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FNR3
goes the distance on the consoles and will knock you
out with a visual KO on the X360. by
Vaughn Smith
March
7, 2006 - Although
I'm slightly upset that Fight Night Round 3 isn't
available on the Cube (for reasons I'll explain momentarily),
I'm willing to accept the jaw-dropping visuals of
the Xbox 360 as a peace offering. Granted, the console
versions look very good as well, but you have to see
this baby in action on the Xbox 360 in high definition
to really appreciate it. Any self-respecting boxing
fan who catches a glimpse of FNR3 while roaming the
aisles of his or her favorite electronics store, will
most likely walk out with a copy, perhaps even with
a new system under their arms. Thankfully the talented
folks at EA Chicago weren't relying solely on visual
beauty to sell this beast; FNR3 plays as good as she
looks, but there are some changes from last years
FNR2 that might not sit well with fans of last years
game.
The
biggest changes in terms of gameplay fall into the
good news, bad news category. First the good news.
Thanks to the improved visuals there is no longer
any use for a HUD or health bar of any kind. With
the action taking place front and center and no other
distractions onscreen, FNR3 is like watching the fights
on TV. The improved visuals - yes, the PS2 is being
pushed to the limits - make it possible to keep track
of your character and opponents health, simply by
watching their physical stature and amount of damage
on their bodies and face. While removing the HUD to
immerse the player into the game isn't new, it's done
to perfection in high definition, possibly foreshadowing
the end of the health bar as we know it in future
titles. The bad news: The career mode has been changed
significantly and no longer offers the ability to
fight your way up the ranks. I'm not sure why EA Chicago
felt the need to alter this all-important mechanic
from last years FNR2, but the career mode fights in
Round 3 just don't have that sense of urgency or purpose
to them.

The
Total Punch Control system first introduced in Fight
Night 2004, which helped reinvent the series from
the earlier Knockout Kings franchise, is once again
present and in my opinion, the only way to play. Moving
your character with the L analog stick and throwing
punches with the R analog stick is far more satisfying
than button mashing, although EA does leave you that
option. As mentioned, I found the GameCube version
of Fight Night Round 2 to be my favorite, simply because
I found the GC's C-Stick control to be the perfect
device for throwing punches due to it's octogonal
grooved design. Sure the bloody thing literally ripped
my thumb apart in the process, but I was willing to
live with it. Unfortunately EA decided to not support
Nintendo's system this year and that's a shame.
To
keep things fresh and exciting, EA has introduced
three levels of Impact punches which can alter the
outcome of a fight with one well-connected punch,
adding even more boxing brutality to the game. While
newbs will have learning curve ahead of them, once
the nuances of the control system are understood,
button mashing won't even seem like an option. Those
who have played the series before will be able to
waltz right in, and it won't be long before the new
Impact punches are integrated. However, throwing a
stun punch or KO punch isn't exactly the easist thing
to do as the windup is slow and leaves you wide open
for a counter/parry, but when you do manage to connect
one, you'll actually feel like you've accomplished
something - although the reality is, you're really
just sitting in your living room in your underwear
playing a video game and therefore....have accomplished
bupkiss. Unless, of course, wasting an entire day
in front of the TV is something you're proud of.
In
conjuction with the Total Punch Control, EA Chicago
didn't want to leave your borders undefended, and
by borders, I mean that pretty face and sculpted bod
of yours. With a flick of the R trigger (R1 for PS2)
you'll be able to block and parry against oncoming
blows together with the R analog stick to select the
area of the body you're interested in defending. The
L1 trigger allows you to duck and move out of harms
way.
One
improvement that needs to be incorporated in future
iterations is the ability to cancel special punches.
In real fights, boxers don't follow through with hard
punches if they're opponent suddenly moves out of
the strike zone, and the game should reflect that
one area of realism. Too often your opponent will
move out of reach just as you've pressed the special
punch and there is nothing you can do but wait for
the canned animation to finish. There would be ample
time to cancel the punch, therefore conserving energy.
