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Anyone got Fight Night Round 2 yet?

Kingpen hit the nail on the head--with the addition of cutman mode it really challenges you to not rush in and brawl (unless you're sure you can end it fast). I haven't seen it yet, but I'm sure the fight would get called if the ref sees you really fucked up, or your corner may throw in the towel (since "Throw In The Towel" is an option for you on the Pause Menu, I assume your CPU corner would do it for you if you're not careful). You can choose to Auto-Heal in between rounds instead of doing the work yourself (probably useful early on if you're not getting hit much). But later on you'd better focus what precious time you have (20 seconds) to close that wound or get that eye un-shut.

FYI, please check out this thread, I'm trying to organize a GAF boxing league:

http://www.ga-forum.com/showthread.php?t=37642
 
Just picked this game up on a rental.

1) This game rocks my FACE. I can see how haymakers could be brutal online, or possible game breakers, but we'll see what happens there. However, the game is golden. Strategy, hard hits, clinching, and just the whole package is fandamntastic.

2) MY THUMBS! THE PAIN~!
 
Reading the gamespot review, it makes it sound like the PS2 load times are brutal... anyone have any experience with this? I'd much rather get the PS2 version 'cause very few people I know have Xboxes... and I'm also very used to the Dual Shock for this game.... but if load times are that bad....
 
SickBoy said:
Reading the gamespot review, it makes it sound like the PS2 load times are brutal... anyone have any experience with this? I'd much rather get the PS2 version 'cause very few people I know have Xboxes... and I'm also very used to the Dual Shock for this game.... but if load times are that bad....

Any chance a converter would work for you on this one? Lot of Gaffers have the Xbox version. Loads pretty well on the 'dude.
 
Sickboy yea the load times are horrible loading for each menu. Its not that the loads times are way too long its jsut that there are so many loading screens before you actually fight.
 
I bought it yesterday and I played from 2pm when I got it, until about 3am. First I played lots of regular bouts with the pros to get back into the groove with the sticks. Once I felt comfortable with it, I started my pro career. This and FN 2004 are the only sports games that I have ever played where I don't skip through the replay. Watching a KO is extremely satisfying. The CPU begins to use the haymaker more often when you reach the tougher boxers (about 10-0 record before I saw this). The good thing is that with a good parry and a well-placed uppercut, you can KO your opponent even if they have full health. So far my favorite moment was playing with James Toney, after knocking a guy out, he came at me with a left hook and before he could land it I had hit him with a haymaker uppercut. He fell immediately and couldn't get up after only the second knockdown.
 
i dotn like how many haymakers the AI throws and how many you are forced to throw i mean really no real boxing match has even close tot hat many haymakers thrown a round.

Great game tho once you learn to ignore the haymaker whoring.
 
I got a little over zealous last night and thought that my 10th ranked welterweight could take out the number 4 ranked fighter. I was able to clinch my way to the end of the 8th round, but got my ass knocked out for the first time. Now I am 17-1. I was in very serious condition and thought the fight was going to be called after the ref issued my corner a warning on my facial damage. I had some swelling in the 1000 range and a cut as well. I thought that I could try to rope-a-dope the fighter in rounds 4-6 to tire him out and then have the stamina advantage. I would have worked if I would have been able to see out of my fighters eyes and could dodge his punches normally. I want to at least win the title before I jump weight divisions to fight someone else. It is a lot harder this year to get up from a knockdown I think. Guess I have to have more time at the gym and a different strategy to come at him again.

I haven't played anything else since this game got released... Pretty incredible with all the good releases that I have in the backlog.
 
Managed to get the demo, things I like/dislike.

-Haymakers are too powerful. It seems like they wanted to put a power punching ability into the game. That's cool, but I can only think of a handful of boxers who had the ability to wind up for a big punch and unload without fatigue and counter punching eventually getting to them. FNR2 allows any boxer to fight basically like this.

However, it does not seem that the haymaker option is unbeatable. Using Sugar Ray Robinson, I was able to pick apart Hopkins from the outside with jabs and left hooks. After some of that, Hopkins started playing much more conservative and didn't unload haymakers nearly as much. It got to be more of a boxing match, although at times it could go back into being a punching match.

From the 40 minutes or so I played of the demo, I don't think haymakers are gamebreaking. Overpowered, but I was still able to turn it into a boxing match against the AI. Against players could be different, we'll see.

