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Game Review: NBA 2K10 October 31, 2009

Posted by pacejmiller in Game Reviews, NBA, basketball.
Tags: , , , , , , ,
2 comments

2k10cover

I don’t think I have ever rushed out to buy a video game on the day of its release like I would for a movie or a book, but I did in the case of 2K Sports’ latest offering in basketball, NBA 2K10 (on PS3).

It was a difficult decision to make, especially since NBA Live 2010 has made a valiant attempt to steal back the title of ‘best NBA sim’ from 2K this year.  For those who are having trouble deciding between the two, check out this post here.

Visuals (9/10)

Now I would just like to preface this by saying that the last NBA game I played properly was on the PS2, so needless to say, the graphics on the PS3 blew my mind.  If you have poor eyesight and/or you are old, it’s easy to confuse the graphics for an actual basketball game.  You wouldn’t be the first.

Visually, NBA 2K10 is a treat.  Every person on screen is constantly moving, and I don’t just mean the players on the court.  The bench players, the coaches, the referees, the cheerleaders, the mascots, the photographers, the crowd.  And they’re not just there to look at because you can interact with them.  You may take a difficult shot and fall into the floor sweeper, or you may dance along the sideline running back on defense and tumble into the bench.

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The player animations are also stunning.  Almost every notable player style in the NBA (and outside the NBA) has been captured.  You can tell how extensive the research and motion-capturing has been just by creating your own player, because for each movement – whether it is a jump shot, free throw, fadeaway, leaner or dribble move – there are dozens of options to choose from.  Passing, screening, rebounding, boxing out – just about anything you can do on the real basketball court can be done in NBA 2K10 – except it looks better in the game.

That said, the visuals are not perfect.  While the animations themselves are smooth, the switch from one animation to another is sometimes a little choppy.  For instance, if you are trying to move your player and execute a series of cross-over moves at the same time, the player might start doing some awkward jerking movements.  Likewise, when a referee tries to fetch the ball, they might run, walk and turn in weird robotic movements.  Further, the crowd can also look like a bunch of square-headed mannequins.  And when you look closely at some of the close up shots of the players, the fingers might look a little squarish, or the jersey might go straight through part of the player’s arm, or the hands might not be firmly attached to the ball.  Nitpicking, I know, but it shows there’s still plenty of room for improvement.

Compared to NBA Live 2010, 2K10 holds its own very well.  I think it’s a matter of personal preference.  Some people think NBA Live players look too skinny, while others thing 2K players look too squarish.  Personally, I think the Live 2010 players are too shiny, but the 2K10 players sometimes don’t look like they sweat enough.  The Live 2010 faces probably make the players look better but the 2K10 faces look more realistic.  One thing I will say though is that the colours in Live 2010 look and feel a lot more vibrant.

Sound (9/10)

The NBA 2K10 commentary is second to none.  The team comprises Kevin Harlan, Clark Kellogg and Cheryl Miller, and it’s a solid trio.  The banter is interactive and responsive.  You may still hear the same thing, especially if playing a season, but it’s a huge upgrade on its predecessors.

The best part about 2K10’s audio though, is what is called ‘dynamic commentary’, which is part of a feature called ‘NBA Today’ (see below).  Effectively what this means is that if you are connected to the internet, the commentary will update itself according to what happens in the real world.  I was surprised enough when playing with the Indiana Pacers that Cheryl Miller started talking about Danny Granger’s plans to build a Bat Cave (which is relatively fresh news), but I guess I should expect more fresh bits of information like this now the real NBA season has commenced.

The sounds on the court are also very impressive, though to be honest I don’t think they break any new ground.  That said, it’s nice to see that they got the sound of the ball right when it hits the hardwood, the ring, the backboard, and when it swishes through the net.  The squeaking of the sneakers and the chatter amongst players are a given now in any basketball game, but at least they have been done well and don’t overshadow the things that truly matter.

Furthermore, the NBA 2K10 soundtrack is awesome, comprising a mix of songs from popular and up-and-coming artists.

In NBA Live 2010, there is a strong focus on re-creating the atmosphere of a real NBA game, and EA actually went out and recorded over 200 real crowd sounds from NBA games.  What this effectively means is that the crowd noises and intensity will differ depending on the teams that are playing and what is at stake.  For example, the atmosphere for a game between the Celtics and the Lakers in the NBA Finals will be a lot more electric than say a regular season game between the Pacers and the Thunder.

Personally, I think the dynamic commentary offered by 2K10 is a lot more impressive than the realistic atmospheres offered by Live 2010.

2kpacers

Gameplay (9/10)

Having been an NBA Live guy over the years, I was amazed by the gameplay that NBA 2K10 offered.  I had been told for years that 2K’s gameplay was a vast upgrade over Live, but it wasn’t until I played 2K10 that I realised I had been playing arcade-style basketball games for too long.  Granted, the differences in gameplay is not especially significant in the more recent versions of NBA Live (in particular Live 2010), but the difference is there.

Even if you are a superstar, you can’t just blow by any defender and finish above the rim in 2K10.  Boxing out is integral to rebounding.  Cutting and setting screens is imperative to getting open.  You can take risks by jumping into the lane to intercept passes, or you can try and deny your man the ball.  You can double team a guy and tie him up for the jump ball.  You can call an assortment of plays on the fly or from a time out.  It’s not perfect, but the gameplay in NBA 2K10 is the most realistic I have ever experienced.

