The Fight: Lights Out Review
Knuckle down.
Version tested: PlayStation 3
I've barely started playing Sony's gritty Move-enabled beat-'em-up and Danny Trejo is already shouting at me. "YOU'LL BREAK THE GAME IF YOU MOVE AROUND" he barks, his grizzled face looming at the screen like an angry testicle with a moustache.
As a way of defining the limitations of the hardware, it certainly guarantees your attention, even if it rather undermines the "Move" brand.
To be fair, Señor Trejo is talking about your feet. You need to stay in one spot for The Fight to work, but the rest of your body is free to move as much as you like. In fact, it's an absolute requirement – this is a genuinely punishing experience, forcing you to throw real weighty punches rather than the feeble Wii-flicks you may be used to from other motion sensing games.
In construction, it's basically Fight Night but with actual arm-flinging in place of thumbstick twizzles. You create a lumpy, cheap-looking digital mannequin and then try to elevate him through the ranks of underground bare-knuckle boxing, from crude scuffles under railway arches and freeway underpasses all the way up to the heady glamour of rusty cages and loosely organised bear-pit brawls. Expect to see it compared to Fight Club by people who don't understand Fight Club.
Combat itself is, well, interesting. Just as digital imagery has been hampered the "uncanny valley" of human characters that are just inhuman enough to distract, so motion games are faced with their own awkward disconnect. There's just no getting away from the fact that too many motion games ask you to interact with intangible things, and the lack of sensory feedback feels weird and off-putting. It's no surprise that the motion games that generally work best are the ones where hitting or grabbing things isn't part of the gameplay.
It's almost worth playing just to see Danny Trejo titting about with PlayStation Move wands. Almost.
After calibrating the PlayStation Eye and grabbing a Move wand in each hand, it's up to you to knock your opponent out. Holding down the big button with the squiggly logo (does that have a name yet?) allows you to tilt the wand to move your fighter, while the trigger enables special attacks like hammer blows to the head, headlocks and other dirty tricks.
The one-to-one recreation of your movements is impressive, but a touch floaty, and the lack of physicality forms a barrier during early play. Punches thrown with shoulder-dislocating force in real life can translate as slow, lazy taps in the game. There can also be a distracting problem with finding the right range, with seemingly perfect shots stopping just short of your foe's face, or your fighter's arms lolloping around like Mr Tickle. Consistency is lacking, with seemingly feeble taps to the forehead earning "Good Damage" bonuses, while cracking uppercuts go unrewarded.
Again, it's all down to the lack of sensory feedback. The game can copy your arm movements, and even use your head as a guide to bob and weave if the lighting is bright enough, but what it can't do is replicate the depth of field or sense of impact. Throwing a punch isn't just about thrusting your fists about, but delicate matters such as velocity and trajectory, and these prove elusive when you're performing to a camera that may not be at eye level in a game where the action is always viewed from elevated angles.
Indeed, the lack of a first-person viewpoint is perhaps the game's most glaring omission. For all your exertion, it never feels like you're actually in the fight, more like a weird omniscient puppet master making some poor meatbag dance awkwardly to your pugilistic tune.
Eventually, however, you do reach a grudging truce with the motion fighting – though it's debatable whether that's due to you finally understanding the intricacies of the system, or just becoming accustomed to its foibles.
Once that happens, you start to unlock more arenas and opponents, working your way through 12 locations, each offering twelve bouts. 144 slugging matches suggests a lot of content, and it's true that the offensive options keep expanding with headlocks and spinning elbow strikes and dirty groin punches, but it's also a long, often tedious road to victory. You'll ache like a smashed crab as well, so this isn't a game to plough through in a few sittings.
There are peripheral features to distract from the one-note face-crunching, but they don't really inspire. You have an in-game cash balance that is inflated by successful fights and well-placed punches, and depleted by paying for training sessions and patching up broken bones. You can also bet this purse on your fights, should you wish to put your money where your broken, bleeding mouth is.
FINISH HIM! ETC!
