Wonderful game with extended replay value and a new depth that boxing games have yet to provide but very much deserve.

User Rating: 9.3 | Fight Night Round 2 GC
I fell in love with Fight Night 2004; the game even instilled in me a newfound obsession with the sport as a national and worldwide phenomenon. To me, the game never lost its appeal, but when Round 2 hit the shelves I couldn’t help but move on to bigger and better things.
Bernard Hopkins replaces Roy Jones Jr. as the game’s cover figure. (Side note: These two are scheduled to fight March 11th 2006 at the light-heavyweight level, a match that will most likely bring a close to each fighter’s career.) His character model is true to life, as are all the rest. From Derrick “Smoke” Gainer to Muhammad Ali, contemporary and historical icons show up again to satisfy the most ardent boxing fans.
As far as game play goes, the foundations carry over from the predecessor. The fluid ‘Total Punch Control’ system utilizes the Game Cube’s C-Stick. As the stick moves, so do the fighter’s fists. A quick flick forward on a diagonal will provide a left jab or right straight, while hooks require you to set the shoulder and elbow by taking the stick directly right or left and then rolling it along the outside to its uppermost position in order to execute the punch entirely. Uppercuts are performed almost the same way as hooks except the stick needs to brought diagonally toward the gamer before the punch is thrown. The L-Trigger allows punches to be directed toward you opponent’s body, as the C-Stick alone will target the face. Special power punches can be thrown with a tap of the A button. While they inflict severe damage and send the other fighter stumbling away or curling over, they require precise timing and are usually most accurate following a parry.
EA has added the new haymaker feature to spice up your offensive game. To pack a little more behind hooks and uppercuts, fighters can wind up these punches. Before bringing the C-Stick forward after setting up the punch, you have the option of twisting the stick backward before executing for increased power. A notched meter by your health and stamina will tell you how much extra punch your haymaker will give you; when the meter flushes entirely, your effectiveness is maximized. Like special power punches, they call for very effective timing. But as the gamer becomes proficient with haymakers, they will start to replace regular hooks and uppercuts in many situations. When thrown in succession, a few flush haymakers will drain your opponent’s life significantly. One of my favorite things to do is open up the other fighter, give him a right haymaker uppercut to the body, and as he heaves over gasping for air, connect with a huge left hook haymaker to the head (orthodox fighter). Sometimes the opportunity for stringing out the combo with one or two more punches arises. The haymaker option adds a new, empowering dimension to the game play, the only downside being trite comments from the games announcer; “A resounding/tremendous/overpowering/etc haymaker…”
Defense is just as important, and as fun, as offense. To get your fighter to parry or block, hold the R-Trigger and focus your defense with the C-stick (punches cannot be thrown while holding R). Holding the stick directly up will shield your fighter’s face, and in the down position the gloves protect the abdomen. Diagonally up or down and left or right will allow your fighter to parry a corresponding punch from your opponent’s opposite hand. For example, with your right hand set to parry next to your own face, attempts by your opponent to jab/hook/uppercut with a left to the face will be tossed away. This not only avoids damage to you, but opens up the other fighter for a humiliating combination or a single crushing blow. In my opinion, the parrying option brings a whole new meaning to your offense. Disarming your opponent in such a way works well for you psychologically, leaving him helplessly in the path of your oncoming fists.
Ducking and dodging punches is also very effective and great fun. Personally, my favorite part of boxing just might be when fighters don’t get hit; when speed and torso strength allow the fighter to bob out of the way of their opponent, as if to say, “Not fast enough, bud.” Combined, weaving, ducking, blocking, and parrying allow for virtually open ended opportunities for perfecting defense. At the right distance, leaning backward will put your head out of range, but you can block the abdomen at the same time; you’re basically invulnerable, just be careful the other combatant doesn’t take a step forward and pop you in the face. When you back away from your AI opponent and close in on him again, he will almost always throw a punch as soon as you get back in range. A little practice and you’ll be ducking these punches and countering with a huge haymaker every time. While this is very satisfying, it does reveal the flawed mechanic side of the AI, even on Hard difficulty.
Improving on the last game, Clinching has been added to your defensive arsenal. When your health is depleted and the fight enters the dramatic KO Moment, a well timed clinch will allow our fighter to clinch, providing rest to avoid a knockout. This can annoy the aggressor, who has the fair option of rejecting an initial clinch with a well-timed squeeze of the R-Trigger.
The freedom allowed to gamers in creating their own characters is pretty much endless, facial features especially. Though it may take quite a bit of tinkering to get just what you want, the final product is almost guaranteed satisfying. The only gripe I have is the limits set on the proportions of your fighter’s body. You can basically choose between either muscular of fatty, and given this choice the degree of the physique is the only variance. Career mode is what makes creating a champ really worth while, though. While “Create a Champ” mode allows you to max-out your fighter’s attributes initially, Career forces you to train hard before professional fights. As you move up in rankings, more time elapses between fights (presumably for additional recovery and hype time). The training aspect is fun and hardly redundant, and as different exercises amp specific stats you have a decent amount of flexibility in sculpting your fighter’s abilities. For those of you looking to develop your fighter evenly and eventually maximize all stats, training methods must be chosen wisely as the weeks start to glide by in the later parts of your career. As your fighter ages, training can actually decrease his abilities, which may encourage you to discontinue a well developed career to keep a healthy character to impress (and pound) you friends. Career is the highlight of the game though, with enough belts, trophies, and personalizing options to have you sitting down for hours at a time.
Other cool features include the EA Cutman and Hard Hits mode. The Cutman, which can be toggled on/off, allows you to fix up your fighter in between rounds. Swelling can be compressed with a cold slab of metal rubbed on your fighter’s face and cuts made less serious with an artful cotton swabbing. The Cutman is sure to appeal to fans of boxing and realism in general, and with its time limit of 30 seconds it avoids becoming tedious. (Also between rounds, your trainer provides you with moderately useful advice. The criticism can be contradictory from time to time, and all the comments cycle through about every hour or two, maybe less.)
When finesse losses it appeal and some good ol’ fashion slugging is in order, break into Hard Hits mode. These bouts, capped a 15 rounds, are basically haymaker-fests. The rounds are untimed and only end when one fighter eats canvas; so obviously, heavier fighters make for more interesting Hard Hits competitions. While not too dazzling, this feature does crank up the pace of play a bit and extends replay value.
Visually, the game is pretty impressive. As mentioned, character models both provided and created are pretty. Environments can be dazzling, from the aquarium in Baltimore’s Viceroy to the Ferris wheel and bright lights of the local carnival. Spectators lack pizzazz but you shouldn’t be playing this game for that aspect anyway. The frame rates can get choppy, however, especially noticeable when rolling around your defense; your fighter’s arms seem to miraculously flash from one defensive position to the other, with no movement in between. The game’s camera angles are plentiful enough for players to find a unique favorite, though Ringside, the most traditional, is to me a bit obnoxious. Haymakers cause and entire shift and shake in the screen that tends to take away from the experience though it was clearly intended to enhance it. For this reason, I prefer the more restricted but also detailed Referee perspective.
All in all the game is pretty fantastic and has claimed many hours of my life, which I don’t regret. Its claim to fame definitely lies in the control scheme, which first showed up in Fight Night 2004. The sense of fluid movement it provides will enthrall gamers and boxing fans alike. The amount of control given to the gamer over the boxer’s movements, as well as abilities, appearance, and recovery from facial injuries shows great improvement over 2004 and has me aching for Round 3. Possibly my favorite sports game ever.