Now, the basic controls are relatively simple, but if you want to be able to execute some of the more difficult moves it will take some time.  Moving around the court utilises the left stick, but unlike Live 2010 (which uses the right stick), 2K10 uses a combination of the left stick and the L2 button to pull of more complicated dribble moves (such as killer cross-overs and hesitationd dribbles).  Shooting can be done with either the square button or the right stick, though the latter offers more control over the type of shot you want to perform.   Leaners, fadeaways, bank shots, reverse layups, 360 dunks – all of these moves can be executed on demand, provided to know where and when to do it.  Post moves, on the other hand, involve a whole other set of controls.

The complexity of the controls can be offputting for those that just want to get into the action, but once you master them the game becomes that much better.  I would recommend using the various control tutorials and some one-on-one or two-on-two games to get the hang of things before testing them out in full five-on-five play.  Remember, not all players can execute all moves, so don’t be surprised if you turn the ball over if you try to do behind-the-back dribbles with Shaq.

Another plus for me was the stamina system.  You have your basic stamina bar but also a turbo bar which gives your player a burst of energy but only for short periods of time and diminishes as your stamina is drained, much like in real life.  When your player is feeling fatigue, a Gatorade cup will appear next to the bar.  What it means is that you can’t keep your finger on turbo the whole game and expect to get away with it.

On the down side, there are a couple of minor glitches, but none have been irksome enough for me to remember right now!  I have read about problems with the frame rate, particularly on the XBox 360, though it has not been very noticeable for me on the PS3.

Gameplay has been a huge focus for NBA Live 2010, but the word on the street (and my opinion) is that while it has improved significantly, it’s still not quite as realistic as 2K10.  Now for some people, especially those who like their NBA sims to still have a little bit of fantasy in them, might find Live 2010 the more enjoyable game.  Again, it is a matter of personal preference.

Presentation (8/10)

2K features a TV-style presentation that’s easy to like and get comfortable with.  You’ve got the pre-game rituals, the Sprite ‘Ice Cold’ keys to the game, the cheerleaders, the Slam Cam and ‘Moments of the Game’.  During timeouts and breaks in play, you might get updates on the league standings or league leaders.  The replays come just at the right time and for the right plays.  It is very much like a standard TV broadcast.

2K’s presentation is simple but effective.  What I like most is the post-game wrap up, which declares a ‘Jordan’ Player of the Game, complete with a package of highlights.  There’s also an assortment of cool things to check out after each game, including top moments, photographic stills and highlight packages for each player.

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On the other hand, I’ll be the first to admit that it took me a while to get used to the menus in NBA 2K10.  The game utilises a full screen, 9 block menu that can be accessed at just any time.  Pressing the circle button on one of these blocks may take you to another identical menu, and so forth.  If that sounds confusing it’s because it is.  Personally I prefer the conventional, line-by-line menus.  But you do get the hang of them after a while.

Features (9/10)

NBA 2K10 has a whole host of features and game modes.  There’s the old ’Quick Game’ (default set to last season’s finalists, the Lakers and the Magic), the ‘Blacktop’ mode which allows you to play streetball, the Rookie Challenge, the Association, Season and Playoff Modes, as well as Online Leagues.  You can also set up a ‘Situation’, or you can just Practice.  Note also the use of Living Rosters (for those connected to the net), which keeps the game fresh with up-to-date team and player information, reflecting roster changes, trades, injuries and even player ratings.

All of these things are great, but they are generally expected these days.  However, there are a couple of features that make NBA 2K10 stand out.  The first is ‘NBA Today’, which is a dynamic feature that delivers audio and visual presentations based on real-life news and games.  The dynamic commentary mentioned above is a part of this feature.  What you can also do (now that the season has started) is to mirror the real NBA by checking out what games are on the schedule for the day and you can jump in to play those games right away, either before or after or as it happens!

The second, and the most impressive feature of NBA 2K10 (in my humble opinion), is this thing called ‘My Player’ mode.  Gamers are used to creating the perfect dream player with max stats to dominate the opposition, but this is not what ‘My Player’ is about (that said, you can still create such a player for use in other game modes).

The NBA 2K10 Draft Combine mini-game which has to be purchased online gives you a taste of ‘My Player’ mode, but that’s for the privileged players that were fortunate enough to be drafted in the NBA draft.  ‘My Player’ is about the undrafted player with NBA aspirations.

You don’t start off as some kind of freak athlete destined to be a superstar in the NBA.  You have to work for it.  It is an unique game in many ways, but it is also extremely rewarding.  You start off creating a player, including their position and style of play, but regardless of what you do, your player will have some ridiculously low stats.  You will have to work hard through training drills and performing well in games to acquire skill points in order to improve.

The first goal is to perform well enough in the Summer League to be invited to an NBA Training Camp.  However, this doesn’t simply require scoring a whole bunch of points (which is difficult anyway due to poor stats and limited playing time).  The aim of ‘My Player’ is to be a team player that teammates approve.  A role player, if you will.  That makes sense because if you were good enough to be dominating everyone, you’d already be in the NBA.

How do you be a good team player?  Much like in real life.  Take good shots.  Don’t be a ball hog.  Box out your man on the rebound.  Finding the open teammate.  Set screens.  Lock down your defensive assignment.  Each time you do something good, you get a boost of approval.  Your teammate rating starts off a C, but if you play well, you could move up to as high as A+.  On the other hand, a terrible performance could see your rating drop to D or worse.

And so if you play well enough in the Summer League, you might get invites to NBA teams to participate in Training Camp.  And if you can make it through the ruthless cuts, you’ll be on the team.  If not, then it’s off to the NBA Development League (with real life teams and all).  The goal is to finally fulfill your dream of playing in the NBA.