+Fighters move much, much better this year. I really liked the fluid feeling I had using SRR, being able to move in and out with jabs and left hooks. Its a much needed improvement over last year where it was more economical to just stand in place and shift around. This is a God send for fighters who based their whole game on this style. Good job fixing this.

+Clinch is nice. Not over or underpowered. I would have liked to be able to hit from the clinch, but good job anyway.

-Sluggers/Swarmers still get the short end of the stick movement wise. Meaning you can't walk foward with head movemet, just like last year you have to walk foward, stop and use movement, walk foward, ecd. in order to close the distance.

-I wish the jab had more impact. Its still good though.

+Cuts seem awesome. I really like this idea. It allows the non powerhouses to win a fight, and forces better strategy among guys who just like to throw. Really a great part of the game from what I saw. I like dbeing able to work the jab and open cuts.

-Out of character stuff like SRR doing a backflip when he wins a game. Kills the characters realism for a fan like me.

-Stamina still needs work, fighters throw too many punches.

-People can still use buttons with the stick in order to pull cheap shit like last years, I read it on gamefaqs. :( Stick fo' life here. Its much more strategic.

Final Judgment!!!!11:

It may seem like I'm posting mostly negatives, but I really liked what I played. The characters move and throw punches much better then last year, the cut and clinch systems are welcome improvements, and the gameplay (even with the haymakers) feels tighter. Some flaws, but I don't think it'll kill the game for me. I really, really enjoyed the feeling froming dancing around the ring and counterpunching...better then last year for sure. So yes, I'll be buying the X-Box version later today.
 
Biff: from what i played they tightended up the gameply considerably from the demo.

for one thing the fights seems to go much more smoother and the moving while punching is much easier now.
 
Biff Hardbody said:
Managed to get the demo, things I like/dislike.

-Haymakers are too powerful. It seems like they wanted to put a power punching ability into the game. That's cool, but I can only think of a handful of boxers who had the ability to wind up for a big punch and unload without fatigue and counter punching eventually getting to them. FNR2 allows any boxer to fight basically like this.

However, it does not seem that the haymaker option is unbeatable. Using Sugar Ray Robinson, I was able to pick apart Hopkins from the outside with jabs and left hooks. After some of that, Hopkins started playing much more conservative and didn't unload haymakers nearly as much. It got to be more of a boxing match, although at times it could go back into being a punching match.

From the 40 minutes or so I played of the demo, I don't think haymakers are gamebreaking. Overpowered, but I was still able to turn it into a boxing match against the AI. Against players could be different, we'll see.

+Fighters move much, much better this year. I really liked the fluid feeling I had using SRR, being able to move in and out with jabs and left hooks. Its a much needed improvement over last year where it was more economical to just stand in place and shift around. This is a God send for fighters who based their whole game on this style. Good job fixing this.

+Clinch is nice. Not over or underpowered. I would have liked to be able to hit from the clinch, but good job anyway.

-Sluggers/Swarmers still get the short end of the stick movement wise. Meaning you can't walk foward with head movemet, just like last year you have to walk foward, stop and use movement, walk foward, ecd. in order to close the distance.

-I wish the jab had more impact. Its still good though.

+Cuts seem awesome. I really like this idea. It allows the non powerhouses to win a fight, and forces better strategy among guys who just like to throw. Really a great part of the game from what I saw. I like dbeing able to work the jab and open cuts.

-Out of character stuff like SRR doing a backflip when he wins a game. Kills the characters realism for a fan like me.

-Stamina still needs work, fighters throw too many punches.

-People can still use buttons with the stick in order to pull cheap shit like last years, I read it on gamefaqs. :( Stick fo' life here. Its much more strategic.

Final Judgment!!!!11:

It may seem like I'm posting mostly negatives, but I really liked what I played. The characters move and throw punches much better then last year, the cut and clinch systems are welcome improvements, and the gameplay (even with the haymakers) feels tighter. Some flaws, but I don't think it'll kill the game for me. I really, really enjoyed the feeling froming dancing around the ring and counterpunching...better then last year for sure. So yes, I'll be buying the X-Box version later today.

