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For some people, knowledge of professional boxing stretches about
as far as the Rocky movies and Mike Tyson. For others, the
violent but undeniably entertaining sport is the perfect example
of two people pushing their bodies to the physical and mental limits.
Either way, gaming versions of the sport of pugilists have been
plentiful, although the quality has varied greatly over the years.
Particular examples of note would be the immortal Punch Out on the
Nintendo Entertainment System, or more recently, Ready 2 Rumble
boxing, which launched with the Sega Dreamcast as a means of showing
off the raw power of the machine. Interestingly, the Xbox 360 version
of Fight
Night Round 3 seems to do much the same. But how well do its
current generation brethren stack up in comparison? Let's find out,
shall we?
Those
who delve straight into the thick of combat will immediately notice
the extremely detailed textures used on the boxers themselves. Their
skin glistens with sweat and light bounces off their leather gloves,
giving an impressive sense of realism, not too far removed from
the previously mentioned 360 version. The 3D model of each fighter
moves fluently, an important attribute considering the nature of
the game; an unresponsive and sluggish character model would severely
hamper the game's playability, but thankfully no such problems arise
here. Possibly the only negative aspect of the character's composition
is collision detection, which goes completely out of the window
in certain situations. Knock your opponent down, for instance, and
as his body falls in woefully overused slow motion, laugh at the
absurdity of your fist passing straight through his head on his
journey to the canvas. This is then swiftly followed by your fallen
adversary's body twitching awkwardly, as if shocked by a thousand
volts, a bizarre display that occurs all too often. Still, these
two oversights of physics only take up a few seconds each and have
no negative bearing on the combat itself.
So
we know the fighters look good, but what about the other visuals?
Well, sadly, it's the usual story for crowd animations; a few paper-thin,
faceless blocks of colour standing around the ringside, punching
their fists into the air over and over again is all you get. This
isn't as noticeable in the larger arenas, where the crowd becomes
a grey-black blur with the occasional lens flare to signal a camera
flash, but you have to plough quite far through career mode to even
reach this stage, so by then you can't help but notice the woeful
figures, only vaguely resembling something human.
Thankfully,
the arenas themselves are noticeably better than the crowd that
occupies them. In the beginning you're stuck in a drab, grey, stone
wall gym, as you commence your ascension through the ranks. Small
touches like detailed posters of fights going on at the same time
highlight the visible effort put into your surroundings. Then, later
on, you'll find yourself in more and more extravagant locales, including
Madison Square Garden. Here, lighting techniques are used to maximum
effect to create an illusion of spectacle and grandeur (I suppose
you could call it a 'sense of occasion'). These stadiums are then
unlocked for use in the other modes, so you can always come back
later to feel like a superstar again.
Only
one other item stands out, graphically, and it's one I feel we'll
be coming across more and more in the future - advertising. Fight
Night Round 3 is sponsored by no less than three companies, the
biggest of these being fast-food chain Burger King. It's their banners
and posters that you'll find strewn all over the arenas, and whilst
this particular consequence of their sponsorship has little effect
on gameplay, there's another that has slightly more impact, which
I'll come to later.
Keeping with presentation, the soundtrack comes courtesy of twelve
high-profile hip-hop artists (I'm not entirely sure why hip-hop
is associated with boxing, though), including Brasco and Akon. If,
like me, hip-hop isn't to your tastes, you can disable these tracks
in the options menu, leaving you with the satisfying grunts of the
boxers and the hit-and-miss commentary. Fight Night Round 3 is of
a higher standard than most other sports offerings and, most importantly,
the commentary is usually in sync with the action. What this means
is that when you throw a jab to the body, the announcer won't still
be going on about the haymaker to the head you delivered last round.
Names are also handled relatively well, only occasionally sounding
awkward and jerky, pronounced with relatively convincing vocal tones.
Unfortunately, repetition is a huge problem; I appreciate that it's
only possible for a certain number of phrases to be included in
one game, but hearing the same line of commentary three times in
a single round severely detracts from the realism that the graphics
try so valiantly to create. As with most high profile, high quality
sports titles, it's a shame, because otherwise, the game's presentation
is relatively spot-on.
Naturally,
none of this would mean anything if the mechanics at the heart of
the game didn't function properly. Thankfully, Fight Night Round
3 delivers a competent performance in this respect. Basic gameplay
consists of your chosen boxer and your opponent taking up a relatively
sizeable chunk of the screen, shown from a waist-height view. Here
the camera functions well, keeping the focus where it needs to be
and, crucially, never obscuring your view. You're often required
to react quickly and instinctively (especially if you wish to become
proficient at countering), so the competence of the camera is vital
and pleasing to see, since so many games lack this important aspect
and fail where they should succeed.