What is important to note is that ‘My Player’ mode is truly a single-player simulation.  You cannot switch players in the middle of a game.  You’re the same guy, from beginning to end.  This may sound boring for some, but it is a surprisingly rich experience.  You can’t just stand around and wait to be passed the ball – you need to make an effort to get open.  You really have to play some defence.  I can’t recall how many times I tried to double team a player in the post, only to be burned by the open shot I gave up to the man I was supposed to guard.  Further, you don’t get to play every minute of the game.  If you start from the bench or get subbed off, you can watch the others play or you can simulate the game until your next appearance.  What it means is that you need to make the most of the limited minutes you have, much like a player struggling to make the NBA in real life.

Right now I am playing for the Orlando Magic on a short-term contract, averaging stats good enough to get consideration for the 6th Man Award.  Though a ’scoring’ shooting guard, I have become somewhat of a hustle player, grabbing offensive rebounds for putbacks and deflecting passes into the lane.  It shows that the type of player you become depends entirely on you.

Another feature worth mentioning is that you can form a ‘Crew’ of ‘My Player’ mode ballers with your friends and go challenge other crews online.  Haven’t tried it yet but I’m sure it would be fun.  In all, ‘My Player’ is an excellent addition to the NBA 2K franchise.  There is ample room for improvement and there have already been plenty of complaints (such as restrictions in playing and simulation time, amongst other gameplay glitches), but as a concept it is terrific and what 2K has been able to accomplish in the mode’s maiden run is impressive.

Overall (8.8/10)

To sum it all up, NBA 2K10 is a realistic and innovative basketball experience that can keep you busily entertained for hours on end.

Having been an exclusive NBA Live gamer for many years, I don’t have a previous 2K title to use as a benchmark.  Nonetheless, there isn’t all that much to complain about in this game.  The visuals are the best of any basketball game I have ever seen.  The sound is also great, especially the dynamic commentary which keeps you from being bored to death by the repetition from games of old.

2K10’s gameplay is its core strength.  Playing NBA Live 2010, I did notice a vast improvement from the older titles but NBA 2K10 is still that little bit better when it comes to realism.  That said, there are still some minor issues – but there aren’t any deal breakers.  Hopefully the first downloadable patch, scheduled for release very shortly, will address the various nagging problems gamers have had with the game thus far.

In my view, what takes NBA 2K10 up a few levels from previous NBA sims I’ve played are ‘NBA Today’ and ‘My Player’.  The former is more polished than the latter, but both are hopefully going to be in all future incarnations of the game.  I’m glad that NBA Live 2010 was so robust this year and hopefully this will push both EA and 2K to kick it up another notch for 2011.

NBA 2K10 or NBA Live 2010? October 30, 2009

Posted by pacejmiller in Game Reviews, basketball.
Tags: , , , , , , , , ,
1 comment so far
NBA2klivecompare

Do you notice much of a difference?

NBA 2K10 or NBA Live 2010?

The choice to buy NBA 2K10 was not easy.

I had been a life-long player of EA Sports’ NBA Live series (though I missed NBA Live 09) and it was comfortable to stick to what I already knew.  Though my friends have been telling me for years that the real king of NBA games is 2K, I just never made the switch.  I just kept buying it year after year, even though the braniacs at EA were always more focused on pointless things such as authentic tattoos and shoes rather than what really matters – the gameplay.

Is NBA Live back?

nbalive10coverHowever, leading up to the release of the game all I had been hearing was that Live was back.  This year, Mike Wang (formerly the lead developer at 2K) jumped ship and headed to work for EA, and the rumblings from the rumour mill were that NBA Live series was making a huge comeback to reclaim the throne from 2K.  Moreover, I played the demo for NBA Live 2010 on PS3 and it was very nice.  The graphics were superb as always, and the arena noises took it the atmosphere to another level.  Most of all, I noticed the distinct improvement in gameplay, the one thing that the Live series has been criticised for more than anything else over the last few years.

I needed to up the difficulty level a few notches, but gone are the days of being able to do whatever you want, whenever you want.  In the old days, as soon as you figure out how the AI works, it was all over for the computer, even on ‘Superstar’ level.  Well, now it’s a lot harder to complete a series of humanly impossible moves before spinning past four defenders then dunking on all of them.  Your teammates are now smarter and act more like players in real life.  Fast breaks are smooth(er).  Defense has been revamped.  Freestyle passing is a cool addition.  It was significantly better than any Live game I had played before.

On the other hand, 2K’s sample offering, a demo of its Draft Combine mini-game (I was too cheap to buy the full version) didn’t impress me all that much.  Sure, it was not in a proper arena so it was difficult to make a direct comparison to Live, but whether it was the player movement, sound, or graphics, it felt like Live was the better package.  Nevertheless, I did a fair bit of reading on the games and checked out the publicly available videos.  Even though there was the odd dissenter, the overwhelming consensus from gamers was that Live has indeed upped its game, but 2K still reigned supreme.

Further, while the Live promo videos looked good, 2K’s videos were mind-blowing.  I was shocked to find out that it was actual in-game footage.

The decision and verdict

2k10coverAnd so I had a dilemma on my hands.  Do I go for the game I’ve known for years and looked like a safe bet from the demo, or do I take the plunge and spend my hard-earned cash on the series everyone has been raving about but I had never tasted?  In the end, I made a rational choice and went with 2K10.  Having now played full versions of both games, I can say that this year there is no massive winner.  Both games are incredibly fun and look amazing, but the fact of the matter is, 2K is a more realistic basketball experience than Live.  If you want to go be able to dominate your opponents, perform sick cross-overs and streetball moves, go with Live.  But if you want a more realistic basketball simulation based on strategy, movement and tactics, then 2K is the answer.  This is not to say one game is clearly better than the other.  It’s a matter of what you’re looking for in a basketball game.  I was looking for realism.