Excellent points Biff....I actually feel that the movement has decreased since last years' game. Most notably the lack of the dash forward/backward....since I am primarily a slugger, I like to get in, stay in and get out if I need to. I don't feel like getting in or out is as fluid or quick as FN2004. Maybe it's just something that will take getting used to in FNR2, but it struck me as kinda odd.

Also, the cuts are definitely a great addition. I knocked my opponent down 4 times in 2 rounds, but I took so much of a beating in the process that the fight was stopped. I need to get better at Cutman Mode, cause hitting Y for Auto-Cuts doesn't heal enough.

Very glad to hear you're getting the Xbox version....I'll be out of town this weekend but back on Sunday night, so if you're free lets get some games in...
 
Shadax said:
Excellent points Biff....I actually feel that the movement has decreased since last years' game. Most notably the lack of the dash forward/backward....since I am primarily a slugger, I like to get in, stay in and get out if I need to. I don't feel like getting in or out is as fluid or quick as FN2004. Maybe it's just something that will take getting used to in FNR2, but it struck me as kinda odd.

Also, the cuts are definitely a great addition. I knocked my opponent down 4 times in 2 rounds, but I took so much of a beating in the process that the fight was stopped. I need to get better at Cutman Mode, cause hitting Y for Auto-Cuts doesn't heal enough.

Very glad to hear you're getting the Xbox version....I'll be out of town this weekend but back on Sunday night, so if you're free lets get some games in...

You know what, you are right. They shouldn't have taken out the dash foward/back. Damn. Can't wait to see how fights turn out because of the cut system...a good counter puncher against a slugger can have a very different outcome then in FN2K4 I bet.

I will post in the online matchup forums when I can, and I'll send you a pm when I have free time. Hopefully tonight, but you got to promise to go easy on me. :D
 
Is there anyone who knows if a formula has been discovered on how many times you can clinch before you get deduced points/disqualified.... Also, how much cumulative damage you can have on your face (cuts/swelling) before the fight gets stopped? I have gotten warnings on both of those, but haven't seen any action though.

Awesome moment I just had was having 2 knockdowns where I knocked the guys mouthpiece out of his mouth.... I hadn't see that before.
 
Well, when you're about to get KO'ed there is no penalty for clinching. And oddly, after about 15 fights I saw the first mouthpiece get knocked out, and now I see it at least once a fight. I assume it has to do with my boxer's power being close to full now. I still kinda wish they would have kept the bug from the original game where the guy could get caught in a corner after getting KO'ed and you could blast him 5-10 times before the countdown. Man is that humiliating for the other guy :lol
 
Kingpen said:
Is there anyone who knows if a formula has been discovered on how many times you can clinch before you get deduced points/disqualified.... Also, how much cumulative damage you can have on your face (cuts/swelling) before the fight gets stopped? I have gotten warnings on both of those, but haven't seen any action though.

I call that the Ruiz effect. What was it, 190 clinches in his last fight and no action taken against him? Blargh....

In other news, I hold a copy of FN in my hot little hands. I still have to see if I can get my CC updated today to renew my live subscription, I may be able to..I 've done it before. We'll see.
 
newsguy said:
I still kinda wish they would have kept the bug from the original game where the guy could get caught in a corner after getting KO'ed and you could blast him 5-10 times before the countdown. Man is that humiliating for the other guy :lol

That sounds hilarious. Anyone have a link/video of such an incident in action?
 
newsguy said:
Well, when you're about to get KO'ed there is no penalty for clinching. And oddly, after about 15 fights I saw the first mouthpiece get knocked out, and now I see it at least once a fight. I assume it has to do with my boxer's power being close to full now. I still kinda wish they would have kept the bug from the original game where the guy could get caught in a corner after getting KO'ed and you could blast him 5-10 times before the countdown. Man is that humiliating for the other guy :lol

You still can do that, I did it the other night; I hit a guy so goddamn hard he spun around and faced the ropes, then I unloaded on the back of his head with a few haymaker hooks. :lol
 
Holyshitmanwhatagreatgame.

I am really impressed with FNR2. Its definitely better then FN2K4. I write this now as my hands are killing me after hours of play...Random impressions.

They made Marciano better this year for sure. I think he give and take it better then any fighter I played, very much like Marciano in real life. The bad part is they didn't give him his trademark heart and stamina, but at least he's got his power and chin. Dissapointed I can't edit his green trunks, it makes me thinks he's ugh, Irish.

