Fight Night Round 4 Q&A
Even though the popularity of the sport of boxing has had its highs and lows during the last 30 years, there has been a constant urge to replicate it in video-game form.
We begin with Atari. Boxing for the 2600 was not really like boxing at all. The top-down abomination (it’s funny that every match was “white guy vs. black guy) was a waste of time. But it was clear from the beginning that developers wanted to make sanctioned brawlers, and gamers wanted to relive Duran vs. Leonard on their crappy TV sets.
The Rocky movie series was peaking around the time that game consoles were getting big, so the push for a respectable boxing game was on once again. Coleco did one better by making a decent boxing game and nabbing Rocky licensing rights for its ColecoVision classic.
Rocky for ColecoVision was the buzz of boxing games in the early ’80s, but the arcade-game makers weren’t going down without a fight. Nintendo released the dual-screened Punch-Out in ’84, and the video-game boxing world was changed forever. Soon after, Namco put out the solid Ring King with the help of Data East, but it was merely a shadowboxer when Nintendo’s mind-blowing Punch-Out! shared the same arcade floor plan.
Boxer Styles Trailer
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Mike Tyson’s Punch-Out! for the NES was big enough to carry the video-game boxing world into the 1990s. And then EA came along and made the decision to feature myriad boxing greats, instead of merely featuring a cover boy. Knockout Kings pounded its way onto the PlayStation in the late ’90s, and EA has been pulverizing its competition ever since.
The series name has changed from Knockout Kings to Fight Night, but that hasn’t altered the Electronic Arts’ passion to make its competition eat canvas. This is especially true with the up-and-coming Fight Night Round 4, since it’s the first time that EA Canada gets a crack at video boxing.
We had a chance to chat with key members of the fresh Fight Night Round 4 development team about how they are evolving the series. Brian Hayes (gameplay producer), Jeff Atienza (line producer) and Mike Mahar (legacy mode producer) played rope-a-dope with a few of our inquiries, but they were good sports overall—even when dealing with questions surrounding the enigma of the boxing world: Mike Tyson.
Here’s what the team had to say:
TeamXbox: Character style isn’t as big of a deal in team sports like FIFA or Madden, but it’s huge in one-on-one affairs such as boxing. To what degree did a boxer’s signature “style” come into play while building each character from scratch?
Fight Night Round 4 team: Style is a big component of Fight Night Round 4. We started by defining seven boxing style archetypes or strategic approaches to boxing. We’ve defined these as an inside fighter, a brawler, a slugger, a counter puncher, a boxer puncher and both conventional and unconventional fighters. Then we found boxers in real life that basically typified each of these archetypes, and the team matched everything up. We also combined some of these traits for those boxers that fight like one or more of these archetypes. Once the archetype was established, we went ahead and fine tuned each boxer for additional realism—for instance, how strong a fighter is in later rounds or how good they are at fighting after being knocked down.
TeamXbox: How did you determine the overall archetype and composition of each featured boxer?
Fight Night Round 4 team: This was achieved through file footage of the boxers in action and by looking at each fighter’s physical attributes.
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