Rudimentary stats are on hand for your fighter, and can be topped up periodically. It makes sense to be able to make your fighter tougher or more resilient over time, but stats relating to speed and accuracy seem annoyingly redundant. You're the one throwing the punches, after all, so why should stats matter?
You can even design your fighter around your own height and weight, at which point the game works out your Body Mass Index and tracks how many calories you burn during each fight and over time. It's a nice touch, but if the idea was to smuggle a fitness package into a game designed for Danny Dyer fans it probably would have been better had the game included something to explain how to improve your technique and exercise more efficiently, rather than just making you slug virtual speed bags for no good reason.
That "halfway there" feeling extends to The Fight as a whole. The presentation feels generic, with washed-out grainy visuals and a tepid hip-hop soundtrack, while the fighting never really finds its balance. It feels pretty great when you land a good punch, but too often you're left wondering why that thundering left hook you just threw failed to connect on the screen. Multiplayer options for both split screen and online play add some longevity, but The Fight mostly feels like a half-baked idea thrown into the ring before its time.
5 / 10
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Comments (89) Latest comment 1 year ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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Jesus...
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Dan clearly didn't read Snowdog's post...
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I had a feeling this wouldn't be great, seeing people play it at the Expo it didn't seem to work so well. Shame.
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hee hee hee
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You defiantly need a PS Eye and I am pretty sure this is one of the few Move games you will need 2 wands for.
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Anyway, when's the Goldeneye review coming?
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@kj: I've read that it's possible to play with one move controller and a dualshock, but of course, it might not be quite the same play experience as with two wands.
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I do actually like several move titles such as Tumble and would recommend it however It really feels like no one has taken advantage of the system quite yet.
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Sorry. I had to...
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I don't want to be a maths nerd about this, but velocity already includes a trajectory (a vector, to be precise), otherwise its just "speed".
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This is a great point. It's absolutely stupid calling it the 'Move' button, totally confusing. Myself and friends still get in muddle telling each other to press the 'middle button' when required. The controller is the Move - adding a Move button just confuses the matter, especially when it only has the logo to identify it, rather than a colour or shape.
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Dan - you're a games journalist. You should know that the "big button with the squiggly logo" is called the Move button, because if you don't you must be a congenital idiot. Also, it is your job to inform, not to ask the reader to fill in for your lack of professional knowledge "(does that have a name yet?)" How are we meant to take your advice on gaming seriously if you're just going to present yourself as a dolt who doesn't know even as much as a guy in Currys?
Secondly, I don't understand the point about the lack of feedback being a problem. Surely all gaming peripherals are aids to the imagination rather than replacement for real physical exercises? The assertion that the motion control games that work best are the ones that don't involve hitting or pulling things is just completely inaccurate. There's a large list of games on both the Move and Wii platforms that roundly trounce this argument. Titles like Tumble, Boom Blox, Twilight Princess, even Metroid Prime 3 Corruption to some extent, are all enhanced by motion controls despite not having physical feedback. Quite what you're expecting from games in general, or motion control in particular, is mystifying.
In other news, The Fight looks crap.
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All the issues listed in the review ring true but despite that I liked it.
Can imagine it might become very repetitive but still tempted to get it...
I should know better.
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Wtf?!? A stamina bar in fighting games is there to represent the fighter getting tired from throwing punches... but in this game, the player IS throwing punches, and getting tired as a result. So instead of relying on the real experience tiring the player, they have replaced that with a meter... the purpose of which is to simulate the real experience tiring the player.
Interesting logic.
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FANBOY ALERT! FANBOY ALERT!
Edit: not denying the Kinect maybe better for depth but calling the Move out as a Wii rip-off is a bit of a low-blow. *Ba-dum-tish!* I think the idea of the Move was to create more accurate and responsive motion gameplay experience.
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Well... there's only one way to find out...
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Sorry Dave52 didn't read your post didn't know some one had already pointed people in IGN's direction.
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Ooh, get her!
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Isn't that what the camera and your, um, body ought to be for?
"Punches thrown with shoulder-dislocating force in real life can translate as slow, lazy taps in the game."
