Surprisingly, footage from 2005 edition of E3 previewed this title on Ps3. But since then lots of stuff have happened. Whether it was the blu-ray discs issue, or manufacturing problems followed by marketing flaws, the Ps 3 launch was delayed couple of times. For this reason the Xbox 360 version of the game stole lot of the thunder from Ps3 (like many games will do after). I guess no one believed that the Ps3 version will get an extra something, or even to making the cut before the next installment of Fight Night franchise is released. But the recoil Ps 3 version added new elements and some improved graphics (to an already very good title) and put Round 3 on top of Ps 3 must have titles.

The new "Get in the ring" mode, which is exclusive on Ps3, has to be the most noticeable addition. Here all what you knew about Fight Night's previous versions is put through another perspective, first person perspective that is. Although it has an overall increased difficulty (regarding gameplay elements), the sort of realism it presents in this way more than compensates for it. You will get to acknowledge the importance of "jabs" this way and perceive the inflicted damage or health status of fighters as is meant to be perceived. For example through this mode it is far more easier to see when a boxer gets tired or how the senses are affected after sustained punches to the head. Ear ringing, hearing loss, restricted vision due to damage and eye swelling are the indicators that let you know who stands better in the fight. The all to well known health bar can be selected though, but it isn't the default option.

 

Lots of stir was created regarding the graphic capabilities of the over-priced Ps3 compared to the Xbox 360. It seemed unjustified the price we had to pay for a Playstation 3 and that's mostly because Xbox 360 offered similar graphics at a lower acquisition price. Well the balance inclined towards Sony's Ps 3 asymetric unconventional architecture in this case. Whether that depended on the updated developing tools provided by Sony, or by using more efficiently the potential of the console, or maybe simply because the title passed from developers EA Chicago to porters EA Canada (in this case) , these are just a few ideas to backup the superior graphics of Ps 3 version.

But how stands Fight Night 3 compared to the previous franchise installments?...Well, in terms of gameplay elements there are substantial modifications, additions and improvements to continue the success Fight Night series had on the market of sports/boxing simulations.

Firstly, it was the right decision to temper and motion slow down the "Haymaker" punch because of abusive using and experience spoiler. Besides this K.O.-able punch a whole new bunch of impact punches where introduced. "Flash K.O." and "Stun Punch" shift the fight in an instant to secure the win even with the oddest of chances. The "Stun Punch" puts you in the first person perspective (what your opponent views) to show you how a defenseless boxer tries to maintain the composure against your overzealous punches. You have total control with "total punch control", which gives you the opportunity to directionate wherever you want the punches, with unrestricted accuracy. All this special punches (flash ko, stun punch, haymaker) can only be pulled of just through the analog stick sequence motions. Unarguable a clear advantage over the button mashers.

As for the boxing styles available, it is the base/punch/defense styles that dictate what style (offensive, defensive) your boxer will predominantly apply. The style can be varied throughout the career and between the fights, the same as you could with your weight category your boxer belongs to. Rivals can trow illegal blows as much as you can (through use of Sixaxis motion sensor feature or by pressing the circle button), clinches have returned, the stance can be switched in mid-game. Taunting the adversaries or leaning on the ropes to evade them and replenish the stamina are all reworked, reintroduced or new features. These improved boxing mechanics makes even more interesting and realistic the ongoing fights, whether that's done online or against a second player. The media part of the game suffered some modifications too. Press conferences after fights have all disappeared from F.N. Round 3 (no comment on this). But the removal of replays and camera juggle between the rounds certainly is missed. Instead your are only given the chance to do some facial sculpting (swelling reducing, bleeding stop from cuts) ....to avoid TKO.