Another factor that influenced my decision was my familiarity with the NBA Live series.  It was actually a lot more difficult to overcome than I thought it would be.  I had spent years with the Live presentations style, graphics, menus and in particular its control system.  When I initially tried to 2K demo, everything was different.  People tell me that the 2K graphics are better, but because I was so used to seeing Live’s player graphics, I couldn’t tell.  I still can’t.  Further, the 2K menus were initially confusing to use.  Worst of all, the controls were driving me crazy.  I was so used to using the right stick do perform dribble and spin moves (which is used for shooting in 2K) that I kept tossing up unwanted half-court shots.

Accordingly, I completely understand those who plan to continue sticking with the Live series, especially this year, when the gap between the two franchises is not very big.  However, if you are willing to spend a bit more time to learn the controls and get acquainted with the 2K series, I believe it will be a more rewarding experience.  Having played 2K10 for a few weeks now, I do notice the difference in gameplay.  The players’ movements are just that little more realistic and the game is more about learning how to break down the defence using smart, technical playmaking as opposed to using ankle-breaking highlight moves and exploiting deficiencies in the AI.

The biggest advantage that NBA 2K10 has over NBA Live 2010 is the new My Player mode.  It’s not even close to perfect, but it’s quite advanced for a brand new game mode and will likely eat up hours upon hours of your time.  For gamers tired of just winning championships year after year, My Player is a refreshing change that is unusually satisfying.  I’m sure Live will come up with something similar next year, but for now, 2K is the only game that has this excellent feature.

Anyway, it’s so far so good with NBA 2K10.  I don’t rule out hiring NBA Live 2010 from the video store to try the full game, but I certainly don’t regret the decision I made.

To see for yourself, check out some gameplay videos for both 2K10 and Live 2010 below.

 

Fight Night Round 5 Wishlist August 15, 2009

Posted by pacejmiller in Boxing, Game Reviews.
Tags: , , , , , , , , ,
5 comments
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The physics engine was one of the things FNR4 had going for it

[See my review of Fight Night Round 4 here: Part 1 - Features, Part 2 - Gameplay, Part 3 - Legacy Mode]

I know Fight Night Round 4 (FNR4) has just been released and it will most probably be years before we see Fight Night Round 5 (FNR5), my recent review (with many complaints) has prompted questions about what I would like to see if the game came to fruition in the future.  Anyway, here is my wishlist for FNR5 – so EA, if you’re reading, please take note.

1. Controls – I like the whole Total Punch Control system with the right analog stick, but please make the face buttons usable as well (and not only through DLC when people complained).  The fighters also need to be able to dash forward to add more force to the blows or step backwards or sideways quickly to avoid blows (for example the Victorious Boxers series).   Ducking to avoid blows also seems to have been almost completely forgotten.

VictoriousBoxers-Screenshot

Whatever happened to the good old fashioned duck?

2. Camera angles – have different choices for camera angles available during gameplay.  Some people like the see the whole ring, some people like to see things up close, some like the POV camera.  Give them a choice.

3. Referees – have more than 2 (or at least not have the same one for amateur and World Title fights) and have them more involved in the fight – be more vocal, be more physical – maybe have them visible when using certain camera angles (see above).  I want to see a referee separating a clinch or indicating that a fighter has just lost a point for an illegal blow.

4. Health bars – I don’t mind the system with the health, stamina, block and damage bars, but it often becomes the focal point of a fight to the detriment of the gameplay.  I would prefer the option to turn those things off so you can just focus on the fight at hand and not on trying to expend your opponent’s bars.  It would make the fight more unpredictable.

5. Knockdowns – lots of problems with FNR4.  I want to see more variety in animations when a fighter has been knocked down and is trying to get up.  I want to see fighters struggling and wobbly after getting up from a knockdown.  I want to see fighters knocked out cold and fights ending without a count.  I want to see the Zab Judah dance.  EA needs to watch a lot of actual KO footage and emulate that realism.

6. Ending a fight – more realism is needed here too.  As above, I would like to see referees stopping a fight without administering a count.  I would like to see referees stepping in when a fighter is being battered defensively or is seriously hurt but still on his feet.  I would like to see fighters quitting on their stools.  I would like to see corners throwing in the towel.  I would like to see doctors being called to the ring to check a cut and then declaring a fighter unable to continue.  None of this crap in FNR4 where the fight is stopped out of the blue because the damage meter is full.  I want to see the cut or the swelling or the bruising grow round by round.  Stuff the age rating – I wanna see realism!  Most of all I want to see fighters being carried out on stretchers!  Oh, and what about cuts from accidental head butts and technical draws and technical decisions?  There are so many possible endings for a fight but FNR4 only covers a few.  And while they’re at it, they should vary up the animations as well – it gets boring looking at the same reactions after every single fight.  Don’t need a lot, but is three or four too much to ask?

7. Clinching – I want to see opponents utilise more clinching.  Right now the opponent only clinches when they are on the verge of being knocked down.  Right now you can clinch by just pressing a button.  It’s a fine line between realism and boredom, but I think EA can find the right balance.  Perhaps have more ‘natural’ clinches as a result of fighters being in close proximity to each other.  Furthermore, allow boxers to throw punches and illegal blows in clinches like in real life – something I think they used to have in EA boxing games but for some reason no more.

8. Illegal blows – this is another area that has been underdeveloped in my opinion.  Boxing games have forever had illegal blows, but they are always arbitrary and bleeding obvious.  You always get away with it the first time and you only get disqualified if you keep doing it after having points deducted.  Mix it up a little.  And if they want to make things realistic, make the moves look more subtle.  Allow them in clinches.  Don’t have the obvious winding low blow aimed right at the balls.  Don’t have the clear thrusting head butt.  Disguise them a little.  Make them interesting.

