PRE-GAME
Do
you have what it takes to become boxing's undisputed champion of the
world? The strength, the speed, the heart?
You
better because the competition is vicious and it's going to take all
you have to make it to the top!
Create
your champion, train your fighter to suit your style and hit the
ring. The punches are going to start flying and you better be ready;
take the belt or you're going to hit the mat.
Ladies
and gentlemen, it's Fight Night!
EYE-SPY
THE
HOOK: The original Fight Night filled a void in the sport genre
world for a quality arcade style boxing game, yet it as far from
perfect. With Fight Night Round 2, EA has gone back to rework the
technical problems of the first game and produced something that, in
essence, is the spiritual successor to the SNES classic Mike Tyson's
Punch-Out.
HOW IT LOOKS AND FEELS:
Trust me when I say there are going to be quite a few moments in
this game where you'll just sit back and think "wow, that looks
practically real!" Fight Night Round 2 showcases some of the
best texture work I've seen in a console game to date (the closest
comparison I can think of would be Half-Life 2 on the PC). It is
amazing how lifelike the skin and facial structures can look at
times. Sweat will bead off characters' faces and bodies, blood will
trickle down from open cuts and as you get beaten closer to the
brink of collapse, your face will show ever bruise and bump. Once
again, as your damage increases so does swelling and bruising. After
a very heavily fought title bout, you're likely to come out looking
like an over handled piece of rump roast. Glorious indeed!
The models themselves
exhibit a wide range of very fluid and true-to-life animations as
well. Punches flow together nicely and your character won't jerk
around to-and-fro. The motion capture shows some definite polish and
despite a few occasional glitches here and there, you should be
quite pleased. The arenas are also well detailed, pretty original
and satisfactory. The crowd can be a bit static at times but you'll
never notice them all the much and they do rise above the standard
two-frame pixel animations that most games tend to stick with.
On the control front, I
have to say that while I was somewhat hesitant at the "Total
Boxing" controls at first, once you get the hang of it, combos
become second nature. Basically, the left analog stick is used for
controlling your movement and the right analog stick controls your
punching. Pushing it in certain directions results in jabs,
uppercuts or hooks. Tweaking how you pull off these moves, or
pulling back a punch, will result in a haymaker style slam. It's
great fun. Leaning and blocking are accomplished by holding one of
the shoulder buttons. It takes a bit of practice to get good at
leaning, blocking and punching simultaneously, but it's worth the
effort. While you can change the controls to punch with the buttons,
I wouldn't recommend it. Get used to the analog stick and you'll be
unstoppable.
HOW
IT SOUNDS: I've really enjoyed the EA Sports soundtracks in the
past. Not only were they extremely lengthy but they represented a
particular genre of music fairly well (such as in SSX or Burnout 3).
Fight Night Round 2 however has been left in the dust. You are given
a handful of rap songs that, while not entirely perfect, are
enjoyable enough to listen to. The problem lies in the fact that
there are maybe six or seven songs, tops. This means you'll be
hearing the same thing over and over again. Now granted, the only
time you hear any music is when you're in the pregame menus (picking
fights, buying stuff, and checking stats) but a little more variety
would have been nice. Plus, why can't I turn the music on during a
round? I'm aware it's not all that realistic, but neither is the
game so at least having it as an option wouldn't hurt right?
Throwing two big muscle
bound fighters into a boxing ring and letting them have at each
other just begs for some meaty punching noises, this is where Fight
Night Round 2 shines. Bone shattering punches and smashes are quite
common and very realistic sounding.
Your boxer will grunt and wheeze and let out every manner of
noise you would image someone being pummeled to death would. The
crowd roars when a massive uppercut lands and boos if all you do is
dance around. I especially like the little touches. The slow-mo
replays are priceless! Nothing like hearing a slowed down groan as
your fist connects with the other guy's face. They even give your
quick haymaker punches, in the replays, an almost missile sounding
effect. It's just good stuff.
As a quick note, the
announcer in the game isn't as annoying as most. It's not perfect
and at times the commentary gets sort of backed up or behind the
action, especially during some quick exchanges. I didn't have any
urge to turn off the announcer though so take that as a positive
note. Still, the same recommendations for future versions still
applies; more variety, more humorous comments and more enthusiasm.
EXTRAS:
As you progress up the ranks, you'll earn quite a bit of money. You
can use it to purchase new gear such as trunks, gloves, taunts and
even tattoos for your boxer. There are few hidden characters as well
though I'd have liked to see more of them. A little behind the
scenes commentary or making-of videos would have been nice too, but
oh well. One thing to note however is that the Gamecube version of
the game comes packaged with the old SNES Super Punch Out!! Quite a
cool little extra for you GC people.
CINEMATIC EXPERIENCE: The
opening movie is nothing to write home about and after watching it
once you'll likely just skip right by it the next time. No other
real cinemas to speak of though. Entrance effects are nice but once
you've seen them all, it's just another thing to skip.
BEST PLAYER: Logic would
dictate that the boxer you create and build up yourself would be the
best since you've sort of customized them to your own style.
