Yeah i have it, if it was on my main user account i would be able to share it but anyways, it has its problems. Im going to try to explain my problems but i can't remember half of them due to me not playing it in almost a week now.
You can also skip my personal opinion cuz it may be too much reading and go straight to the bottom where EA responds to get was going on for the most part.lol.
1. First, they took the buttons away completely in the punching part outside of the signature punch. While this does take some of the button mashing away, it also forces people to use analog for combos, this is good and bad at the same time depending on how you feel about how it controls(the only punch i had trouble throwing consistently at will was the hook during combos). But many feel they shouldn't have taken away the option to at least use it. I like a lot of folks use both at the same time.
2. The punches are a lil too slow, you add to the fact that you have to use the analog too, it only compounds the problem. They don't duplicate the fighter's speed good enough, like Pacman.
3. The punches almost seem to have no damage, you really don't know if you actually got a good shot in if the controller didn't rumble. It doesn't seem like its paying off. Meaning the punches largely look telegraphed and are soft looking. So basically if feels like a slug fest without the power. They try to over dramatize it with the replay of the punch which looked so weak live which seems laughable at times cuz they make the person's face look like jello when they get hit. Physics are definitely wrong in that department.
4. Hurting your opponent seem kinda random, also its too easy to grab your opponent when your hurt to avoid getting knocked down. So if you don't get knocked down immediately and go into the stunned phase, its best to try to grab your opponent. The opponent can push you, but its difficult to gauge when to do that vs the grab at that time.
Some positives:
1. They got rid of the imaginary wall between the fighters, you will be able to get up close better. Punches get threw defensive up close better. Punches also slide of the opponent now, so no longer will it be clean shots all the time, you gotta punch correctly at the right time and distance.
2. Better commentary
Some in between:
1. Graphics-in some ways, its better, in some ways its worse. First off, you will notice the muscle flex during punches now. Better lighting effects now. On the down side, they seem to make the actual skin texture look worse now, the skin looks plastic compared to FN3. Also the faces look worse now along with the hair of the fighters. The blood looks worse too.
EA
Since the release of the Fight Night Round 4 demo several days ago, fight fans have had a few concerns as to the gameplay and overall mechanics. It’s nothing like Fight Night Round 3, and a few users have been unhappy with EA. Brian “Brizzo” Hayes, producer for Round 4, has addressed some of the issues that gamers have encountered at the EA Forums:
Update: 05-15-2009
Couple of quick things that I can speak about right away. First, for those interested in timelines, the demo was locked down about 7 weeks ago in early, early April. As you might imagine, the final weeks of development is when a lot of the fine tuning and polishing gets completed. For example, off the top off my head:
1.
Stamina. Stamina loss is a little higher and stamina regeneration is a little slower.
2.
Punch connections. Landed punch collisions are cleaner and hit reactions have more intensity.
3.
Cuts and Swelling. The onset is very fast in the demo. In the final version, depending on your susceptibility to damage you find that you might have several fights without incurring any significant damage - but then when it does happen, it really affects the way your fight plays out between rounds.
4.
Punch Animations. Tweaks on many punches occurred after the demo was out the door to address performance/technique issues.
5.
Gameplay Audio. The mix in the demo is not great and we know that. Lots of audio work was done in the final 6-7 weeks and it sounds much better.
6.
Counter Punch Window. The counter window is roughly the same length, maybe a little shorter in the final version. But we tuned how often you can open it up. They don’t happen as often overall.
7.
AI Difficulty & Exploits. The final weeks were spent heavily invested in finding AI exploits like the hook spamming, body punch spamming, haymaker spamming, etc. It’s tightened up quite a bit. Difficulty on the demo is pretty low, but we did that on purpose so people wouldn’t get annihilated their first few fights.
8.
Foot Speed & Locomotion. Little bit faster overall, but also behaves much better changing directions and maintaining distance to opponent when moving laterally.
9.
HUD & Settings. There is an option to turn off HUD in final game. Options to change camera too. Gameplay sliders to adjust power, damage, speed and CPU behaviors.
10. Miscellaneous Hatton has his new tattoos. Shane Mosley’s name is spelled correctly. As mentioned previously, several of the boxers overall ratings have been updated/balanced.
Hope that helps. More info to come when its available.
- Brizzo
PlayStation LifeStyle » Brian Hayes Addresses Fight Night Demo Issues
NIP:Basically 2 and 4 worried me the most about the demo but hey, they said they addressed it so theirs hope

. It still an ok game despite its flaws.