
When EA dropped its Knockout Kings franchise and first unveiled its replacement, EA Sports Fight Night 2004, we knew videogame boxing would never be the same. Taking a cue from Victorious Boxers' analog stick-driven input and expanding it into what is now one of the most natural and realistic input schemes in videogames, the Fight Night series has managed to transform the sweet science of boxing into a highly interactive and intuitive form, keeping true to both the brutality and sweetness of its science.
Honestly, when we first heard that Fight Night was indeed making its way to the PSP, we were quite a bit skeptical. One of the main reasons the series works so well is its dual analog control scheme, with overall movement assigned to the left stick and punches and blocks assigned to the right. It's so much a part of what makes the series great that the PSP's lack of a second analog stick would seem to have made a proper translation nearly impossible.
Fight Night Round 3 on the consoles introduces a number of new play mechanics, like new Impact Punches that allow to you intentionally try Flash KO's. As moving the franchise to the PSP was already something of a risky undertaking, some of the new in-ring additions to this year's release didn't make the cut into the PSP version. Part of the reason is that the control scheme would likely have gotten out of hand, so to speak.
As mentioned, the right analog stick's usual commands have been assigned to the four face buttons. It's set up in such a way that each of your boxer's arms are still independently controllable, allowing you to throw punches and place blocks anywhere you'd like, just as with the console versions. Square and Triangle function as left and right straights, respectively, while X and Circle are assigned to hooks. Pressing either Square and X or Triangle and Circle simultaneously will have you throw an uppercut, while holding either X or Circle will unleash a Haymaker.
The left trigger works just like the console versions in that it'll allow you to punch to the body or pivot your feet and move your torso to dodge. The right trigger will perform blocks, with the four face buttons allowing you to position your blocks in order to parry and counterpunch.
Really, from what we were able to take from it, we can't think of a better way for the Fight Night control layout to have been translated to the PSP. Sure, the button assignments might sound somewhat obvious, but it's the little things, like assigning uppercuts to dual-button presses rather than Haymakers, that make it work as naturally as it does. Just as with the console variants, the PSP version of Fight Night makes use of the button layout in the way that is most intuitive with the greatest amount of control, and it works very well.
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Posted: 13 Dec 2005