To step right up in the ring and get comfortable with the controls and gameplay mechanics, "Play now" is the mode that allows you to do just this. Here you have the option of selecting between some past and present great boxing names from six available weight classes. Names like Muhammad Ali, Oscar de la Hoya, Sugar Ray Leonard should be enough to satisfy your curiosity. The knockdowns, penalties/stoppages and end of fights rules apply largely the same as in official matches. After a knockdown the vision blurs and a count to ten is started by the referee. You need to clear your vision by moving the sticks to align the outer circles into the center one before the referee ends the count, to avoid losing the fight. That's the major virtual game personalization of a knockdown get-up. The rest (illegal blows, TKO, distance fights) rules apply normally.


"ESPN Classic" recreates some of the biggest and ominous fights from boxing history: Robinson-Lamotta, Ali-Fraiser, having the ESPN commentator, Joe Tessitore, at mike. Once you've finished the career mode and hung up the gloves, you can add your champion to this list of great names.

The arcade-like mode "Hard hits" mode has returned. Knocking your opponent down onto the canvas as many times as possible is the main goal. The winner is the one who has won the most rounds with rounds only ending when there is a knockdown.

But where all matters and counts not just only after a single fight, is the "Career mode". Here you create the boxer of your dreams through features like (boxing style, genetics, physique, features, accessories and ratings) and then manage his career which has as an objective the world champion crown. You collect money as you win contracted fights. The more money you get the more professional is the help you can get to improve your technique and ratings. Whether the help comes under the form of more worthy promoters or by having pro-coaches hired to improve your skills, the road to success has to take in consideration these aspects. Before each fight you have to play a minigame for improving specific ratings of your boxer. Combo dummy, heavy bag, weightlifting, sparring not only diversify the gameplay but add a reality factor to the whole game.

 

The system of career progression is based on popularity. With major real sponsor baking up important fights (Burger King, Dodge...). For example when getting into another category of popularity those brand names will sponsor that fight. There aren't just benefits to this system of gratification. In some circumstances this system comes to obstruct the essential visuals way to much. Leaving that aside, a new interesting feature that made its debut in Fight Night Round 3 is represented by the rival concept. In this way your player can meet throughout his career as much as four time the same rival; just like in real life. Another issue that bodes well for a diversified gameplay is the unlocking of new signature punches and special styles to help the player in the more difficult stages of the career.

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Graphics: 87

The sweat on boxers body, face mimics and grimaces, boxer's anatomy reproduction, fighters animations all look astonishingly good. The communist looking menu contrasts with the hip-hop sound attitude. Although the operation of building your champ in career mode is a bit to sluggish, the system responsible for this still situates between the best available on the market. It's nice to see that arenas where the fights are taking place were paid attention just as much as the humanoid models were. Real or fictional those arenas cover the diversity a career implies.

 

Gameplay:80

The career mode lacks something, i wasn't feeling the importance and the progression a career suppose to give. Perhaps because of lack of statistics and usual informations like rankings...could be the reason. A.I. of adversaries is pretty feeblish. Never been beaten although i played with the difficulty settings. Most of the times you end up finishing a fight with a k.O in the first rounds. An issue that i still have troubles in understanding is how can a fighter have almost zero life gauge and almost full stamina one. I mean he's seconds from a down to a count moment and he's trowing punches to me like in the first seconds of the fight. Another one is how big the discrepancy is between how brutal a knock down looks/sounds and how fast they get up for more.

Although countering/leaning actions feel very real, the blocking/defending position changes feel a bit to unnatural. But if you can survive the large load times you can get over this minor issue fairly easy.

 

Sound: 75

The soundtrack isn't bad, but is repetitive an way to much hip-hop in it. I don't understand the link with boxing though. A clue to that might tie this fact to the original developers , EA Chicago, which have Def-Jam under their belt too. Joe Tessitore's commentary as most of EA sport titles becomes repetitive after a while. The best part here (although a bit to exaggerated) are the sounds made by the jaw-to-punch replay sessions.

 

Multiplayer: 85

Playing online ranked or unranked matches, by region or even by control type (analog only) should offer you what you need when you get bored by the offline content of the game. A weird option that allows you to take online your created champ from career mode only when you retire him from career mode isn't ok with me. Support for headset, ESPN content (sport ticker, radio updates, motion and news) are some other useful ingredients.