Most
fighting games look and play very similarly. Two fighters
move around a semi 3d arena, doing their best to hit
the opponents. The moves are usually limited to high
and low punches of various styles and it’s near
impossible to find a game where you can’t block
in some way or another. At first glance someone might
think Fight Night Round 3 is the same “old thing”.
That someone couldn’t be more wrong though!
Hit
him hard!
A
FNR newbie will probably notice straight away that
there is no health gauge when fighting. This is very
uncommon for a fighting game. And even though this
classical display can be toggled on, you lose a lot
of the immersion by enabling it and don’t gain
all that much information in return. So yes, you’ll
be able to read how tired your fighter is, but you’d
just as easily gauge that from his expression and
speed of his breathing. Injuries? If a number tells
you more than a glaringly obvious bruise on his left
cheek and some severe swelling under his right eye,
then sure, go ahead and turn on the stats display.
By the way, the commentator also does a good job of
predicting knockouts, so you can use his comments
against your opponent as well.
Why
would you have to do that though? Matches only last
a minute or so, don’t they? They do not. A single
round may only last 3 minutes, but when two good fighters
are at each other’s throats a single match can
last for over 30 minutes! The length of the spars
is also one of the major reasons that the dynamic
is so drastically different from other fighting games.
You will seldom be able to down your opponent in the
first round, let alone knock him out for good. I’ve
played tons of matches on and offline, and except
for the early fights against the AI, all the matches
went on for at least 5 rounds, some even 10. But how
can fights actually last that long?
Staying
Power
Regardless
of who you choose to fight as, he gets tired as he
is swinging punches. He also loses some stamina when
defending, so turtle tactics won’t always work.
Because of stamina most matches look very close to
their real life counterparts, where boxers dance around
the ring, trying to find an opening in the opponent’s
defense. Each careless swing is usually punished by
a massive haymaker straight in the face. That’s
the theory at least. Thanks to the very intuitive
and refined controls players can dodge most attacks.
This is done by holding down the L1 button in conjecture
with moving the left analog stick (which is otherwise
used for movement around the ring). The R1 button
coupled with movements of the right analog stick on
the other hand imitates using the arms to block. Holding
down R1 and moving the right stick up will put both
hands in front of your fighter’s face, while
holding down L1 and moving the left stick down will
make him dodge towards the screen (which can mean
left or right, depending on the side of the screen
your fighter is). Combining both methods is a lethal
way to take the wind out of your opponent –
moving your fighters body to the left and defending
his right side with his hands will not only block
anything coming from the right due to the block, but
also soften the stamina hit and allow for a counter
attack because of the fighter’s posture.
 |
To
perform an attack all you have to do is move the right
stick in a manner that imitates the blow you would
like to perform. Moving it up and right will cause
your fighter to make a short jab with his right hand.
Moving the stick to the left and then up in a circular
motion will make him try to land an uppercut with
his left arm. The further down you go when starting
the move, the more your fighter will extend his arm
before he swings. Haymakers fit into this as well.
After moving the stick left or right, you just have
to move it in the opposite direction of the swing
for a short distance, than do a 180° move in the
right direction. If successful, such a hit can turn
the tide of battle. It does take a massive toll on
the fighter’s stamina though, so haymakers should
only be used when they are a guaranteed hit –right
after a successful parry for example.
Combining
all of this (and tons more – there is too much
stuff to mention it all here) results in a very unique
fighting experience. A good player actually reads
the moves his opponent makes, something that won’t
do you much good in regular arcade fighters. The long
fights also open up limitless strategic possibilities.
I’ve played against people who started out slow,
taking blow after blow, rarely even trying to hit
me. After a few rounds it turned out that they were
all waiting for my fighter to tire, at which point
they became more offensive. Needles to say, I was
knocked out shortly after that.
From
zero to hero
The
bulk of the singleplayer experience revolves around
the career mode. Here you can play as one of the legends
of boxing, starting from when they were still young
and unknown. The more interesting option is creating
your own fighter though, and playing the career in
his shoes. The amount of options is staggering and
with enough time one can create a near flawless duplicate
of themselves (with the mandatory six pack we all
possess of course). Unfortunately the career doesn’t
offer much. You just sign contract after contract,
taking down the opposition one punch at a time. After
gaining enough popularity in a given rank we are forced
to fight the “local” champion, after which
we raise one rank higher. Rinse and repeat. Before
each fight you can play one of the 3 mini-games –
weight lifting, bag punching and dummy punching, which
all affect some of your fighter’s statistics.
