thrown by opponents and must go on the offensive or take the punches. Blocking ability, as well as health and stamina can be replenished between rounds by assigning points accumulated for action in the ring to any of the three physical states/abilities.

    Roster of Fighters
    Fight Night Round 4 features a large roster of fighters from multiple eras and weight classes. Made up of more than 40 fighters this elite group provides players with the ability to not only relive past and current rivalries, but to also create new ones across time to solve the question of who is really the greatest of all time. Just a few of the fighters that players can expect to take into the ring include: Mike Tyson, Muhammad Ali, Joe Frazier, George Foreman, Roy Jones Jr., Manny Pacquiao, Lennox Lewis, Sugar Ray Leonard, Winky Wright, Eddie Chambers, Ricky Hatton, James Toney.

    Key Game Features:

  • Physics Based Gameplay Engine - No fight will be the same with an all-new physics-based gameplay engine that recreates the full spectrum of true-to-life punch impacts, giving boxers a devastating arsenal of punches, blocks and ring movement. the new physics system allows for missed punches, glancing punches, knockout blows and for the first time ever, rough and tumble inside fighting.
  • Realistic Boxer Styles - Fight Night Round 4 emulates the styles of history’s greatest boxers like never before. Pressure your opponent with the brawling inside style of young Mike Tyson, bobbing and weaving to set up powerful hooks and uppercuts. Capitalize on Muhammad Ali’s reach, hand speed and fleetness of foot to bewilder your opponent with lightning fast jabs and straights from the outside.
  • Extensive Boxer Roster - the greatest of all time, fighting in their prime. Fight Night Round 4 lets you create fantasy matchups, such as Tyson versus Ali, and finally settle who is king of the ring. With a boxer roster spanning both history and modern times, the matchup possibilities are endless.
  • Online Support Through Xbox LIVE - Fight Night Round 4 features full Xbox LIVE support including 2-player multiplayer options and LIVE achievements and gamer points.


  • Legacy Mode
    Legacy Mode is Fight Night Round 4's career mode. Through it players develop their fighter from the ground up, starting in amateur competition which progresses into a career as a pro and may even include steps up or down into multiple weight classes to take on new challenges. Within this mode players can either accept the fights made for them, or create their own schedule of opponents. Either way, the goal is to rise in the ranks from contender, to champ, hall of famer, superstar and eventually the greatest ever. To do this players must not only win their bouts, but gain popularity and additional prestigious matches by winning them convincingly.


    Customer Reviews

    Great, But Flawed4
    This could have been the greatest game ever.

    First of all the game needs more licensed fighters. A big deal is made about the 40+ featured but it's not enough in a game with 8 weight classes. There really needs to be over 100 fighters. The problem is, there are a ton of more fighters that will be available. But you will have to pay for them, of course, in DLC.

    The boxer models that are here, though, are mindblowing. They look and fight just like real life. Watching Tyson vs. Ali here will bring a tear to your eye. But there are so many more absolute legends: Hagler, Hearns, Jones Jr., Robinson, Frazier, Foreman, and about 3 dozen more. And most of them look and fight fantastic. It's thrilling to see the fighters we respect so much represented so well. I'm disappointed that there is no Hopkins, Hamed, or Trinidad but I guess they could come in DLC.

    The exclusive Total Punch Control analog stick for punching is something that can be gotten used to. But it is in NO WAY a replacement for button punching. Get over it, analog-obsessives, lots of people prefer to strike with buttons. No one is forcing you to punch with buttons, but it needs to be there as an option. Again though, button functionality is something that has been hinted at for DLC so if it is important to you, you will have the pleasure of paying for it. On top of the $60 you already paid.

    So you can't punch with buttons, the buttons are used for: clinching, pushing, signature punch, and a flagrant headbutt. It's funny, because it would have made a million times more sense to have those functions on the analog stick. Or to be able to simultaneously punch with both buttons AND the analog stick, but I guess I am just dreaming. It would have made even more sense to have the ability to punch with buttons, haymakers / clinch, headbutt, and push with the analog stick, and to TAUNT with the D-Pad. I would be on here calling this the greatest game of all time if that was the control layout.

    That leads me to one of my biggest complaints. THERE IS NO TAUNTING! They included a blatantly illegal streetfighting headbutt that would get any fighter DQ'ed, but left off taunting. This is a crushing disappointment. There are many times in the game where fighters are running from you, and other scenarios where taunting is necessary. To have the D-Pad there, useless, without a function, while taunting is left off the game, is terribly disappointing. It's even more bizarre when you consider the headbutt is something you would hardly ever see in a real fight, yet taunts you see all the time. They actually made a game with Ali and didn't include any taunts!

