Das Spiel wird der Hammer, vor allem wgen den Physikeffekten:
"We have a new physics-based gameplay engine, and with that, we have a tremendous collision detection system," explains Hayes. "These are two full-bodied athletes fighting in the ring and they´re not clipping into each other as they fight. Arms aren´t passing through each other, hands aren´t disappearing into the other guy´s torso. They just look much more corporeal. And with the physics-based animation system and gameplay engine, we´re not relying on video-gamey mechanics to deliver punch strength. In Fight Night Round 3, to throw a harder punch, you wound back the stick more. In Fight Round 4, we´re actually utilizing the physics engine to analyze the direction, the force and the level of contact for each punch, and we´re using that to determine the impact the punch is going to have.
So it´s no longer about how far you wind up the stick. Now it´s about how it hits the target. It´s about how cleanly it lands and what current level of stamina you have and all of that stuff. So you´ll see a much more varied number of interactions because of the collision detection and because of the physics system, because punches are not always going to land clean. Some will slide off of the side of the head or skate over the top of the head and not have a lot of affect, but when they land clean, that´s when you´ll see the big impacts. It´s much more realistic if you´re used to watching real fights. You see forearms bouncing into shoulders and punches just missing off the side of the head as opposed to it always being either a punch that hits or a punch that misses. So the variety of punch impacts that you see in Fight Night Round 4 is much more realistic and it´s a much more varied experience. It looks like a much more fluid fight playing out before your eyes."