9. The ropes – even as far back as the NES days, wrestling games have allowed the utilisation of the ropes surrounding the ring.  However, for some reason or other, they have been the forgotten element in boxing games.  The ropes can be used in so many ways in real life boxing, but in FNR4 they’re basically there to trap you.  EA needs to put in some effort and allow boxers to voluntarily use the ropes on both offense and defense.

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Use the ropes!

10. Damage and stamina – one of the major criticisms I reserved for FNR4 was the fact that you can easily land over 500 power punches against your opponent and yet they barely wince at the end of the fight.  I know EA would like the fights to last a little while, but they need to tip the balance towards realism.  Make punches count more (especially jabs) on the damage meter.  Make each punch take out more from the stamina meter so they can’t keep throwing 10 punch combinations without tiring out.  It will make the game more realistic and tactical.

11. Weight classes – FNR4 has improved in this regard but it still doesn’t reflect real life.  There are currently 8 weight classes in FNR4, from Flyweight to Heavyweight, half the number of real weight classes in real life.  It’s not a huge problem in Legacy Mode because weight management does not come into play, but if it does, then they need to have the full 16 weight classes.  In ‘Play Now’ mode, boxers cannot fight an opponent more than 2 weight classes above or below, which prohibits some interesting match ups.  The licensed boxers are squeezed into one of the 8 weight classes in the game, which makes things a little restrictive.  A better way to approach this would have been to provide a sliding scale for each boxer to pick their weight for a fight (rather than their weight class), which would automatically scale a boxer’s ratings and their looks.  So for example, if you turn Manny Pacquiao into a Super-Middleweight, he’s going to look a bit fat and his speed rating will reduce dramatically.  Of course, the range of weight classes a fighter can be in will depend on their height (and possibly body type), so you won’t see Muhammad Ali anywhere say below Super-Middleweight.

boxers-road-2-the-real

Games like PSP's Boxer's Road 2 have all 16 weight classes and multiple title belts

12. Create a boxer – on its face, FNR4’s ‘Create a Boxer’ looks pretty good, especially with the ability for users to upload photos to create boxers or download boxers created by others on EA Sportsworld.  However, there are many improvements that can be made.  For starters, the amount of choice is extremely limited.  The number of hairstyles available is atrocious.  There are no tattoos to choose from.  No ears to choose from.  There’s no ability to access the ‘Advanced Sliders’ unless you use a photograph, and even those sliders are rather limited, restricting your ability to create a truly realistic counterpart.  FNR5 needs to take a page out of some other games out there with the ‘Create’ function and make some drastic improvements.  Perhaps future DLCs for FNR4 can do something to address this.

13. Career/Legacy Mode – my biggest problem with FNR4 was with its Legacy Mode.  Strongly hyped before release, Legacy Mode was not only one dimensional, it lacked excitement, realism and player freedom.  It consisted essentially of training mini-games and fights, with a number of gimmicks such as emails and a new ranking system to prevent you from boring to death.  FNR5 needs to fully revamp Legacy Mode to make it a real boxer ‘career’ simulation.  After all, it’s what will keep gamers returning to play the game.

legacy mode training

Forget about the training mini-games

First, bring money back to the game.  Start off with the low paying fights then work your way up to the big PPV paydays.  Second, allow players to actually use the money – to buy equipment, to switch gyms, to hire trainers, managers, cutmen, promoters, sparring partners, etc.  Third, make the training not rely exclusively on mini-games, which should be at most an opportunity for boxers to earn ‘bonus’ rating points.  Have a more dynamic rating system that corresponds with the training.  Take a page out of boxing games such as Boxer’s Road and Victorious Boxers 2, where training affects different muscle groups, and are actually reflected in the boxer’s physical appearance.  If they do weights, expect bigger muscles.  If they do sit ups, expect more defined abs.  These are little things that add to the realism.  Fourth, consider adding weight management to the game.  Some people might not like managing what a boxer eats for every meal, so perhaps make this an optional inclusion that gamers can choose.  Fifth, have the trainer actually teach you things, constructive things that you can use in a fight.  Allow players to watch videos of their upcoming opponents and discuss their strengths and weaknesses with your trainer.  Sixth, allow for injuries during a fight (or even during training if you overtrain) which affect the boxer’s ratings and/or ability to train.  Seventh, consider putting in contract negotiations.  Discuss your share of the purse.

Well, these are just some suggestions.  Don’t get me wrong, I really like playing FNR4, but I think it could have been so much more, especially the Legacy Mode.  Hopefully EA can make another leap with FNR5, whenever they get around to developing it.

Review: Fight Night Round 4 (Part III – Legacy Mode) August 6, 2009

Posted by pacejmiller in Boxing, Game Reviews.
Tags: , , , , , , , , , ,
2 comments

Previous: Part I – Game Features; Part II – Gameplay

Legacy Mode

One of the most-hyped features of FNR4 is its revamped ‘Legacy Mode’, advertised as a huge upgrade on the Career Mode in FNR3.  While this may be the case, Legacy Mode is ultimately a huge disappointment loaded with gimmicks but lacks realism, playability and freedom.  It really makes me wonder whether after 3 years this was the best they could have come up with, especially considering there are already superior career modes out there in other boxing games.

Overview

FRN4’s Legacy Mode begins with an exciting video intro with a voiceover by your old man trainer.  You can choose to be a newly created boxer (using the Create Boxer feature) or one of the licensed boxers in the game.  Either way, you commence your career with a very poor set of ratings (including power, hand speed, head movement, block strength, heart, chin, etc) and you go straight into an amateur tournament to get a few fights under your belt.

