
Looking at EA's new Fight Night Round 3, you might be tempted to think that not much has changed from the last bout. Sure, the 360 release looks incredible, but back in the current gen not much seems different at first glance. Thankfully, that's simply not true. Round 3 revamps the game's AI and physicality, adds layers to career mode and generally feels like the best boxing simulation we've ever played.
Of course, even the graphics, which do represent a step forward from last year, feature a few new touches. There's a lot more individual style to each boxer, with a mixture of punching and blocking styles to suit every body type. Even on the PS2, watching Fight Night in action is hugely enjoyable as the differences between fighters are quickly apparent.
Unlike the 360 release, which does away with onscreen indicators entirely, the current-gen versions feature a small readout for each fighter. If you're jealous of the 360 and want to switch off the HUD, feel free. Just realize that the facial details and animations aren't quite detailed enough on the Xbox and PS2 to provide an accurate snapshot of a fighter's condition. When big hits come through, the body definitely sags and you can see speed begin to falter, but don't expect to know every cut that marks a boxer's face.
The game's big innovation has been the use of the right analog stick to throw all punches, and EA has made the stick more responsive and variable than before. Learning to use it takes some time; at first the game will even seem to move too slowly. But as players learn the rhythm of the game, they'll see how to counter and parry and string together devastating hit combos. While Fight Night has many enviable qualities, it's that emphasis of rhythm over brutality that really stands out.
Two big complaints were levied against last year's game: landing flurries of haymakers was easy and dominated every bout, and the career mode was too thin. The haymaker issue has been addressed with big impact punches that take more time to throw and leave a greater window of vulnerability if poorly executed. This is a game of jabs and body shots, where fighters have to measure the blocking ability and speed of an opponent to win.
The AI follows suit, and you'll no longer see big fighters throwing speed-based combos to the exclusion of all else, or wading in with sweeping haymakers when other techniques are patently more plausible. It's even possible to let your guard down and lure a CPU fighter into a trap, provided you've got the stamina to take a few blows.
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Posted: 21 Feb 2006