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Fight Night Round 3


Labeled With  fight night xbox360 ea
Written by DM on Friday, February 24 2006

The gameplay itself is very similar to Fight Night Round 2. This time around though, one important change is that EA decided to go with a HUD-less interface. You can turn the HUD on in options, which is what I did, but with the enhanced graphics on the Xbox360, it is certainly not necessary. You can tell when your opponent is hurt and even when he is intimidated. This is when you move in, of course. When you are about to give your opponent the knockdown punch, you can sense it. It is done rather well, but personally I still like to play with a HUD. Call me old fashioned.

Last time around a big complaint was that players could just haymaker all day long and not worry about jabs or hooks. This time around, by using the total punch control (the right analog stick), you can unleash a regular old haymaker, a flash KO, or a stun punch. The animations are slower for each, with stun punch being the slowest. If you do manage to land any of these punches though, you can instantly shift the momentum of the fight. Fight Night Round 3 is based very heavily on momentum. Momentum is hard to gain yet very easy to loose. It makes the game that much more interesting.




The three heavy punches work differently. The regular haymaker is a punch, but the flash KO punch is a bit more complicated. The flash KO immediately puts your opponent in a tenuous state where one good punch will send him to the canvas. The stun punch opens up a first person mini game in which your opponent can only move his gloves to try to parry your punches. If you get a punch off, it will take a nice chunk of health from your opponent.

The overall presentation is where the title lacks the most. The announcing in the game is a bit repetitive. Well, it is downright annoying at times. You will hear how “speed guys need that extra training” just about every round at least twice. It certainly grates. The fights do not involve that much fanfare beyond the fighter name announcing and entrances. Every once in a while in career mode you will be treated to a fight at the weigh-in, but unless a weigh-in brawl is planned, you will not even see the weigh-in. Glad I could weigh-in on that! In the career mode the presentation lacks the most. There are no rankings, and there is no way to see who the current champ is. You get a popularity meter, and when it is full you get a title shot. Besides the money you have earned and not spent, and your fight record, no other stats are tracked. As for the money, it is pretty useless besides to spend on equipment to upgrade stats. The problem is, when y you are shopping, there is no way to see your current stats or what the equipment will do once you purchase and use it. A simple chart would have been nice. Hopefully EA just wanted to get this game out and Fight Night Round 4 will have all the bells and whistles that make the difference between good game and great game.

One of the other major issues we will have to mention is loading. The loading times for the actual fights is not that bad, it is not short but it is surely not a problem. Where the loading is bad is thumbnail images. When you are selecting a boxer there is a lag time of anywhere from 5 to 30 seconds! This sounds like a lot but since you can proceed with selection without viewing the thumbnail boxer image, it is not intolerable. Another loading lag spot is the start menu during matches. This takes a good 5-10 seconds to load and then disappear once you are done. You will certainly see what we are talking about when you play. We will have to chalk this one up to EA getting the game out as soon as they could as well.

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Head to head multiplayer

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