The new features are refresing when coming from FN2004, but there's also some new problems.

User Rating: 7.2 | Fight Night Round 2 (Greatest Hits) PS2
I played Fight Night 2004 and loved it. I made a boxer that looked just like me, and I fought my way up the ladder, bought some entrance effects and snazzy trunks, and eventually took the heavyweight title. It was fun, dramatic, and challenging.

Fight Night Round 2 keeps the rock-solid gameplay of the original virtually untouched, which is a good thing. There's some neat new features as well, but some of the changes were definently not for the better.

The conrol scheme of this game is identical to FN2004, which is nice because using the right stick for punches flows very nicely. Those new to the franchise may be tempted to switch configurations to use face buttons instead, but I'd recommend against it. It takes some getting used to, but once you get the hang of it the shoulder buttons and thumbstick will be all the controls you need. The main change is the haymaker punch. It's a neat feature, instead of throwing a hook or uppercut by sweeping the stick foreward, you can instead pull back to load up the punch, then finish the motion to let a power punch rip. These punches do insane damage, but are easy (and particually punishable) to parry. Sadly, when the makers of this game adjusted the AI to take advantage of haymakers, they made most of the boxers, even the named professionals, throw NOTHING but haymakers. Of course the CPU rips them off with perfect timing, so it almost feels unfair. This does not make the game harder, however... instead it makes the game way too easy. If you enter a real boxing ring and throw a total of 2 jabs and 300 haymakers (not an exaggeration, I saw the punch counts at the end of a match) then you will get beat. Believe me, I creamed them. Having beat FN2004, I started of fresh with a career on the hardest difficulty, and stole the title with a record of 46-0-0 46KO. You can see haymakers coming a mile away, and should be saved for when you have an opening you could drive a dumptruck through. Even the world champ on hard mode couldn't realize this, so the game boils down to a dodge-parry-counter test. It worked for Punch-Out!!, but this is the new milennium. FNR3 better have improved AI... you hear me, EA games! If you don't, I'll burn down your office building and steal the Timesplitters franchise from you.*

This game's graphics are a small step up from FN2004, which is almost expected. The boxers themselves look glorious, and though the backgrounds are a little drab, you spend so little time looking at them it almost doesn't matter. Most real boxing arenas are dark anyway, so it's not really a big deal. Just like in the last game, there's some noticable graphics and modeling glitches, including a fair amount of clipping and twitching. It's most noticable when a boxer is knocked down. If that bothered you about FN2004, it wasn't fixed here. Thankfully, it doesn't distract from gameplay.

Another nice feature is the training... now when you practice your boxer's appearance will change according to his rising power. Do speed drills and you'll get cut, lift weights to bulk up. The games overall are pretty easy, and after a few tries you'll be getting max increases each time. The addition of gaining control over the cutman is probably my favorite new feature. After each round it's up to you to patch up your boxer's face, via a simple minigame. It's not hard or complicated, but it's still fun.

Other than that, this game is largely identical to FN2004. Same career mode, same earn money and buy stuff, same multiplayer, and only a few new boxers (which I rarely play with anyway, since my created boxers are beasts). In a bizarre tradeoff, now your unlocked items will stay unlocked for each boxer you create, though you must buy them each time. However, some things, like babes and fireworks, now must be bought each time. More realistic, yes, but I liked one-time payments better.

The Verdict:

Fans of boxing and arcade-style fighting games (thumbs-up) will get the most kick out of Fight Night Round 2. If you've already mastered Fight Night 2004, the haymakers and cutmen are novel additions, but they won't change the gameplay much... be prepared to roar through the game. If you're trying to decide between this OR Fight Night 04... that's a tough call. I almost want to say I liked Fight Night 04 better, because FNR2 is kindof a downgrade in AI. Then again, FN04 was my first boxing sim game, so maybe it just wasn't as good the second time around.

If you haven't played either yet, go ahead and get 2004 first, as it is largely the same and probably $20 cheaper. If Round 2 goes down in price, you might consider getting it instead if the new features sound appealing. I definently go with Round 2 if you'll make good use out of multiplayer.

If you've already played 2004, I would not spend $50 on this game. It's not worth it... EA does not deserve $50 more of your money for a game you've largely aleady played. I didn't buy it until it was $30. The new features are cool, but I'd recommend taking a break from boxing before making the jump from 04 to R2, because as I said, they are almost the same game gameplay and difficulty-wise.

If you work at EA: Exclusive liscences are not an excuse for regurgitation. If your games aren't a significant improvement over previous ones, I WILL stop buying them. Hire some game designers and fire your marketing executives... you're paying them too much to do nothing. Oh, and sorry for the rant.

*lie, but I'm not saying I won't think about doing it.