![]() ![]() This system ditches the motions from the previous game in favour of directional inputs which translate to straights, hooks and uppercuts when tilting the stick either up, down or to the side. While this was technically sound, there were many who disliked the strict recognition that would often turn a well-timed hook into an unplanned uppercut – which, if you'd spaced for the former, could leave you wide open for a galling counterpunch.Ĭhampion's more elegant solution is the revamped Full Spectrum Punch Control. In Round 4, this translated to Total Punch Control, a system that used circular motions on the right stick to convey the bread-and-butter of boxing ballistics. ![]() Those first few bouts are a harsh lesson in the nuances of pugilism, but after gradually getting to grips with leaning, weaving and effective counterpunching – rather than just flailing like a rabid wolverine and getting rocked for your trouble – you'll start to develop the boxing fundamentals. But the transition from arcade to simulation was far from easy.įor those weaned on a stick and six buttons, the switch to dual analogue control is initially met with frustration bordering on deep-seated loathing. This was a boxing simulation in its purest form, both as a martial art with an elegant dance of full body movement, and as a sport where the only way to deal damage is by propelling padded knuckles above the belt line. Moving away from the familiar Dash Straights and Machinegun Blows, I discovered something less instantly gratifying but no less technically rewarding. This epiphany then prompted me to sample the other simulation of the moment, namely Fight Night Round 4. But ever since Eurogamer asked me to transfer my arcade fighter fanaticism to a preview of UFC Undisputed 2009, I've realised that strategic stamina control can be just as intense as setting up cross-ups and frame traps. Unless you really want to invest the time into perfecting it, don't bother picking this one up.There was a time when I wouldn't have taken a second glance at Fight Night Champion. Overall, then, while this game is so tantalizing in offering all the classic fighters from days gone by, the controls still are not good enough to make it all that fun ****. This relegated "Fight Night" to the back of the gaming shelf. I knew there was more in-depth controlling I could do, but I didn't need to be an expert button-er to dive right in. Within one match, I could easily pick up the controls and had great fun with the game. Until you completely master the various punching/blocking/dodging controls, you it is pretty much just randomly hitting buttons and hoping for results.įor a comparison: Shortly after trying this game out, I also got WWE 2K14 for the XBOX 360. ![]() ![]() I played this with some friends for a couple of hours, and after that time all we determined is that we would need more practice to truly be good. Though playing as classic boxers is fun, it doesn't make up for the fact that boxing video games have almost an impossible task when it comes to controls. Unfortunately, like with most pugilistic video game efforts, it is just too difficult to play without a steep learning curve. With playable characters like Muhammad Ali, Joe Frazier, Evander Holyfield, Lennox Lewis, and Mike Tyson, I thought this had the chance to be great. Ever since I was obsessed with the NES "Punch-Out!", I've been searching for the next great boxing sim. ![]()
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