Ugh, I literally have nightmares like that! Not in a hurry to pay for the experience.
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I thought the move could do depth of field? it uses the size of the ball as a constant. meaning the bigger the ball gets the closer to the camera it is.
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Well you've forgotten the first two rules right there.
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Heh, I have the same dreams - trying to throw a punch as hard as you can, but all that comes out is a slow, weak stretch of the arm. It is amazingly frustrating, but glad I'm not the only one with those dreams
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Will wait and see how the forumites take to this first.
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Sony, please get a good developer to do a move fighting game please....
Even sport champions table tennis could tell when you moved forward and back viewing the size of the wand ball and had fine depth...
Make it first person or see through figher, decent devloper = win
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Given the setting for the game, surely it has a headbutt, bite the ear and kick in the balls mode?
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Headbutting is in there, as well as finishing off the opponent with a cool knee in the lower abs. Also seen the spinning backfist, hammerblows, elbows punches etc. Proper 'streetfighting'.
Really like(d?) this title as it was the first-ever game that made me actually sweat in front of my telly.
I just hope my neighbours don't think I'm beating up the kids/wife/dog when they walk by...
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I believe those are also the only two activity options available if you find yourself in prison
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Cheers. I am sure it will provide suitable amusement for a lads night, that's if they don't see SingStar Dance first.
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Lets hope they release a demo on psn...
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From the review: 'The game can copy your arm movements, and even use your head as a guide to bob and weave if the lighting is bright enough, but what it can't do is replicate the depth of field or sense of impact'
I believe this was what he was referring to. You're right as well though - the lack of physical feedback is a kicker.
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It gets plenty of criticism from both those reviews, but there were also enough positive points that I decided to take my chances.
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Shoulder-dislocating force - yeah, you wish! Maybe the game translates your punches pretty accurately...
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Its a shame that Sony didnt spend as long as they needed to get these early games right. Not been playing with the move much recently. Unfortunately both Sony and MS went into a controller arms race, and i dont think either will come out better with a range of absolutely crap titles.
I would hope that Socom, KZ3 and LBP2 will use move alot better.
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Not sure that they would be overly impressed, mind.
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Funniest post I have seen in ages. Well done.
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I think the joke is not that the button is named the "Move Button" but the name of the symbol. Is the squiggly called the Move? Is it motion, or a moving letter "M"? If you were telling someone to "push the move button" and they said "which one is it?", you would reply "its the one with the **blank** on it". What's the **blank**?
Refering to it constantly as "The Playstation Move Logo" is rediculous. The community will eventually agree on a shorthand term for the symbol, in the same way the community has generally agreed to refer to things like the common Wii controller motions as "waggle" or the Wii Motion Controller as the "WiiWand". So I think the "joke" is him asking if the community has settled on a nickname for the logo.
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I'm struggling to think of many situations aside from the specific button on the controller where people would need to refer to the logo. And that button already has an official name - the Move button,
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Maybe because he delayed GT5 to 2011. Actually, Sony should include that story. Just for that I would buy the game.
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Not sure why the lack of physical contact makes this a bad game; it never stopped Wii sports or any other motion title. But poor translation of the (supposedly) accurate 3d data from the wand into a legit punch is a deal breaker. The game should, in effect, autolocate your avatar at exactly arms length from the opponent unless a lean modifier is applied by using the Move button (or your shiny head - baldies FTW) then snap back, same as any 1st person boxing game does. Otherwise, it would be (and seems to be) too hard to judge distance on screen.
/awaits the Move killer app before buying.
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I'm pretty sure the "WiiWand" already has a name, the Wiimote. And I thought that was what everyone called it too.
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You are right -- my apologies for getting it wrong to the Wii community.
Is "Wiimote" the official Nintendo name? If so . . . smart on them. I had always thought it was technically the "Wii Motion Controller" and "Wiimote" was a nickname. Of course, I don't own a Wii, am ambivilant about Nintendo, and only casually follow the Ninty news, so I'm hardly a reliable source of Nintendo factual detail (as calling it the "Wiiwand" demonstrates amply).
