The dialogue gets recycled but it's worthwhile and interesting.įrom its outset, the Fight Night franchise has always revolved around the Total Punch Control analog scheme, but it reaches a newfound level of speed and fluidity in Round 4. ![]() Also appreciated is the presence of Teddy Atlas who joins play-by-play man Joe Tessitore to offer compelling insight about the fighters and the current state of the sport. As you weave around the ring, you'll see photographers lining up their shots, judges keeping score, and even trainers shadowboxing near the corner. Well worth noting is the increased emphasis on peripheral details outside the ring, which help create the sensation of fighting on the world stage. With or without the meters, the knockdown punches remain a highlight, with the action slowing down and the camera zooming in for that exact moment that your perfect punch reaches its destination. Fighters still show visual damage and fatigue over the course of a match, but unlike Round 3, the user interface (with health, stamina, and damage meters) is on by default, so you'll have to manually disable it if you're looking for a less intrusive on-screen experience. Luckily, Round 4 is no slouch: the fighters look better than ever, with increased detail and more lifelike animations, and the upgrade to 60 frames per second irons out the clunky movements and other hiccups from the last game. ![]() It's easy to think back on how great Round 3 looked for its time, but a lot has changed in the three years since its release.
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