|System: PS3 (MOVE)|
|Dev: Coldwood Interactive|
|Pub: Sony Computer Entertainment|
|Release: November 16, 2010|
|Screen Resolution: 480p - 720p||Drug and Alcohol Reference|
by Andrew Groen
Fighting games have long been one of the most promising genres on the market since the motion-control revolution took hold with the Nintendo Wii in 2006. However, there has not been a single worthy entry in the genre that utilizes motion controllers. Wii Sports Boxing was an entertaining novelty for all of two or three minutes until players figured out that real motions are less effective than wild flailing.
Kinect also brought a new fighting franchise into the fold with the terrible Fighters Uncaged. Bizarrely, the best fighting game yet to be released on one of these systems is actually the boxing mini-game in Kinect Sports. The game was light on substance, but made up for it in style. The Fight: Lights Out could be said to accomplish the same thing.
There's not a lot to it, and it works decently (provided you follow the rather gameplay guidelines). There's also a neat art style and a unique aesthetic quality. When compared to its closest competitor, the awful Fighters Unleashed on Kinect, The Fight looks fantastic. However, anyone craving a fighting game that is about more than just smashing faces will find nothing to love about The Fight.
To its credit, The Fight is the deepest entry yet released in the newly minted motion-control fighting genre. There are modes for betting on your fights, lots of upgrades, and calorie-monitoring.
Depth of content is not an issue. The problem, rather, is the depth of the fighting system. After all, how deep and rewarding can it be when you're forced to keep your feet motionless throughout the entire proceedings? There are a wealth of different moves you can execute, but it's all fairly limited when your movement is so restricted.
Movement is instead handled by holding down the Move button and tilting the controller. Considering Sports Champions included far more fluid character motion months ago, this isn't something we expected to have to deal with again. The sacrifices to motion don't do a whole lot to make things go more smoothly though. Your character will still look ridiculous as he flails arms with careless abandon across the screen. No matter how deftly you attempt to conduct the fight, you'll still end up looking absurd in the replays.
That wouldn't be too big a deal, but the tracking isn't really up to snuff either. Some of these moments look ridiculous because your punch was wildly misinterpreted. A gut punch can turn into a windmill with little warning. Most of the time the controls work well, but since the advertising campaign likes to pretend that the whole experience is perfect 1:1 motion, I thought it pertinent to make this well known.