After the tournament, you automatically turn pro, and that’s where the game really starts.  Legacy Mode only has two essential features: training mini-games and fighting.  You schedule a fight with an opponent in your weight class on the calendar, and before each fight you’ll have training sessions, the number of which will depend on the amount of time until the fight.  For instance, 1 month might get you 1 session and 3 months might get you 2.

You then train for the fight through the 6 mini-games available, each one targeting a set of ratings.  The increase in ratings depends on the level of success you achieve in the mini-game chosen.  If you get a ‘Champion’ ranking then you could get a 5 or 6 point increase in some of the ratings, but if you get a ‘Bum’ rating, then you might only get 1 point increases.   However, regardless of how well you do, some ratings will always go down, so unless you do well in training, you may find your ratings stuck in the mud.  The games range from simple sparring to putting together assigned punch combinations to pushing to heavy bag as far as you can.

legacy mode 2

The training games can get a bit tedious in FNR4

Then comes the actual bout.  Each boxing match you fight will affect your ranking in your division, your pound-for-pound (P4P) ranking, popularity (percentage out of 100) and your ‘Legacy Status’.  You start off as a ‘Bum’ then work your way up the ladder to ‘Prospect’, ‘Contender’, ‘Champion’ etc, then eventually the ‘Greatest of All Time’.  As you improve, you may notice your boxer working out in a more up-market gym.

Legacy Mode also has an email system whereby you can receive messages from your trainer.  Usually they discuss your progress, whether you’ve been nominated for an end-of-year award (eg Fighter of the Year, Knockout of the Year, Prospect of the Year etc), and if you’ve become champion, the option to go up to another weight class.

So essentially, the game revolves around doing well in the training mini-games to boost your ratings and then winning your fights to improve your rankings.  Occasionally you will check your email.  That’s about it.

Over-reliance on mini-games

The biggest problem with FNR4’s Legacy Mode is its over-reliance on mini-games.  Your boxer’s ratings all depend on your performance in the mini-games, and they are not easy.

The main reason is due to the precision of the right analogue stick.  Sometimes one tiny wrong flick will mean a less than perfect training session and less than optimal results.  You can choose to auto-train the session, but you’ll only achieve 50% of the maximum improvement obtainable.  However, even then, it might be preferable to auto-train because you only need to make a few mistakes to end up being worse off.

As a result, it became necessary to turn off the auto-save function so I could repeat the training sessions multiple times in order to get better ratings for my boxer (otherwise I would just get murdered in the ring).  Even then, it has culminated in a lot of frustration, and I still haven’t gotten the hang of a couple of the training sessions.  This can be a turnoff for the first-time player who may find his boxer’s stats stuck on mediocre.

The concept of the mini-game as training is not bad, but FNR4 relies too much on it.  It makes the game more difficult but not necessarily more enjoyable.  They could have easily incorporated other elements of a fighter’s regimen into the game.  Furthermore, from the perspective of realism, the ratings improved by the mini-games don’t necessarily correspond with the type of training involved.

Interestingly, the August DLC will allow users to allocate face buttons for punches instead of relying on the right analog stick.  This might actually make the mini-games too easy.

One dimensional gameplay

Consequently, Legacy Mode’s gameplay can get awfully one dimensional.  You train and fight, train and fight, check the occasional email and awards list, until you retire.  The divisional and P4P rankings and popularity percentage are arbitrary – you win and they go up, you lose and they go down – you don ‘t understand how it is calculated or the science behind it.  Is it based on the person you fight or the quality of the fight or both?

Fight and train, fight and train

Fight and train, fight and train

Moreover, the people you can fight are limited.  You only get to choose a number of people around your ranking, and in some instances you are prohibited from challenging a person ranked above you.  You get the occasional challenge from an opponent, but unless your stats are sufficiently upgraded, accepting the challenge can be suicide.  Consequently, I found myself picking on an opponent I know I can beat and fought him 5 or 6 times in a row in order to pad my ratings.  It’s not exactly realistic or fun.

The emails and awards are also very repetitive and get boring quickly.  After a while you’ll find yourself allowing the emails to stack up and deleting them in bulk when the number gets annoyingly high, and skipping the awards list each year.

Gimmicks rather than realism

FNR4’s Legacy Mode is touted as the most realistic and comprehensive career mode of all time, but it focuses more on gimmicks than realism.

Take for example the new addition of the P4P rankings, emails, awards and Legacy Status – none of them really mean much in terms of gameplay.  They are good concepts to have, but in the game they are no more than numbers.  You become the no. 1 P4P fighter in the world – but so what?  There’s no concept of money in the game, so you it’s not like you can demand more money or fight opponents that would otherwise decline your challenge.  As mentioned before, the emails are repetitive and lose their impact after a little whole.

Further, the awards are kind of pointless.  You win an award, you see your name and photo on a list, but that’s all.  There’s no press conference, no video highlights, no magazine or newspaper clipping, no trophy cabinet – and most importantly, nothing to show for it in terms of new items or improved ratings or flexibility in who you can fight.  The awards are also handed out quite randomly too.  You might see a Prospect of the Year with a losing record or a Fighter of the Year with an average record.  The thing is, apart from yourself, you don’t really know anything about the other fighters or other divisions, so they are virtually pointless.

