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Another big addition this year is the implementation of a much more flexible "Create-A-Champ" feature. Instead of using slider bars or a limited interpretation of Tiger Woods' Gameface stuff, Fight Night Round 2 offers full morphing technology. Craniums, foreheads, eye positions, eye shapes, nose bridges, nose tops, mouths, lips, cheeks, chins, ears, jaws, and a myriad of other important features can all be stretched and skewed to extreme proportions. The development team at EA Chicago claims that you could literally make anyone you want with this system, and based on what we've seen of it so far, we're inclined to believe them. Of particular note are the fat and muscle manipulators that allow you make a giant tubby warrior or a miniscule mini-man. It's pretty cool.
Speaking of changes to the physique, your career is no longer 40 mirror images fights one after another. In Fight Night Round 2, your training affects the look of your fighter. Train too little before a big fight, and you'll lose some of your tone and definition -- possibly even becoming fat. But train too much, and you become a giant hulking beast that can hit incredibly hard but lacks the speed he might need against the smaller guys. Throw in the ability to switch weight divisions (a feature that may not make it in the final version) and an age-system that affects the look, weight, and abilities of your fighter, and the new direction already sounds a lot better than last years. Too bad we didn't get the chance to play it at length.
Knockdowns are far less frequent for well-trained fighters as the impact of each blow has been adjusted to far more realistic levels. Pulling off combos with the analog stick is much easier than they were before, too. In fact, the combo system is one of the most significant improvements, as players will no longer have to go through full motions to execute specific punch combos. Now, certain combinations are treated like a traditional fighting game so that the game allows you to buffer your next punch with half-movements into your follow-up. This allows players to throw combinations much more quickly with the analog stick, and it also enabled the team to set the groundwork for something more important -- an advantage for skilled players.
More specifically, button mashers no longer have an advantage over stick users. Veterans of last year's game may remember that when playing another person, that those who used face buttons instead of the analog stick could whip out combos much faster than they could. That's not the case anymore. Sure the face buttons can still be used, but now it's just for beginners. The fastest most effective combos can now only be performed with the analog stick, accomplishing things that the buttons simply can't do.
Perhaps the coolest new feature this year, however, is the all-new cutman mini-game that takes place between rounds. Players will actually have control over their corner's in-swell and cotton swab to stop bleeding, heal bruises, and keep your fighter healthier. They'll need to do so too, because in a move that we absolutely begged for last year, fights can now be stopped if you take too many unanswered punches, suffer too much facial damage, or can't mount a proper defense. It's all incredibly realistic, and quite frankly, very badass.