    The Legacy Mode is great, but filled with bugs. The game locks up constantly. Importing downloaded fighters will immediately corrupt your Legacy. I have found uploading fighters created with the stock faces will work OK, but stay away from the custom fighters people have created online using the fighters' real faces because they will cause your XBOX to freeze. It's a shame, too, because people have done some amazing work. There are fighters online that look so good you don't have wait for DLC. The only problem being they take up one of your petty 40 created character slots.

    One thing that sets Legacy Mode apart from any fighting or wrestling game career is the fact that you can make it last for as long as you want. You know, like a REAL CAREER. At no point will Dana White or Vince McMahon be emailing you to tell you you have to retire in your early 20s. With Fight Night you choose when you want to retire, and I love that. It just makes me wish the fighter importation system wasn't so buggy, because it makes the Legacy Mode that much deeper.

    Unfortunately the Create-A-Fighter does not allow any customization of facial features. You are only allowed to choose a stock head which is terrible. The head and facial hair features are also shockingly shallow. I dont know why EA would do this on a game where the athlete's face is so prominent throughout the game. In Madden you can adjust facial features and you hardly ever see your player's face, but it FNR4 you can only choose stock heads? Unlike most other sports, boxers have absolutely nothing covering their head or face so it is important to be able to customize these things to your liking. This is one of the only areas where I would rate the UFC game higher than Fight Night, even though the UFC's CAF was also below average.

    They did a pretty good job with the stock names and nicknames available that the announcers and commentators will call you, but you should be able to have your own nickname if you want. You will most likely be able to find something suitable. The names are all names real boxers have used, so you are able to create decent replicas of real fighters with the benefit of stock nicknames like "Real Deal", "Brown Bomber", etc. There is also a sizable list of last names although yours will undoubtedly be left off. I thought it was interesting to look at the list of stock cities you can have your fighter be from. I won't bother to make a list, but there are a bunch of major cities left off. Thankfully you can add custom text.

    Other than that the CAF is pretty good. The ability to customize gloves, trunks, shoes, and robe are fabulous. The fact that there are real brands and Nike, Reebok, and Adidas available put me in boxing-gamer-geek heaven when I am desiging my fighter's gear. You can totally customize the colors of your gear as well as different fabrics: satin, velvet, metallic, sequins, cotton. And there are a nice selection of shoes, gloves, and trunks. EA did a seriously fantastic job with the fighter's gear. The only thing they missed was custom headgear, but that's minor.

    Fight Night Round 4 needs more modes. Create-A-PPV, Tournaments, skill challenges, etc. I'm looking at my copy of NHL 09 and you could spend years going through all the modes in that game. Fight Night should be no different. For some reason these kind of games always get the shaft. Anything involving a ring/cage/etc. gives you a career, an exhibition, and online and THAT IS IT. I don't get it. As engrossing as Legacy Mode and fighting with your friends/online is, it should have more.

    According to my tastes and what I personally like in games, I feel this game would have been perfect if it included the following:

    Punching with buttons, obviously.

    More animations.

    Taunts. Where are the taunts?

    MORE FIGHTERS (B-Hop? Tito? Prince? Where are you?)

    Ring walks / fighter introductions should be a bigger deal. UFC Undisputed's Bruce Buffer introductions crush the fighter intros in this game and that's a shame. Fighters' walks to the ring are also very important in boxing. You should be able to have your robe's hood over your head like a real, intense fighter, and the entire walk down the aisle should be featured.

    Legacy Mode needs to be expanded. Something comparable to a Madden Franchise. Your own gym, trainers, team, sparring partners, and more.

    More control over your CAF. You have to be able to design the face and also your fighters non-fighting actions. Does your fighter celebrate excessively? Or is he all business?

    Hopefully these things can be fixed in DLC.

    *EDIT*

    Update: upon further review, I would rate this game as 2 and a half stars. The counterpunching system, as other reviewers have complained about, is quite absurd. It is possible to attack an opponent with full force, landing multiple hooks, crosses, and uppercuts to the head with full power, and have minimal effect. Yet your opponent is able to knock you senseless with a single counterpunch jab. And turning down the "counterpunch window" doesn't have much effect.