Instead of focusing on gimmicks, Legacy Mode ought to have focused more on realism.  Perhaps the biggest problem is that ‘money’ has been taken out of Legacy Mode.  Like it or not, the majority of boxers out there fight for money and the big payday.  Without money, a large chunk of excitement has been taken out of the game.  It would have been good to work to have been able to work your way up to bigger paydays, have contract negotiations, been able to spend on equipment, promoters, trainers, cut men, things like that.  And what about weight control, one of the most important aspects of any fighter’s fight camp?

legacy 1

Youcan customize the rankings before the start of Legacy Mode

A second issue I had was with the rankings and opponents.  There are 3 belts in each division, but only one set of rankings.  Realistically, there should be three sets of rankings, one for each belt.  And realistically, there should be more than just 3 belts.  Your opponents, on the other hand, don’t give you much to get excited about.  They may have high ratings, but not many have decent records.  Most have at least 4 or 5 losses at the very least and a bunch of draws without many knockouts.  In fact, I don’t think I have ever seen a fighter with an undefeated record.  As a result, don’t expect to be a part of any superfights between undefeated boxers.

A third complaint is in the boxer’s looks.  From start to finish, your boxer looks the way you created him (or the way he was created).  He doesn’t age, and his body shape, muscle tone etc, do not change.  From amateur to world champion, your boxer will look exactly the same.  It’s disappointing because if they wanted the game to be realistic they should have focused on these aspects, and the truth is, other boxing games have focused on all of these things.

No freedom

Legacy Mode offers little in terms of realistic freedom for players.  Other boxing simulations have incorporated important aspects of a boxer’s life such as diet (eg Boxer’s Road, a PS1 game (!) allowed users to choose exactly what their boxer ate for each meal and when they ate it).  There’s no choice of promoter or trainer, no choice of cut man.  No choice of training equipment or sparring partners.  Boxers aren’t allowed to relocate to other gyms or other countries (or start from a country other than America).

There’s just too much that is arbitrary about the game.  You automatically change to a more up-market gym; you only get an opportunity to change weight divisions after you become champion and you can only move up a maximum of two weight classes at most.  There’s just not enough flexibility and too many limitations for Legacy Mode to feel like a realistic boxing simulation.

Final Word on Legacy Mode

FNR4’s biggest selling point is supposed to be its Legacy Mode.  On its face, it looks like it has a lot to offer, but when you really think about it and break down the elements, Legacy Mode fails to live up to expectations.  From the repetitive gameplay to the lack of realism and freedom, Legacy Mode doesn’t compare favourably to what is already out there on the market.  It may be a few more years before FNR5 is released, but when it does, let’s hope they can do a much better job.

Verdict

Graphics: 10/10

Sound: 9/10

Gameplay: 8/10

Online: 8/10

Legacy Mode: 5/10

Overall: 7/10

Next: Fight Night Round 5 Wishlist!

Review: Fight Night Round 4 (Part II – Gameplay) August 3, 2009

Posted by pacejmiller in Boxing, Game Reviews.
Tags: , , , , , , , , , ,
2 comments

Previous: Part I – Game Features

Gameplay

So, what’s the actual fighting gameplay like in FNR4?  After all, that is the most important part of any game.  In my opinion, it is very good for a boxing game, but there’s plenty of room for improvement.

fightnight4

The gameplay in FNR4 is good but could be a lot better

The best parts

The best part is the new physics system, which allows a variety of punches from different angles creating different impacts.  Some of the punches can still appear a teeny bit mechanical at times, but it’s hard to complain.  Gone is the stupid parry system from FNR3.  The computer AI is also quite good, especially on the higher difficulty levels.  You can’t just keep throwing wild punches recklessly or else you’ll get countered all day.  You really have to take your time, figure out your opponent’s weaknesses and then exploit them.  It makes the game tactical – you can keep your distance and jab your way to an easy victory, or you can take risks and go for the KO – it really is a risk-reward system.

Counterpunching

One aspect of the game that has been emphasized is the counterpunching.  When you dodge or block an opponent’s punch with perfect timing, you’ll get the opportunity to connect with a counterpunch, which not only does more damage but has a chance of generating a critical punch or instant knockdown.  I must say it is done very well in FNR4, where time feels like it slows down, and there is a flash of light and enhanced sound effects upon impact.  It adds to the technical side of the game, requiring players to think before they throw.   Head movement, accurate punches and well-timed blocks have all become highly important.  This goes a long way towards making a realistic boxing simulation.

Fight-Night-Round-4-New-Features-Analysis

In FNR4, if you miss, you will pay

Too many punches

However, this is where FNR4’s biggest problem in terms of gameplay comes in – it still plays too much like an arcade game rather than a simulation.  Due to the speed with which stamina and health replenishes, coupled with the lack of damage caused by ordinary (ie non-critical) punches, you’ll find a tendency to throw punches all round, every round.  They are not reckless punches, but because you can throw a lot of punches without getting tired or hurting your opponent, you generally will.  As a result, there is rarely a round where I end up throwing less than 100 punches.  In a 12 round bout, even when using a boxer with punching power over 90 in both hands, I can easily end up throwing over 1,000 punches, connecting over 50%, and yet still not knock the opponent out.  Even when you stun an opponent, they recover with amazing quickness.  In real life the effect of a single punch can linger for an entire fight, but in FNR4, they only last for about 10 seconds, no matter how devastatingly hurt a fighter is.  The lack of realism can be frustrating.

On the other hand, throwing a lot of punches almost always guarantees a unanimous decision victory.  The only times when I have lost rounds were when my boxer got knocked down.  Even against aggressive opponents, the AI doesn’t throw nearly as many punches as you would expect.   It would have been better if the AI adjusts the opponent’s punch output according to your own.

