June 26th, 2009
Fight Night Round 4 IS About Fighting
At the Best Sports Game this edition, EA has presented Fight Night Round 4 promoting it as a “fighter” game, which due to the new analog stick-only punches controls and an improved focus on counterattacks, it really feels like a fighting game. All you have to do is learn the stick movements in order to obtain a good timing between the stick moves and the one displayed on the screen.
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But next to the uppercuts and hooks, you have to be in control of the countering that plays a major role in the gameplay. Timing the blocks and deviating the opponent’s punch enables you to find an opening to strike back with a fast, strong hit. But unfortunately there are still plenty of punches that remain uncountered, yet this new Round 4 is definitely more improved than the Round 3’s block system.
The game is breathing reality through a stunning graphics of the bodies, revealing the sweaty musculature while performing the punches and greatly improved physics that give a new face to the game. Your skills have a word to say while fighting, so long as deflected blows can damage and covering up doesn’t seem to be the solution.
Also present is the new Legacy mode that offers weak, poorly incorporated mini-games of training that partly contain games almost impossible to be successfully completed. This will determine plenty of the gamers to try the auto-train feature that would eventually be more successful.
Your goal is that through fighting, training, fighting again to finally reach at the top of the world, but this goal is unattainable as long as your opponent’s skills jump all of a sudden 20 levels forward. More fun is while playing against real living opponents. The online play both Xbox 360 and PS3 presents even a World Championship mode that enables you to fight against your folks.
Some of the critics agree with the fact that minigames of training are the weak point of the game, while the new physics is impressive. The option for auto training is giving better results in the upcoming fights where the fighting engine being physics-based gives a good sense of real. The game is running 60 frames per second, thus speeding up the rhythm of the fights.
As to the countering system critics disagree with the manner it is conceived since there are plenty of moments when sitting back and waiting for counter punch seem to be the only options. Others affirm that the counter-punching reacts a little bit too fast in this way determining a fighter to loose scoring otherwise good to be counted. In other gamers’ point of view the game seems to slow down for a second whenever a counterpunch is possible, and when you manage to land one, a bright flash appears as it hits.
But one way or another Fight Night Round 4 is about fighting and gives you the feeling of entertaining in a world where the graphics almost makes it tangible.






“Mytheon” is created as a game that mixes three genres addicted to an element that gives the ability to collect features. In this game players have to choose from a series of three different classes’ characters and start the quest for freedom that is reachable through powerful mythological gods. The ability to gain this godly freedom is possible due to the “Power Stones”, which are magical units converted into companions, structures and spells. The element that gives addiction to the game is gathering these innumerable stones that make the object of the player’s struggle.
The “Stainless Games” company managed to put together the engine that provides a game played in the manner that Magic was meant to be played: at a table with digital cards in your hand. The graphics of the game table is well rendered without any useless details displaying the right layout for an exciting game of Magic between several players. The rhythm of the game is well paced, too. Time is on your side in case you need extra minutes to think before you make the move. The computer is playing fast enough and you are allowed to turn off the card animations if you need to hurry up the things.
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