Equally as frustrating is the slow mo moments when
your opponent has taken too much punishment - when
he's reeling, it shouldn't that difficult to land
a few solid punches, but oftentimes his defense reflexes
are uber-acute. You'll also be introduced to first
person viewpoints at various intervals but they are
difficult to control and result in confusion at best
and frustration at worst since you'll be either be
seeing yourself from your opponents eyes or vice versa.
This is something that should have been left on the
cutting room floor.

Players
eager to start a Career and take their creation through
the long and winding road, will be faced with EA's
myriad of options courtesy of their consistently impressive
and equally robust Create-A-Player feature. If you
have absolutely no imagination at all, or simply just
want to "get on with it already" you can
randomize the process. You can also attempt creating
some of your favorite boxers selecting a fighting
style for your budding pugilist. Base style, punch
style, and block style are the featured selections
and you'll find numerous combinations within each
section. Experimentation is key to your overall success,
but it helps to have at least some idea of what kind
of fighter you want to be. Will speed be your secret
weapon? Strength ala Tyson? It's up to you. The style
can be changed between matches in Career mode but
if you're all over the map, you won't do well in later
rounds.
Preparing
for a fight before each round consists of mini-games
which is familiar territory for anyone who played
Round 2. The mini-games consist of the combo dummy,
the weights, and the heavy bag. All of the games are
timing based and once you get it down, you most likely
won't have trouble achieving a decent level. The healing
mini-game has returned where you must repair your
fighters cuts and bruises between rounds or risk disqualification
if your injuries aren't tended to, causing the refs
to stop the fight. Nursing your boxer back to health
isn't particularly difficult and requires some tender
loving care to the face by matching the timing of
the icon on the lower portion of the screen by using
the R analog stick. Round 3 actually simplifies this
method from Round 2, by downsizing the available facial
areas to 2 instead of 4. Piece o' cake really.
The
available modes from Round 2 also return - Career,
Online and Play Now - but EA has introduced the all
new ESPN Classic mode which allows you to put two
boxing legends into the ring and fight it out, without
worrying about that bothersome weight class. Since
I'm honestly not aware of anything outside of the
world's most famous boxing fights, this mode was a
little lost on me, but I'm sure that purists will
get more out of it than I did.
As
I pointed out, Career mode has been altered from the
ranking structure found in Round 2. You'll begin your
career as an amateur and eventually make your way
up to the pro fights as your popularity increases,
eventually working your way up to the champ of your
weight class. From there, you have the opportunity
to switch weight classes and go further. You'll also
be given contract fights as you progress and if you've
left your morals outside by the tool shed, you'll
even be given the opportunity to take a dive....for
varying degrees of cash depending on your current
stature. Unfortunately sometimes you'll even take
a dive completely reluctantly, just by the sheer luck
(or bad luck) of losing in the Round you were "asked"
to. It would have been better to have a check box
beside the contract stating that even if you do lose
in the 4th round (or wherever), you did so of your
own volition and not because you're a pathetic sportsman
looking for easy cash.

If
you play Round 3 long enough and take it seriously
enough, there is a good chance that you'll come across
some incidents that I consider to be blatant balancing
issues. If you're up against a brute like Hagler for
example, you might knock him down a few times, get
the upperhand on him and he'll still knock you for
a loop in the later rounds and win the match. I have
found that the opponent AI can toss a lot of punches
my way and not become as tired as my character, which
then opens the door for an easy loss. There is the
matter of really knowing how your opponent fights
- whether he's got a lot of stamina, throws a flurry
of punches etc. - which will definitely make the difference
in your matches and this knowledge can't be discounted.
Often times if you're losing, you have to investigate
why this is happening and make the necessary alterations
to your fighting style. However, that being said,
sometimes you'll just have to wonder how it's possible
to lose after you've fought long and hard and had
your opponent on the ropes. It can be pretty maddening.
Online
play is one of the best reasons to pick up FNR3, but
I can't say that I attempted online with the PS2.
