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Review: EA's Fight Night Champion a Solid Addition to the Popular Series

Fightnightchampion_packshot_medium Do you like video games? You're here, so we know you like boxing. Waldo Rastel drops in for a Bad Left Hook Special Report!, as he reviews the newest entry into the EA Sports boxing franchise, Fight Night Champion.

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The latest attempt to perfect the sweet science is here, in the form of EA's Fight Night Champion. Some of you may be gamers, and some may just be boxing fans interested in how modern boxing games work, so I'll try to keep it a little light and less technical (I may save that for the comments). For people new to the Fight Night series of games, here is the gist. These games aim for realism, unlike Mike Tyson's Punch-Out!!, and use a sophisticated physics engine to model contact and accuracy. This series also takes the realism a bit further into boxing simulator with the legacy mode. In this mode you can create your own boxer and train him until he reaches the top. Usually, you have to balance a variety of stats (speed, power, accuracy, defense, etc.) so as to maximize your own personal fight style. This particular game is either the fifth or sixth of the series (depending on where you think the series started), and should be the best that there is to offer in terms of modern boxing games.

The game starts out with a bang and it sucks you in to the new Championship mode. This mode follows the story of Andre Bishop. This is interesting mostly because it is new and it is a good way to introduce players into the control scheme of the game. The control scheme is the full spectrum punch system which is a fancy way of saying that you flick the control stick and it throws punches. Gone is the complicated system of making joystick movements and this flick system along with one-button one punch controls replace it. Is the new system better? Meh, it's different, but I really didn't have a problem with the previous system.

As for the story mode, it's really clichéd. Take the show "Lights Out" and multiply by about five. It's got everything and if you like that kind of thing, it's fine. If you don't, then this part of the game is going to be a little nagging and I would skip it. Overall it's at least engaging and fun.

Gameplay

It's faster than the previous years and that by itself makes it a better game. There is an appreciation for the speed and the finer points of the science which is nice to see. Counters in this game are different now too. Now you just have a block button and then you take your shot after that. However, you can now hit around a guard and the AI takes full advantage of it (this can be annoying as all get out).

Movement has always been my major complaint about this series and it rears its ugly head here again. EA's developers just can't seem to get the right fluidity down in the ring. The fighters feel very weighty and very slow with the result being that most fights are trading punches inside a phone booth. Jabbing from the outside and keeping your powerful opponent at bay is almost impossible. Also, punches don't seem to have the right kind of impact. Punches, even when blocked, should carry some weight, and they simply don't. The punch modifier is a nice addition with no more overpowered haymakers.

Overall

It's the best boxing game out there, but it is by no means perfect. However, if you want to beat up your most hated fighter with your personal favorite, this is the game for you. If you liked the previous games, you are going to like this one.

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sounds pretty cool. I played the first two, got way into it.

"You can't search me without probable cause Or that proper ammunition they call reasonable suspicion Listen while I bring friction to your whole jurisdiction" - Fugees

by lcollins1 on Mar 3, 2011 12:48 PM EST reply actions  

nah, download the original 4d sports boxing, it’s the best boxing game ever made, in 1991 or something. it has everything…i dunno how they got it so right on a dos game, but it’s the first of it’s kind in which fight night and all kings of the rings copied off of, but never quite got right…

"According to all the laws of aerodynamics the bumble-bee should not fly, but the bumble-bee does not know this and so flies anyway."

by cylee1180 on Mar 3, 2011 12:50 PM EST reply actions  

This isn’t related to the game, but read this article, it pertains directly to your sig : ) Its interesting reading: http://backreaction.blogspot.com/2008/05/bumblebees-cant-fly.html

by cyke on Mar 3, 2011 1:24 PM EST up reply actions  

Thanks!

"According to all the laws of aerodynamics the bumble-bee should not fly, but the bumble-bee does not know this and so flies anyway."

by cylee1180 on Mar 3, 2011 9:00 PM EST up reply actions  

Nice review

Great to hear that the pace of the game is improved, but really sad to hear that they still haven’t figured out how to fix the mobility issues. As much as I love phone booth battles in real life, I gave up on FN4 mainly because every fight I played would break down into a static slugfest. It didn’t feel as if you could really take advantage of a fast fighter’s advantages.

I’m curious about the one button/one punch system. I liked the concept of the system used in the previous iteration, but found it alternatively over-sensitive or downright unresponsive.

Maybe I’ll check out the demo…

by RingwalkNIPPON on Mar 4, 2011 12:56 AM EST reply actions  

The mobility is a little better in this iteration. For example, in this game you can actually jab and move at the same time which goes a long way into keeping some of the matches from deteriorating into phone booth battles. It is really a hard balance to keep between power and mobility with the developers choosing power, I’m guessing, because KOs are exciting.

"The bell that tolls for all in boxing belongs to a cash register."
-Bob Verdi

by Waldo Rastel on Mar 4, 2011 1:56 AM EST up reply actions  

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