The career mode as a whole becomes repetitive after
about 10 fights or so, but because of the increasingly
higher difficulty, things stay enjoyable until the
very end.
The
Playstation 3 ships with a unique "Enter
The Ring" first person mode. To
watch the tutorial video, click the image above |
Enter
the ring (see tutorial video above) is a
new playing mode, exclusive to the PS3. Basically
it is a first person version of a regular match, including
all the strategic nuances. Because of its nature this
mode became a personal favorite of mine – you
actually feel as if you are in the ring yourself.
The audio and visual effects of stamina loss and taking
hits are top notch, so I would guess this is as close
as you can get to real boxing without actually entering
the ring for yourself (no thanks!). Hard hits also
make a return – here the rounds are not time
limited and you are forced to down your opponent to
win a point. The objective is to have the most points
at the end of the 15 rounds.
Live
schmive!
So
far most of the Xbox360 to PS3 ports turned out to
be inferior on Sony’s black machine. Entire
essays could be written on the topic and unfortunately
FNR3 suffers from some of the symptoms as well. The
most glaringly obvious ones are the lack of rumble
and some loss of details on some of the stages. On
the other hand, the fighters look somewhat better,
the motion blur is applied in a more realistic manner
and most of the physics glitches with the knocked
down fighters are gone. The end result is a game that,
even though it is over a year old, looks amazing!
The fighters could use more animation on their bodies,
but when it comes to texture detail and facial animations
there is no paragon. You can feel the pain when a
blow connects, especially to the matrix-esque cheek
wobbling that FNR3 is known for.
The
commentary is well recorded; unfortunately some of
the phrases are used waaaay to often. The music which
can be heard in the menus is your typical light weight
hip-hop, but it fits well with the overall theme of
the game. The sound effects during the match don’t
lack anything either, from the bone-crunching sounds
to the roars of the crowd.
The
most important aspect is the multiplayer though. The
PS3 doesn’t have a central multiplayer system
and even though EA are known for forcing their own
online system, nobody dared to hope for a solid online
component. Luckily we were all proven wrong. The online
is very robust, with little to no lag, even when playing
against opponents who live hundreds of miles away.
The ESPN integration with news, sound recordings and
video feeds works flawlessly as well – kudos
to EA for pulling it off.
Conclusion
Sometimes
you start up a game, expecting a rehashed experience.
Even more so with a game from EA sports, which seldom
deliver a truly fresh experience. The FNR3 experience
on the PS3 is just as good as the one on the 360 and
thanks to some minor nip and tuck on the controls
and presentation, plus the Enter the Ring mode make,
it probably is the best version of them all. It’s
a year late, but who really cares when you can kick
your pal’s ass halfway across the world while
looking straight at his boxer’s face!
| Gameplay
|
19/20 |
A
game where lethal punches are just as important
as reading your opponents moves and anticipating
his attacks. |
| Graphics
|
19/20 |
At times
it can be hard to tell the game apart from the
real thing. At other times you might notice
the low detailed crowds, but only after you’ve
ogled at your fighter for 30 or so minutes first. |
| Sound
|
17/20 |
In typical
EA fashion the game sounds great. You’ll
hear some of the tracks more often than others
(or was it just me?), but when the music is
good, who are we to complain? |
| Value
|
18/20 |
Hip Hop,
crunching sound effects and a repetitive commentator.
A decent package that could use some more variety. |
| Preference
|
17/20 |
It’s
not your average fighting game, so you should
expect a huge change of pace. Newcomers to the
genre will love it though, it’s much more
newbie friendly than Tekken or Dead or Alive. |
| Overall
|
90/100 |
EA
Sports managed to repack Fight Night Round 3
for the 360 in a brand new box, add some new
features, polish a thing here and there and
send it to the stores as a PS3 title. Who can
blame them when the end result is so good? |

What do these awards
mean?