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Don King Presents Prizefighter review

Decent
AT A GLANCE
  • Documentary-style narrative
  • Many distinct fighting locales
  • Large, varied soundtrack
  • Hit detection is busted
  • Button controls lack fluidity
  • The stamina meter. Ugh.

Legendary boxing promoter Don King has a long history of using invented words and flashy outfits to sell his products, so it's really no surprise that we had a strong first impression of his debut video game. But the more we played Don King Presents Prizefighter, the more that opinion was worn down by gameplay aspects that weren't quite as solid (or fresh) as expected.

Indeed, our first take on the game was very positive, as the documentary-style career mode draws together video interviews from the likes of King, filmmaker Mario Van Peebles, and several fictional characters to create an oft-compelling look at the rise of a boxer. While you build the profile and prestige of your created pugilist ("The Kid") via training mini-games and brawls against no-name fighters, the game keeps things interesting by interspersing playable "what-if" classic bouts, featuring the likes of Joe Lewis and Rocky Marciano. But as we grinded through the two-dozen-plus career battles, the issues started to pile up, both in terms of design and execution.

Developer Venom Games opted for button controls because (as publisher 2K Sports told us in April) they thought the analog stick-swooshing control scheme in fellow boxer Fight Night: Round 3 made that game feel like a button-masher. But here's the rub – now Prizefighter is an actual button-masher, and the punches lack both the feel and the fluidity of Fight Night. Even worse, the game utilizes a series of on-screen meters to indicate a fighter's stamina and vitality, instead of visible damage/distress on the character (like in Fight Night). Expectedly, the end result feels antiquated and notably outdated.

We're game to mash a few buttons if everything else is kosher, but what really keeps Prizefighter from going more than a couple rounds is the shockingly messy hit detection. Punches mysteriously don't connect, others hit late (when the arm is being pulled back), limbs enter opponents' bodies, and fists may hit in one place but seem to impact in another. We often heard the ringside announcer proclaim, "How can he miss from that range?" Great question – ask the developers about that one.

While it looks an awful lot like Fight Night (from the menus to the create-a-fighter mode), Don King Presents Prizefighter simply doesn't inspire anywhere near the same amount of awe. It certainly seems that given all the Don King bombast that the game would make more of an effort in presenting a razzle-dazzle experience.

The fact that Prizfighter doesn't break any new ground is forgivable, but botching the essential issue of hit detection is obviously a huge problem. Pugilistic devotees seeking the next fix will undoubtedly fight through the flaws, but frustration will likely be the knockout punch for the average gamer.

Jun 16, 2008

More Info

Release date: Jun 10 2008 - Xbox 360
Sep 30 2008 - Wii (US)
Available Platforms: Xbox 360, Wii, DS
Genre: Fighting
Published by: Take2 Interactive
Developed by: Venom Games
ESRB Rating:
Teen: Blood, Drug Reference, Suggestive Themes, Violence

1 comment

  • griever - October 3, 2008 6:22 a.m.

    I actually like this game. I haven't played Fight Night though. But I think given the hit detection issues it's quite a fun game to play. Maybe the sequel would address the issues mentioned here and I'd love to see the replays of my fights in slow motion!

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