Since the Xbox 360 version will be heavily supported
by the growing community of 360 owners, chances are
very high that you'll find someone to play with. Same
goes for the Xbox version. The game performs well
across the net, although there were a couple of incidents
of lag that interrupted gameplay, but it was nothing
I'd consider a dealbreaker, like Call Of Duty 2's
"now you see 'em, now you don't" nonsense.
Anyone
caught in the crossfire of the Xbox 360 when this
game is on will have to look twice to see whether
it's real or not. Aside from some clipping issues
which will sometimes allow you to see through the
polygon bodies of the fighters (usually during replays
when the camera is in an awkward position), the game
on the 360 is as visually stunning as Dead Or Alive
4, but is actually far more impressive when you consider
that FNR3 features real time damage modelling and
some great looking blood, sweat and tears. Okay, maybe
there aren't any tears. The game on the consoles isn't
quite as impressive but it's still is on par with
last years game although I didn't trot out Round 2
to compare and contrast.
The
audio portion of FNR3 really captures the sights and
sounds of the sport with obvious aural embellishments
for dramatic effect - ie: the "Hollywood"
bone-crunching impact sound that every fist in every
movie makes when striking flesh. You'll also experience
the "whooshing" sound of arms and gloves
cutting the air as they home in on their intended
targets. While the sound effects have been enhanced,
they really give the game some credible "oomph"
when you land a particularly crippling blow, not to
mention the accompanying shot of the face being distorted
as it takes a direct hit. Ouch. The commentary is
quite good but like any sports game, it's unrealistic
to expect an infinite amount of topical yakkery. Musically,
EA is quite content relying on its vast licensed library
of hip hop tunes and yeah, sure it makes sense given
the subject matter, but for once I'd like to hear
a banjo in an EA game.

Fight
Night Round 3 is a great contender for anyone looking
for the most realistic boxing simulation currently
on the market. It's not cartoony and filled with silly
characters; it takes the sport seriously and therefore
can be difficult if you don't know how to play properly
or hone your character's abilities. The absense of
ranking in Career mode is a significant loss in my
eyes as the game tends to lose purpose, but the improvements
help ease the pain a little. If this first next gen
boxing title is a sign of things to come, the future
of video game boxing will be black and blue. That's
a good thing in case you weren't sure. Highly
recommended.
Features:
- Super
Punch Clench down on that mouth guard
rookie! Players will feel the impact of a devastating
punch as the boxers face ripples from a super
punch knockout.
- Film-Quality
Graphics Featuring hudless gameplay,
gamers rely on facial expressions and body language
to gauge an opponent's health and energy creating
a more emotionally immersive experience. With unique
gameplay, visually amazing in-game boxers and photorealistic
environments, EA SPORTS Fight Night Round 3 redefines
how you think about games.
- One
Punch Can Change A Fight Three new Impact
Punches ala the EA SPORTS Haymaker keep gamers at
the edge of their seat as players are only one punch
away from the entire dynamic of the fight changing.
Land a perfectly timed Flash KO or jump into a quick
mid-fight mini-game to land a humiliating knockdown
punch. Thrown using EA SPORTS Fight Night's innovative
analog punch system, Impact Punches are high risk
and high reward put down your opponent or
get knocked on the canvas.
- Boxing's
Greatest Rivalries Watch ESPN Classic
footage of real-life bouts or re-create the greatest
fights from past and present including Arturo Gatti
vs. Mickey Ward, Marco Antonio Barrera vs. Eric
Morales, and Ali vs. Frasier.
- Talk
the Talk, Walk the Walk
Establish intense rivalries of your own by intimidating
opponents before the big fight with heated press
conferences full of hype, trash talkin', and fights
at weigh-ins. Relive the best rivalries of your
career in ESPN's Instant Classics!
- Style
Defines a Fighter - Create a style of your own,
then see how you match up against the authentic
signature styles from the world's best fighters.
Licensed boxers use tactics and strategies that
match their real life counterparts. Self Determinant
AI adapts its style to match user strengths and
to exploit weaknesses.
- Online
Gameplay
EA SPORTS Fight Night Round 3 features online play
with Xbox Live.
By
Vaughn Smith
CCC
Site Director
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