Fight Night Champion Review

Hurt the ones you glove.

Version tested: Xbox 360

There was a time when I wouldn't have taken a second glance at Fight Night Champion. But ever since Eurogamer asked me to transfer my arcade fighter fanaticism to a preview of UFC Undisputed 2009, I've realised that strategic stamina control can be just as intense as setting up cross-ups and frame traps. This epiphany then prompted me to sample the other simulation of the moment, namely Fight Night Round 4.

Moving away from the familiar Dash Straights and Machinegun Blows, I discovered something less instantly gratifying but no less technically rewarding. This was a boxing simulation in its purest form, both as a martial art with an elegant dance of full body movement, and as a sport where the only way to deal damage is by propelling padded knuckles above the belt line. But the transition from arcade to simulation was far from easy.

For those weaned on a stick and six buttons, the switch to dual analogue control is initially met with frustration bordering on deep-seated loathing. Those first few bouts are a harsh lesson in the nuances of pugilism, but after gradually getting to grips with leaning, weaving and effective counterpunching – rather than just flailing like a rabid wolverine and getting rocked for your trouble – you'll start to develop the boxing fundamentals.

In Round 4, this translated to Total Punch Control, a system that used circular motions on the right stick to convey the bread-and-butter of boxing ballistics. While this was technically sound, there were many who disliked the strict recognition that would often turn a well-timed hook into an unplanned uppercut – which, if you'd spaced for the former, could leave you wide open for a galling counterpunch.

Champion's more elegant solution is the revamped Full Spectrum Punch Control. This system ditches the motions from the previous game in favour of directional inputs which translate to straights, hooks and uppercuts when tilting the stick either up, down or to the side. These three punches form the basic tools of your striking offense; in order to give the exchanges more depth, in-between inputs will result in flared straights and hookercuts.

For those who dislike the idea of using the analogue stick, Champion's default set-up has the face buttons working in tandem, giving simultaneous access to the three standard punches. This means button-pushers lose out on the fancier thrusts and swings, but as a compromise that allows fighting game traditionalists to enjoy the boxing without diluting any of the analogue sophistication, it works well and is unobtrusive.

A reworked Power Modifier means you can now load every type of strike, including jabs and straights. Furthermore, blocking only requires you to hold down the button, which depending on your boxer's Reflex and Blocking ratings, will automatically guard against oncoming punches whether high or low.

As a trade-off, effective combinations can now find their way past your defence and hit home. So while you still need to keep your hands up, timing your block as a punch connects or leaning and weaving out of the way is still the most effective method of avoiding damage and setting up lethal counterpunch opportunities. But unlike Round 4, where the counter system was almost too powerful, counterpunches now have a narrower window of execution and feel more balanced.

Stamina is governed by your fighter's Conditioning and Endurance.

When you combine all these revisions with a faster tempo and more fluid animations, Champion's combat feels more faithful to the sport. You have to make use of your fighter's strengths as an inside brawler, outside sniper or conventional all-rounder. You have to manage your stamina effectively so that you apply consistent pressure, but not to the point where you have no stamina left if the fight goes the distance. And you have to mix up your strikes by landing combinations on both the body and head. With perseverance, Champion comes into its own and you'll come to understand and appreciate its many improvements over Round 4.

EA Canada has also been busy with the new Champion Mode. This tells the story of Andre Bishop, a young boxing prodigy who is trying to fulfil his late father's dreams by becoming the Middleweight Champion of the World. Cue leather jackets, bad haircuts and plenty of dun... dun dun dun... dun dun dun... dun dun derrrrrrr. That's an obvious dig, but EA Canada has in fact risen to the challenge.

It's not going to win any literary awards – all the characters fit into stereotypes like jealous brother, corrupt boxing promoter, old-fashioned trainer wearing a flat cap – but the five-to-seven hours it offers are oddly compelling. It also helps that Bishop is genuinely likeable and by the second half of the story, you'll savour the moment when he falcon-punches the cocky smile off the arrogant heel's face.