    Additionally, the computer is able to rise from multiple knockdowns, but it's almost impossible for a human player to rise from more than 2 knockdowns. And rising from the second is a test of skill in itself. It's extremely difficult. What's up with that? Aren't we supposed to be having fun, what's the point of making the knockdown game such a pain? It actually eliminates a huge part of strategy in the game, getting put on the canvas multiple times in a fight changes the scoring, and makes going the distance more exciting. With this dopey knockdown system, all of that is eliminated. You had better not get knocked down twice, because then if you get floored by one of the silly counterpunch jabs... forget about it, fight's over.

    On a positive note, EA released patches that solved all of my crashing problems. They also offered face-button punching for free. Needless to say, FNR4 is a billion times more fun to play with buttons. I had actually given up on it until I found out about the DLC. I had more fun than ever going through the now non-crashing career, knocking suckas out with buttons, baby, buttons. Go play with your joysticks, analog-boys.

    Everything other positive thing I said about the game I continue to stand by.

    EA, thumbs up their....3
    I was excited for this game after enjoying FN round 3 so much.

    First of all this is a video game. You cannot replicate the complexities of boxing with two hands and a controller, that being said. I understand this but expected more.... as a video game...this one sucks.

    The positive:

    graphics..... that's about it


    The negative:

    the controls- I dont care whether you use buttons or the stick, but when I command a punch or a bob and weave, I could really go without the half second delay. In real boxing it doesnt work like that, you puch/move when you need to. (Yes, I box) In Gran Tourismo or Forza motorsport the reaction isnt like that; hence, they are good games. You can't do that to boxing, timing and reaction time are critical. This game is missing this.

    online - the douchebags with no skill that costantly punch and win. I am trying to figure out how to counter them. Oh wait, if I could actually block or weave or punch when I commanded it to, I may have a chance. This game due to the control delay will allow those who sick/button mash randomly do well since the other guy can't time his blocks and counters due the delay in the control.

    Counterpunch - if boxer A punches and simply misses, and you hit back you are not credited a counterpunch "bonus". If you block a punch from boxer A and counter, you get a little bounus. If you lean/weave away you get the bounus too. Why not the first too?

    Boxer Movement - One speed. What the hell? if you are getting pummelled by some reject you should be able to flee or more than 1mph. Foot/hip movement in this game, which is half of boxing, is a joke.


    Also, the counterpunch system is ridiculous in this game. That is basically the premise of winning. Normal non-counter punches dont do anything to harm the other guay, but you block/parry a jab and you put a straight to his face he's practically on the ground. This is ridiculous.
    I could smash my opponents face with a 5 left/right hook combo to the face and it's like nothing happened. Oh wait, It all has to be a counter, that's right.

    Overall, EA really screwed this one up. Shame on them. I hope a lot of people get fired. FN R3 is better. I am really really close to taking this game to gamestop to get some beer money.

    Also, this online update to add the button pushing won't do squat to this game unless the delays go away.

    This game is too pretty for itself.


    Did not live up to the hype or improve on previous fight night.3
    I've played the previous Fight Nights and they've each made improvements upon the previous ones and built upon what was successful and implemented changes which generally made sense and felt as though they were refining their fight system. However, with Fight Night Round 4 they've changed the fight dynamics to an extent where even a Fight Night veteran is easily lost wondering what the developers intended and what is the rhythm they are looking for in the ring. They claim that style makes fights in this game but honestly there is only one style that dominates and wins and that is counter-punching after slipping or performing "perfect" blocks. On one level it makes sense as you're effectively capitalizing on your opponent's mistakes and making your own opportunities but the problem is that nothing else is really effective. You can be an aggressive fighter and successfully unload 3-4-5 punch combinations round after round but you'll somehow do less damage than someone who can pull off a half dozen counter punches. In a boxing match, if you were to catch someone in the middle of his punch and counter it with a nice power shot you'd probably would do some heavy damage but in this game anything that is parried correctly leaves you open to a punch that does 5 times damage than the same punch if you pulled it off in a normal exchange. It's pretty ridiculous to parry a jab or cross and have the chance to unload some Rocky Balboa hay-maker but that's exactly what you have in FNR4.

    Overall, the developers wanted to create a game that was somehow truer to the challenges you'd face as a boxer but under the restraints and controls of a videogame. Unfortunately, it didn't really work and you're left with a game wondering what the heck they were thinking when they change the game dynamics so much. I mean the previous Fight Night was perhaps less realistic but it was still ultimately a fun video game which unfortunately FNR4 is not. I'm lucky that I never came around to buying the game until Christmas 09 when it was selling for $15-20 as opposed to paying full price when it came out because it's left a bad taste as it is and I think I'm going to hang up my gloves with the Fight Night series after this one.


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