Don King Presents: Prize Fighter Review

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Written by Henry Dyck   
Saturday, 05 July 2008

I’m a big fan of the sweet science so you can imagine my excitement when I first learned of 2K developing “Don King Presents: Prize Fighter”. My excitement grew when I learned that it would be Venom, creators of the ‘Rocky’ games who were behind the making of this new title. 

After getting some considerable time into the game, I’m happy to say that if you’re a fan of boxing, you’ll be a fan of 2K’s Prize Fighter.  

The game revolves around a documentary type storyline. Actors, portraying people of significance in your life as ‘The Kid’, are interviewed regarding various aspects of your career. Even former boxing greats are featured speaking in regards to the legend you’re about to build. What separates Prize Fighter from previous boxing titles is how decisions not only made in the ring, but outside of it, affect how the story ends.

I’ll touch on those aspects of the game later.

 

Firing up the career mode, you first must create your fighter. Everything from name, skin color, trunk length, robe color or width of your neck is customizable. To say this portion of the game is deep is an understatement. While Prize Fighter has an impressive list of real-life pugilists, if there is a fighter who isn’t present in the game, rest assured you can create a very similar likeness to any boxer using this extensive tool. 

I decided to create Dolemite Jones. He’s heavy, has a huge afro and doesn’t take crap from nobody. 

Before you’re thrown in the ring with a real live opponent you’re put through the paces.  For those unfamiliar with the controls, your first exhibition match acclimates you to the various buttons and modifiers needed to be successful in the square circle. You have the customary punches such as the jab, straight, hooks and uppercuts. But using the bumpers and triggers will give you even more options consisting of lean-in and step-in shots as well as signature punches.

These signature punches can be performed only after you have stored up 'adrenaline' in a special meter present in your HUD. This meter will fill up with every successful punch that you land. In order to gain length to this meter you must obtain notoriety outside of the ring first. With more fans in your corner, the more adrenaline you'll have to give them what they want.

However, in order to expand your popularity you have to make the hard choice between training and rubbing elbows with the elite. 

After only my second pro bout, I was given an opportunity to spar with a famous boxer. Accepting the invite would help propel my fighters standing among the public, while also losing valuable time in the gym. 

I chose the glitzier of the two options and lost a week in the gym for it. But this also gave me more gas in the adrenaline tank. I can already tell that this aspect of the game will be a delicate balancing act, but one that no other boxing game has ever explored. I’m looking forward to seeing how my career will play out while facing these hard choices.

The training is standard fare, but proves helpful in getting used to the controls. Working the mitts gets the gamer comfortable with which punch is associated with each button (without looking at the controller) while the heavy bag trains you on the art of high and low punches. Jumping rope, the shuttle run and the speed bag are more about timing and testing your quickness on the face buttons but entertaining nonetheless.

For those worried that the game’s only lasting appeal is outside of the ring, I’m happy to report that it’s also a serious contender inside of it.

The graphics are solid. They’re not going to win awards as the best looking next-gen title, but you shouldn’t be disappointed either. Especially with the real-time damage you or your opponent sustain throughout a bout. I’ve seen fighters eyes begin to swell or cuts open up after some hard shots were landed.

Presentation also deserves a thumbs-up. From humbling beginnings fighting in run-down gyms Mickey would be proud of, to top-end venues such as Madison Square Garden, the environments are alive and really give you the sense of the weight your career possesses.

Even the upgrade in ring-card girls is present. My first two pro fights couldn’t even draw a bag-lady to hold a round card. By the third bout some local ‘talent’ was brought in.  I can only imagine that they too improve as you climb the ladder.

Gameplay; where to begin? It won’t take you long to realize that Venom wanted to create a realistic portrayal of the sweet science. This is no button-masher. In fact, I dare you to try. In your first handful of fights you might get away hammering away on the controls, but as your opponents get better, you’ll quickly find yourself staring up at the lights implementing this kind type of strategy. Not only will frantic ‘wind milling’ drain your stamina, but a skilled opponent will counter-punch and pick you apart with ease.

You have to fight smart. Work off the jab, combine body work to steal stamina from your opponent and mix up your punches to create openings. It’s also beneficial to store up adrenaline to blend in a signature punch or two when you’ve hurt your adversary. It can also serve as a wise strategy if you’re losing a fight and need to land a big shot to turn your fortunes around.

And if you find yourself at the end of some of these signature punches, you can always clinch to catch your breath or kill valuable seconds off of the round.

Knockdowns and the subsequent replays is a thing of beauty. After scoring a knockdown, you’ll be shown three consecutive replays, from three different angles. In one of my bouts I nailed my opponent with a beautiful short, left-uppercut that sent him to the canvas. It looked very cool from each angle shown. There are no ragdoll effects in this game but the animations chosen for each knockdown are consistent and realistic with the knockdown punch.

My biggest grips thus far in terms of gameplay, is the collision detection and effectiveness of the jab. The jab is still a useful tool as a stepping stone for a three or four punch combination, but I don’t feel it keeps your opponents off of you as much as it should. A good hard jab should, if utilized effectively, provide space as well as a deterrent for a bull-rushing challenger.

The collision detection also needs work. You’ll see punches land on shoulders, armpits or the chest but a head-shot animation is still shown.  It’s a minor annoyance and one that I can live with though.

There also appears to be too many knockdowns. I have yet to complete a bout where I have failed to floor my adversary less than five times. Yet, this is only a minor annoyance and won’t prevent me from playing this game for months to come.

Another point that should be made is my recommendation of avoiding exhibition matches when you first pick this game up. The CPU will absolutely destroy you. The AI is smart enough to take exactly what you give it. If you’re going to stand around with your guard down, they’ll meet your indifference with several shots to your dome. It is far more beneficial to work your way through the career mode allowing you to sharpen your skills on the early tomato-cans tossed your way.

In conclusion, I give this game a 7.5/10.

I recommend 2K’s “Don King Presents: Prize Fighter”. Even if you’re not a diehard fan of the sport, it will still entertain you with its dynamic approach to the career mode and will be a big hit among friends looking to knock each other’s heads around in head-to-head play.

 




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Last Updated ( Sunday, 06 July 2008 )
 
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