However, you can also "rebuild" a legend through their
career. There are a ton of famous boxers and picking a best would be
pointless due to the many weight classes and such but really, how
could you not go with Muhammad Ali? You have to!
CHEAT CODE YOU NEED: The
best I could dig up is to enter Getfab as the first name of a
created boxer. Save the created boxer and Ghetto Fabulous will be
unlocked under the heavyweight’s roster. Nothing fancy, but
fabulous all the same!
CHEAT CODE YOU WANT: Super
punches! Anything that would allow me to wind up and just send a guy
flying across the ring. I have no logical way to explain why I want
this, but you know that deep down inside, you want it too.
OH MAN! MOMENT: The jump
from Medium to Hard difficulty seems a bit much. Medium can be a
challenge in the later fights, but you'll be beating yourself silly
if you just pop into Hard mode unaware. Those boxers have laser
guided fists....fists that leave massive bruises and incalculable
amounts of internal bleeding. It hurts so much!
GLITCH
ITCH: While uncommon, there are occasional hit-detection problems.
Punches that should have connected are probably the only thing I
really noticed. The end of the round replays can be a bit weird at
times too. Sometimes, you'll get a great slow-mo scene of....well,
nothing really happening at all. Just the two boxers maybe leaning
or blocking. I'm sure someone out there wants to see an amazing
replay of when their character leaned left and then leaned right;
all while blocking...but not me. I'll settle with skull shattering
punches.
FAN SERVICE: Well, boxing
fans will love being able to play as a lot of legendary
fighters...other then that though, you're sort of on your own here.
Maybe you have a love for unabated fits of violence and a love of
boxing
END
GAME:
Being
a guy who isn't all that interested in the sports game world, I'm
pretty surprised I enjoyed Fight Night Round 2 as much as I did.
This may or may not have something to due with the fact that despite
being branded with the EA Sports logo, this game is far from a
simulation of boxing. Throwing haymakers and stringing together
combos isn't complex or daunting, though at times this can make for
somewhat simplistic game play.
If there is one problem I
have with the game it would be longevity. Frankly, there just isn't
enough of a variety of punches. Aside from "signature
punches" that can be purchased (definitely not enough of those
either) you're limited to jabs, hooks and uppercuts. Hooks and
uppercuts can be pulled back and swung with extra strength as
haymakers while jabs are used more for annoyances or creating
openings and combos. After a while though, you'll find that there
just isn't enough of a variety in either punch animations or
selection. I really would have liked to see a bigger depth in that
area, maybe more skill based rewards. Sooner or later, you're going
to tire of just beating people up.
Yet, I keep coming back to
the game for some reason! Especially with a group of friends, it can
be a blast. Rewatching the slow-motion replays and screaming
obscenities at each other; trading punches and jabs down to the very
last second; that tension building as you struggle to get up off the
mat as your friends mock you. This game begs to be played at
parties. It's quick to start, not hard to get the hang of and just
overall fun. Don't forget there is online play available for the PS2
and Xbox versions. I wasn't able to test it out for this review but
judging from the message boards and topics of other players, it
works pretty well.
When you really get into
it though, that's when you can just get lost in the action. Just the
little details that really pull you into the action. The way, during
a replay, you can see your opponent's face actually getting smashed
with your punches and watching their cheeks and lips flap around
after a nasty punch. Especially after a really nasty haymaker, you
will often time just sort of cringe and go "Oooohh! That looked
like it hurt!" I've done it a thousand times now.
The added features in
Fight Night Round 2 are somewhat of a mixed bag. I really enjoy the
new analog style boxing controls. They are fluid, fast and a lot
more natural feeling then just tapping buttons. However, the whole
Cutman feature feels like a waste of time. Basically, between rounds
you can push down the bruising on your character or heal up cuts. At
first, it's kind of neat but after a while it becomes a chore. You
can have the game Auto heal for you, but during the tougher later
bouts (especially on Medium or Hard mode) you really have to do it
yourself. Then it just turns into a chore. The same goes for the
training exercises. They're fun for a while but they get old very
quickly.
As a quick side note, does
everything in this game have to have the EA label spewed across it?
EA Haymakers, EA Cutman, EA shoes and EA trunks. For the love of all
that is holy in this world, we know you're behind the game EA!
Please don't remind me of it every second you can! One of these days
I really will "Challenge everything!" and you're going to
be at the top of my list.
In
the end though, despite the issues with longevity and possible
repetitiveness, I'd recommend this game for almost anyone. Sports
fans will like that there is finally a decent and easy to play
boxing game on the market while arcade and fighting fans will enjoy
the more laid back areas of the game. It's brutally good looking and
responsive to the core. More then worth your hard earned money to
pick up a copy. As an aside, I'd recommend the PS2 version over the
other versions; merely because the PS2 control just works the best
with the analog stick boxing. I really hope there is a Fight Night
Round 3 somewhere in the works because with more content and even
more variety, this could become one hell of a franchise.
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