Chris Byrd is overrated in this game.

Frazier looks awesome in this game, he's got the bay fat he had in real life as opposed to the six pack he had last year. Unfortunately, they made his stance southpaw...wtf. They had it right last year, why change it now. Ah well, they make Rocky better and Frazier incorrect.

Lightweights and welter are the ones to use if you want boxing over power punching. I played some heavyweight battles with Marciano VS Liston and Norton, and they all ended in early round KOs. Fun, but the reliance on haymakers coupled with the natural power of the heavies make it more of a knockout fest.

However, if you play with the welter and lights you can have some GREAT boxing matches. Case in point my 2 fights as Duran VS Leonard and Mosely. Before I get to them a word why you must play as Duran if you are a real man.

As Duran triumphantly stepped off the scale, celebrating a moral victory over his weight, an entourage member tossed him a grapefruit. I will never forget the scene which followed.

Duran -- a very hungry, dehydrated Duran -- grabbed the grapefruit out of the air as if catching a baseball. Then, as if the grapefruit was an apple, Duran bit through its bitter, yellow skin. He ripped off a big chunk and swallowed it. Another big bite followed. The juice of the fruit spilled down his chin, but Duran just backhanded it away and took another bite. Within one minute, Duran had consumed the grapefruit -- skin, pits and all!

Ownage!!!!

Back to the fights, I noticed from my two lighter weight fights the AI seemed to use allot more boxing strategy and normal punches. There was still overuse of haymakers for sure, but it did not seem as prevelant as the heavier ranks. That, plus the lower power of the lighter ranks makes for longer, and possibly more strategic battles. Both my fights had Duran KOing the men, but not until the 11th and 12th respectively.

Overall, the boxing is much, much more fluid then the previous version. I'm really impressed with the way you can mix it up on the inside or outside. Best boxing I've seen in a game.

Aside from my two main beefs (Haymakers and misrepresentation of boxers looks/attributes), I'm loving it. Even with those two factors, I'm having soooo much fun with the game. The boxing action is second to none. I could write on and on about it, but I won't. Its just so smooth and rewarding to set your man up and make your punches work the way you want.

Cuts and swelling are also hella cool, they add a new dynamic to the game...very nice.

I love the camera angle when things get drastic and how you can hear the trainers in the background yelling "clinch!". Fucking awesome, like a movie.

The game owns, pure and simple.
 
More impressions because no one else is posting 'em.

-Modern fighters are way, way overrated. Chris Byrd is as fast Muhmmad Ali, Ronald Wright is on par with fighters like Sugar Ray Robinson, James Leija can compete with Duran, and Jermaine Taylor has attributes he hasn't even had time to prove yet. Bullshit!

+I've said it before, but I love the way the characters move in this game. Speedsters have it so much better then before. Try usig Robinson against Lamotta, stick and move...its beautiful what you can accomplish. Really, you can just tattoo the other guy and work on his cuts...its so much fun.

+/- still don't have an answer for all the haymakers thrown, they don't cost nearly enough stamina. That being said, some fighters like Marciano made their careers by throwing power shot after powershot, so its nice to be able to do that in the game.

+ Reach seems to be more important then before. Lamotta couldn't touch my Robinson, relatively speaking. Very, very nice.

+ The total punch control seems tighter. I'm throwing jab, cross, left hook combos fairly often with speedsters. Nice.

Greater boxing game ever.
 
Okay I'll add two cents...

This is hands down the best representation of boxing ever and christ is it brutal. I don't think any other game has ever captured brutality like this. I had a bout between Lamotta and Robinson (I played as Lamotta) that was the most brutal thing I've ever witnessed in a video game. I won with an 8th round knockout, but both fighters were just completely obliterated at that point. Biff nailed the reach thing on the head, from the opposite perspective, it was a bitch to put Robinson out because he kept running away and I couldn't catch him.

It's definitely a step up and feels nothing like the rock'em sock'em robots of last years version. I haven't created a boxer yet because the single bouts haven't gotten boring yet.

I'll probably go on Live once I get a new TV for my "computer room". I'm currently in an apartment, and my network stuff and xbox are on opposite sides of the place thanks to Mrs. Speshylive's need for an aesthetically pleasing decor. :)
 
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