EA promote Fight Night Round 2
The seasoned slugger shapes up for a second appearance in spring 2005
Weekly digests, tales from the communities you love, and more
You are now subscribed
Your newsletter sign-up was successful
Want to add more newsletters?
Every Friday
GamesRadar+
Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.
Every Thursday
GTA 6 O'clock
Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.
Every Friday
Knowledge
From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.
Every Thursday
The Setup
Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.
Every Wednesday
Switch 2 Spotlight
Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.
Every Saturday
The Watchlist
Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.
Once a month
SFX
Get sneak previews, exclusive competitions and details of special events each month!
Boxing is more than just the noble art of punching someone repeatedly in the face until they fall over. There's also biting, brain damage and selling branded electric grills to gutbuckets worldwide. But from Frank Bruno's Boxing onwards, no game ever managed to really make us feel like we were be part of that brutal world.
That is until the original Fight Night came along. Sure, it looked good, but what made it great was the Total Punch Control. Which instead of being the usual load of raging bull that most 'revolutionary control systems' are, actually worked. Using the twin analogue sticks for each fist made the fighting demand skill and speed, instead of just button mashing. So all you needed to throw a punch was an Ali like twitch, not a clumsy combo.
Which is exactly why Round 2 will stick to the same system, while also slapping more gore into the facial damage engine, adding cut men to your corner and making it possible to block and bob at the same time. An online option will also be added to the mix along with a Gamecube version, although how that will work with just one stick no one is saying so far.
One thing the developers are very keen to talk about are the new trademark haymakers. For these improved moves will allow you to power up punches so that you can turn a round on its head with just one perfectly timed hammer blow.
With a roster of 40 fighters across the weight classes (including Brit Ricky Hatton), more variety and choice in the training rounds and some proper commentary after all that hip-hop shouting, Round 2 will be ready to embark on the Rocky road to the championship early next year.
Fight Night Round 2 will be launched in the US for Xbox, PS2 and Gamecube in March and in Britain soon after
Weekly digests, tales from the communities you love, and more