Therefore, if you want a bit of excitement, you’ll have to take risks and throw haymakers (which cause more damage but are slow as hell).  However, the chance of a haymaker causing a knockdown or critical punch seems to be rather random.  And when they connect, they don’t necessarily do much damage, even though it looks powerful enough to knock anyone out cold (especially since the opponent staggers backwards).  Yes, you can wear your opponent down and finish them off in the later rounds, but if you want a quick KO, you essentially have to keep throwing haymakers and hope for the best.   Even then you might not succeed.  I could land 4 or 5 of Iron Mike’s trademark crouching left hooks in quick succession on an opponent 2 weight classes below and still not do much damage.  It can look like a Rocky movie sometimes.

knockout

You have to throw a lot of punches or be lucky to KO someone

Knockdowns

The probability of the opponent getting up from a knockdown is also quite arbitrary.  They usually will get up after an initial knockdown, and depending on their ‘Heart’ rating, may get up from a second.  Few get up after a third.  When a KO is coming, boxers will usually try to get up and then fall, prompting the referee to call an immediate halt, or they just get counted out after a little struggling.  No one ever gets knocked out cold.

Again, this is disappointing.  A bit more variety would not have hurt.  It gets to a point where you can immediately tell after the first few seconds following a knockdown whether your opponent will get back up or not, and the way in which it will happen.  The game-makers could have, for example, allowed referees to end a fight immediately after a brutal knockdown without administering a count, or call a fight when a boxer is seriously hurt but not knocked down, or when they are being battered defenselessly without fighting back.  That’s the type of realism I was expecting.

Pushing and clinching

Pushing and clinching are integral to the sweet science, and FNR4 has implemented both adequately, but not exceptionally.  Pushing is a button and clinching is another on the control pad, which makes it easy to execute.

Pushing can be valuable to free up some distance or pin your opponent against the ropes or in a corner, but it’s not as effective as you think it could be.   It is best utilized offensively when your opponent is hurt but they are blocking all your punches; a push can mess up the accurate guard or cut off their escape route.  Defensively, a push is effective when you are up against an inside fighter who has got you trapped.  While these sound good on paper, you’ll find that they don’t appear much in actual gameplay.

Clinching, on the other hand, is a double-edged sword.  Anyone who has seen a real-life boxing match knows it happens a lot, particularly in the higher weight classes.  However, in a boxing game, you don’t want to turn your fight into a bore, so clinching becomes a rarity.  In FNR4, your opponent tends to only clinch when you have them hurt, and boy, are they good at it.  You can hurt your opponent 4 or 5 times in a single round and yet be unable to administer a knockdown.  It adds difficulty to a bout but not realism.

The big improvement in clinching is that it’s not always the same animation – the type of clinch you end up in depends on the positions of the boxers.  It’s a little thing but it adds to the overall package.  However, unfortunately you are unable to throw punches in a clinch like they often do in real life.

Special and illegal moves

Of course, no good boxing game would be complete without special and illegal moves.  FNR4 allocates a button on the control pad for each.

You’ll now be able to execute Mike Tyson’s crouching left hook, or Muhammad Ali’s famous shuffle with ease whenever you want.  However, it is a shame that each boxer only has one special move they can execute (to the head or to the body), and the variety is somewhat limited.  Moreover, the damage a special punch can inflict is sometimes not worth the risk of throwing it.  They take a long time to throw and are easy to counter.

Illegal blows, on the other hand, are the same as always.  An obvious head butt or low blow will do some damage, but not enough to warrant continuous use.  Once will earn a warning, twice a point deduction, and if you keep it up a disqualification loss.  It’s all very arbitrary – the first one’s always a freebie, even though it’s probably obvious enough to earn an immediate DQ in real life.  It’s rather pointless really.  If they really wanted to spice it up they could have added illegal blows in clinches, and have signature ones such as the Tyson ear bite!

HOLYFIELD TYSON

This was the type of move I wanted to see!

Cuts and swelling

The cuts and swelling in FNR4 is not as obvious visually.  The commentator will mention it, but you don’t see much more than the odd bruise or trickle of blood on a fighter’s face.  I would have liked it more if the damage on a fighter’s face is corresponds closer to the Damage meter.  You won’t see any closed eyes, grotesque swelling or deep cuts caused by punches (or head butts) in the game like in real life.  Darn.

The worst part about it all is how a fight can end due to cuts or swelling.  If your boxer has a low cuts/swelling rating, it can all end in a hurry.  No warning from the referee, no checks by the doctor – you can be dominating the fight or be in the middle of a heated exchange, and ‘poof’ – suddenly it’s all over and you’ve lost.  On top of that, the fighter’s face doesn’t even look like it’s bad enough for the fight to be stopped at all.  It’s probably the one thing that has been handled worst in the entire game.

Between rounds

The ‘mini-game’ in between rounds where you can distribute the points you earned in the previous round is both good and bad.  It’s good because it rewards the user for being smart with both offense and defense.  On the other hand, it’s bad because it’s unrealistic and it feels like a bit of a waste of time.  In real life, you don’t get to choose whether you replenish your health, stamina or recover from damage.  Besides, the computer generally does a pretty decent job of choosing which meter to use your points on, so I usually just choose ‘auto’ and let it do its thing.

corner

Your corner doesn't do much in FNR4

I would have liked to have seen the trainer getting in your face and giving you some constructive advice, or the cutman working a cut, pressing down the swelling or applying Vaseline, the fighter spitting out blood and rinsing his mouth.  Stuff like that to bring out the brutality of the sport and the pain and damage of the punches landed.

So at the end of the day, while the fighting in FNR4 is fun and can be addictive, there are still a lot of problems that can be fixed.  Most of them are minor, but can really add to the realism of the game if EA just put a little more thought and effort into it.

Next up: Part III: Legacy Mode!

And Lastly: Fight Night Round 5 Wishlist!