![]() ![]() When you combine all these revisions with a faster tempo and more fluid animations, Champion's combat feels more faithful to the sport. Stamina is governed by your fighter's Conditioning and Endurance. But unlike Round 4, where the counter system was almost too powerful, counterpunches now have a narrower window of execution and feel more balanced. ![]() So while you still need to keep your hands up, timing your block as a punch connects or leaning and weaving out of the way is still the most effective method of avoiding damage and setting up lethal counterpunch opportunities. Furthermore, blocking only requires you to hold down the button, which depending on your boxer's Reflex and Blocking ratings, will automatically guard against oncoming punches whether high or low.Īs a trade-off, effective combinations can now find their way past your defence and hit home. This means button-pushers lose out on the fancier thrusts and swings, but as a compromise that allows fighting game traditionalists to enjoy the boxing without diluting any of the analogue sophistication, it works well and is unobtrusive.Ī reworked Power Modifier means you can now load every type of strike, including jabs and straights. These three punches form the basic tools of your striking offense in order to give the exchanges more depth, in-between inputs will result in flared straights and hookercuts.įor those who dislike the idea of using the analogue stick, Champion's default set-up has the face buttons working in tandem, giving simultaneous access to the three standard punches. This system ditches the motions from the previous game in favour of directional inputs which translate to straights, hooks and uppercuts when tilting the stick either up, down or to the side. While this was technically sound, there were many who disliked the strict recognition that would often turn a well-timed hook into an unplanned uppercut – which, if you'd spaced for the former, could leave you wide open for a galling counterpunch.Ĭhampion's more elegant solution is the revamped Full Spectrum Punch Control. In Round 4, this translated to Total Punch Control, a system that used circular motions on the right stick to convey the bread-and-butter of boxing ballistics. Those first few bouts are a harsh lesson in the nuances of pugilism, but after gradually getting to grips with leaning, weaving and effective counterpunching – rather than just flailing like a rabid wolverine and getting rocked for your trouble – you'll start to develop the boxing fundamentals. ![]() But the transition from arcade to simulation was far from easy.įor those weaned on a stick and six buttons, the switch to dual analogue control is initially met with frustration bordering on deep-seated loathing. ![]() This was a boxing simulation in its purest form, both as a martial art with an elegant dance of full body movement, and as a sport where the only way to deal damage is by propelling padded knuckles above the belt line. Moving away from the familiar Dash Straights and Machinegun Blows, I discovered something less instantly gratifying but no less technically rewarding. This epiphany then prompted me to sample the other simulation of the moment, namely Fight Night Round 4. But ever since Eurogamer asked me to transfer my arcade fighter fanaticism to a preview of UFC Undisputed 2009, I've realised that strategic stamina control can be just as intense as setting up cross-ups and frame traps. There was a time when I wouldn't have taken a second glance at Fight Night Champion. ![]()
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