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"I'm struggling to think of many situations aside from the specific button on the controller where people would need to refer to the logo. And that button already has an official name - the Move button"
Yes . . . but you know the move button because its the one with the **blank** on it.
Will PS3/Move gamers know which button is the Move button? Well, since there's only one new button to the standard sorts, then probably yes. But again, in terms of showing it to your mum or non-gaming friends "press the move button" isn't very descriptive.
My brother-in-law casually plays 360 (GH/RB addict, but nothing else), and he called me to ask how to stop notifications popping up while he was playing. I told him to press the Guide button. He asked "which one is that?". Gamers know what the Guide button is, what the Move button is, or they can figure it out in a second or two. But casuals aren't necessarily up on the terminology. I was able to tell him "Its the big silver one right in the middle with a green X". Obviously the "X" shape isn't actually an "X" per se but rather the 360 logo . . . but "glowing green X" made it clear to him (a non-gamer) which button I meant. The best description for the Move logo I can think of is either "the sguiggle" or "the one that looks like the trail from a move ball sans handle moving up and down and coming toward you", and that's waaaaay too long.
Not being an engineer, I presume that's why designers use letters, basic shapes, and simple colors . . . they are easily distinguished, identified, and described. "Press the blue square" is a hell of alot more clear than "press the chartruse ellipisoid".
I certainly agree that reference to the symbol itself probably isn't the sort of thing that's going to be a daily occurance, but the question still remains as to what it is called, or supposed to be called.
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I don't get it?! - was the punchline left out or something?
@ busboy
re 'but the question still remains as to what it is called, or supposed to be called.'
It's called the Move button. Fact.
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What were they thinking? :/
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"It's called the Move button. Fact."
The symbol on the move button is called the move button? You do recognize the distinction between the button that the symbol is on and the symbol itself, right?
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It's still too early for me to comment much on the actual fight mechanics, but it generally feels like my arm movements are represented pretty accurately (ie. not at all gracefully in this first session), albeit not in terms of speed. I imagine they've opted to map that to the speed stat instead, perhaps to avoid getting sued for encouraging people to punch hard enough to dislocate their shoulders and elbows?
Movement by holding a Move button and tilting either controller doesn't feel as awkward as I had feared - but I guess that could change later when the opponents will no doubt be attacking much more relentlessly - though judging distance can be pretty hard, as also pointed out in the iWaggle video.
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Most of the things in the review ring true, yet this game is easily an 8/10 for me. This is still the best boxing I've ever done on a video game. The training exercises are well done in that they are essential for improving enough to win fights. What the game lacks is more feedback on what you're doing vs what you should be doing. If you've got a good sense of what matters (pacing, don't wear yourself out, move around with your opponent, and place a couple of good hits then defend again to rest up), and a good sense of space, then you'll figure this out. Choosing your abilities wisely is pretty important though, make sure you get at least everything up to 10. I started with technique at 23
I do imagine that 3D will help for this game, but I'm doing fine without it so far.
If you have two Move controllers and are interested in a boxing game at all, I recommend this easily. I find that the amount of calories you spend are a nice correlation with how well you're fighting. The fewer calories the better - if you can get your sparring partner down with 14 calories, you're ready for some good fighting (though the first fight is a pushover, but whichever second fight you pick is likely not to be - I had quite a bit of trouble with mine!)
I bought it together with SingStar Dance by the way, didn't expect either to be out already last Thursday, and these two games combined give me a mad workout.
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There's patently something going on with the orientation sensors - either they're not working properly or the game isn't sensing them correctly. Thing is the work fine in the other games I tried them with yesterday - Tumble, Sports Champions and a couple of demos.
Very odd.
Thanks for offering to help BTW.
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EDIT: oh and yeah, the walking around actually feels great. This should be used in more games - it's a better fit and use for many things than I think the navcon is.
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There was also just recently some new DLC released which adds fitness stuff (including long term tracking with graphs), which although not spectactular, for the money (little under 4 euro) is worth it.
It's a shame that reviews are so 'one off' and personal. It doesn't suit today's patch and DLC society anymore.