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Fight Night: Round 2
Score: 85%
ESRB: Teen
Publisher: EA Sports
Developer: EA Sports
Media: GCD/1
Players: 1 - 2
Genre: Sports (Boxing)

Graphics & Sound:
After a successful re-branding of its boxing franchise Knockout Kings, EA is back with the second round of boxing action in Fight Night: Round 2. Though the original was a marked improvement over what the series had become, it still had issues. Round 2 cleans up these issues and, while it’s still not perfect, it’s easily one of the best boxing games ever made.

Only the pickiest of gamers will find something wrong with Round 2’s presentation. The boxer models are amazingly life-like and lack that “plastic” feel seen in other sports games. Boxers feel more like real fighters rather than action figures. Part of the realism comes from the smooth punch animations that flow nicely into one another, without a transitional “jerk” or stutter between movements. Other small elements like glistening sweat and a few drips of blood help to really sell the package.

Because of the high level of detail seen in each boxer, other elements have to suffer – namely, the arenas. They still look remarkably well done, but they lack the spark that makes the boxers stand out. Other background elements, such as ring card girls and managers, also lack the smaller details. Considering the whole package, this isn’t that big a deal since you won’t spend enough time staring at the background elements (okay, so maybe you’ll stare a little longer at the ring girls) to really care.

Commentary is good, but suffers from the same inaccuracy as other sports games. Calls are usually in the general vicinity of what’s going on, but really lack the specifics you’d find in a real match. Commentary is also limited in some areas, so expect to hear some phrases repeated. Round 2 retains last year’s hip hop vibe in the music department and really comes down to a love-it or hate-it deal. It was nothing I would personally listen to by my own free will, but within the game’s context, it works.


Gameplay:
Career mode offers two paths through the game. You can either use the Create-A-Champ mode and bring up your own fighter or recreate the career of one of the game’s licensed fighters, including Evander Holyfield, “Sugar” Ray Leonard, and Muhammad Ali.

Create-A-Champ mode offers a little more flexibility and investment than an already established boxer. You can distribute points and create someone to fit your style rather than try to adapt to a preset one. There is some leeway given when using “named” fighters, so don’t feel like you’re forced into something. At the same time, it’s worth it to create your own legend rather than trying to stand on the shoulders of another.

Regardless of which path you take, you have to manage your career from no-name to known-name. As you schedule fights and move up in the ranks, you earn money, which can then be spent on items like a cutman, ring entrances, and ring card girls. Everything you purchase has an effect on your fighter, either by boosting his performance or by giving you the edge in a fight. Perhaps the most important perk you can buy is a good cutman, who can really influence the outcome of a close match.

Between rounds you play a mini-game in which you get a chance to reduce some of your fighter’s damage. How much damage you recover is based on how good a cutman you have and how quick you are with the analog stick. Like the training mini-games between matches which increase your attributes, the cutman games are great. Both add a more realistic touch to the game and break away from the silly “mash the button” means used in previous boxing games.

In lieu of an Online mode, EA has thrown in a special treat for Nintendo fans – a pixel-perfect port of Super Punch-Out!! It doesn’t completely make up for the lack of online play (something we have Nintendo to thank for), but it’s still an excellent addition that makes the GameCube version of the game a little more palatable – except when you get into the few of the control issues that pop up as a result of the system’s controller.


Difficulty:
The Amateur ranks can be completed with relative ease. Not to say that every match is a cakewalk, but lower ranks seem more like practice for bigger matches than anything else. Veterans of the last game will probably want to skip right to the bigger matches. Newcomers, however, should spend as much time as they can with lower ranking matches since once you’re in a high ranking fight, there’s no time for practice and the big guys will take you down quickly if you don’t know what you’re doing.

Game Mechanics:
Fight Night: Round 2 expands on the system introduced in last year’s game. Instead of relying on complex button combos, the system instead uses the C-stick and shoulder buttons to deliver quick punches. Simple punches are controlled by using a series of quarter and semi-circles, similar to the combinations found in most fighter games (only without the button presses). The flow of punches is very natural and fits with the movements of the C-stick. Stronger punches are just as easy to throw as quick ones, requiring you to wind up before releasing. Trying to figure out what motions pull off which moves is confusing at first, but it makes sense once you spend some time with the manual. As always, experience helps as well.

Punches aren’t limited to just a few flicks of the C-stick. While holding the left shoulder button, you can execute body shots, allowing you to quickly alternate between head and body blows while keeping the same punch scheme. After some practice, you’ll find yourself pulling off combinations and fakes instinctively. Holding the right shoulder button brings up defensive options. Similar to punches, the C-stick also dictates your blocks and parries. Blocking is rather easy, but parrying takes practice and timing. Learning to parry is worth the headaches it initially causes since it can quickly become one of your most effective in-game weapons. Dodges can also be executed by pressing both shoulder buttons together.

Any problems with the system’s feel come from the GameCube’s controller. To put it bluntly, the GameCube controller absolutely sucks for this type of game. It’s clear that the C-stick really wasn’t built with this type of rigorous gameplay in mind. Even after some real woodshedding with the C-stick, it never felt as natural as on the other two consoles. Punches feel very forced and hard. It’s not so bad that the game is unplayable, but it never feels comfortable.

Fight Night: Round 2 is a fantastic game that is hampered more by the system it’s played on rather than anything the developers did. If Super Punch-Out!! is enough of a selling point, or you’re limited in system choice, Round 2 is still worth the purchase. On the other hand, if you have the luxury of getting it for another system, do so.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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