There
are many possible controller configurations for you to choose from,
although the default config favoured by the game puts the various
types of punches (jabs, hooks, haymakers and even 'illegal' moves
like head butts) on the right analogue stick, with the full 3D movement
of your character assigned to the left. A message on one of the
loading screens proclaims 'button bashers not allowed' and they're
certainly not wrong. Although a relatively thorough tutorial guides
you through the basics of movement, attack, blocking and parrying,
it takes a considerable amount of effort on your part to get good
enough to progress deep into career mode. You'll eventually learn
that dodging and weaving and fighting back with counter-punches
is significantly more effective (in most cases) than blind offensives.
Wear
your opponent down enough, signified by two health bars at the bottom
of the screen, and things will, yet again, slow down, signifying
that one or two more hits will send him crashing to the mat. Against
a computer-controlled opponent, the AI can become nigh on unbeatable
in this state, suddenly blocking and countering everything you throw
at them. This feels a little cheap and unrealistic, considering
an AI fighter can go two rounds without blocking a punch before
suddenly gaining the eye of the tiger, despite the barrage of haymakers
you've just pummelled their head with. Still, land a successful
hit during this time and you'll be treated to a brutally realistic
zoomed view of the blow, in some cases giving you the luxury of
watching your fist crashing into your opponent's jaw, although often
a previous problem occurs here too, with your glove actually passing
straight through the guy's head.
At
times, the learning curve in career mode, where you'll spend most
of your time, can take a drastic leap, taking you from an easy win
in your previous match to an invincible behemoth in your next, with
no explanation. Personally, I found this unfathomable, unnecessary
and incredibly frustrating. Coming back to the start of career and
you begin by picking a fighter from a rather impressive roster of
famous faces. Then, by virtue of your own determination and skill,
you plough through one opponent after another until you've won every
title, trophy, belt, fortune and ounce of respect and popularity
going. I'd like to tell you more, but that's really is all there
is to it. It sounds simplistic, and it is, but when you look at
it objectively, you realise that a boxing career mode doesn't need
to be any deeper than that; it is basically just a venue for you
to fight an increasingly difficult string of enemies and put the
well polished mechanics of the game on display.
Between
each fight you must train under the wing of one of four trainers.
You do this by playing a mini game, ranging from lifting weights
in rhythm with the analogue sticks to beating the hell out of a
dummy in a designated order. You then get a boost to your stats
(basic things like Strength, Speed, Agility and so on) based on
your performance, which govern how well you perform in a fight.
Without this, progression through career mode would become incredibly
difficult, perhaps even impossible, as later opponents would be
capable of beating you by simply hitting you much harder than you
could physically stand. It's worth noting, however, that ploughing
all your effort into the Strength attribute will see off most opponents
pretty efficiently. This is a little disappointing, since going
down this path eliminates strategy against all but the toughest
fighters.
Remember
when I mentioned Burger King's influence on the game? It's here
where it gets scary. Progress through the career mode enough and
you'll unlock the fourth trainer... the King himself. That's right,
the scary, plastic-faced King of Burgers mascot trains you in the
fine art of clubbing someone else in the face. That's just a little
bit freaky.
The
lifespan of the game is mainly governed by how long it takes you
to get through the lengthy career mode and how much you want to
unlock things like new shorts for your fighter (but even this can
be cut short by a particular fight granting you a million dollars
to spend in the Unlock Shop on victory). The only other thing to
stick around for is the ESPN Classics, a series of fights where
you can re-enact famous boxing rivalries with timeless legends such
as Muhammad Ali. These are fairly taxing and add some extra challenge,
but feel somewhat tacked on as a last-ditch effort to push out the
game's longevity, and while the versus mode is great if you've got
friends available, the lack of support for online play in Europe
is quite frankly disgraceful, and really damages the lifespan of
this otherwise excellent game.
Fight
Night Round 3 delivers in all the areas that are important in a
boxing sim; it brings the big names to life with luscious graphics
and gives them form and ability, with a well-made control system
and decent game mechanics. A few technical glitches aside, it's
a pretty great turn out from EA, and were Fight Night Round 3 to
be a boxer itself, it wouldn't win by total knockout, but would
definitely go the twelve rounds and come out on top.
Reviewed by Zayne Finch for AceGamez (All Rights Reserved).
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