But it's the way the story compliments the gameplay that sets Champion Mode apart. Rather than offering 22 straight fights against increasingly difficult opponents, each exchange challenges you in a different way. At first these start out fairly straightforward, but before long you're bare-knuckle scrapping in prisons against headbutt-happy convicts or fighting professional boxing matches with your right hand broken.

These early scenarios teach you the ins and outs of the comprehensive fighting system, while later battles demand you put everything you've learned into practice. And for those who really want to put their skills to the ultimate test, four difficulty settings will see if you have the skills to survive.

As accomplished as the Champion Mode is, the bulk of Fight Night's single-player is in the returning Legacy Mode. In Round 4, this was fairly shallow, but after taking some pointers from EA Sports MMA, EA Canada has graced its career mode with more reasons to keep playing.

While levelling up your character in Round 4 was a simple case of training before a fight in order to raise a handful of attributes, Champion introduces a more complex progression that separates your character's boxing Skills from their physical Athleticism. Skill training takes the form of interactive mini-games and includes four new stand-up games like Get Inside and Stay Outside. These help improve your spacing techniques and every training session nets you a certain amount of XP based on your performance.

These points can be spent on improving your fighter's Skills in 17 areas, and whether you distribute them evenly among your punches and defensive manoeuvres or instead max out your right hook so it gains one-hit-KO potential early on is entirely up to you. This means you have more creative freedom and a lot more to think about between fights.

The flipside of the Skill system is your fighter's Athleticism. At the start of his career your 18-year-old fighter will be in outstanding shape and able to shrug off injuries with ease, but as he gets older and advances through the ranks, you'll need to invest time into athletics programmes so that they can stay physically competitive.

Then by the twilight years of their career – when their Skills are established but each fight takes a greater toll – you'll need to switch over almost exclusively to athletics training as you attempt to defend multiple titles. All these extra considerations make for a more involved Legacy Mode, and when you factor in purses which can be spent on better training camps, you have a more exhaustive simulation that makes you think outside the ring.

Rounding off the Fight Night Champion package is the online functionality which, unfortunately, we haven't been able to sample at the time of writing. EA Canada is promising a similar set-up but with "improved match-up logic", "totally new anti-cheat logic" and "a complete Lobby system for hanging out, talking boxing and matching up". Above anything else, it will need to make sure the netcode is stable.

Champion goes for a more realistic presentation which doesn't shy away from brutality.

You can now create your own online Gym by inviting friends to join up with their own boxer creations, allowing you to take part in fights and sparring sessions while earning XP. Once you've got a solid team together you can then instigate a Rival Challenge against another Gym and take part in Rivalry Fights. Then, having risen to the challenge of their rival, the winning Gym will increase in rank with the opportunity to challenge better Gyms – dun dun derrrrrrr.

The Fight Night series has a boxing monopoly, with little in the way of direct competition and a roster that includes over 50 of the world's most famous pugilists past and present – including Muhammad Ali, Mike Tyson, David Haye, Manny Pacquiao, both Sugar Rays and Butterbean. But despite its dominance, EA Canada has deflected any "lazy update" accusations by listening to fan feedback and crafting a game that improves upon its predecessor.

It's far from a revolution – much of the framework will be familiar to Fight Night fans – but as the best-looking and most technically accomplished game the series has yet produced, this evolution exceeds our expectations, without totally blowing us away. Fight Night Champion has both the guts and the glory, and if the online functionality compliments the excellent offline modes, then it's going straight to the top.

8 / 10

Read the Eurogamer.net scoring policy

Comments (48) Latest comment 1 year ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • Tomo #1 1 year ago

  • joelstinton #2 1 year ago

    Nice score, good game, great francshise. And its nice for a franchise to come out every couple of years rather than every single one.
  • rotmm #3 1 year ago

    Nice, really looking forward to this. Though I would love to be able to get into twitch fighters such as Street Fighter (and I do keep buying them!), I just don't have either the dexterity to be decent at them, not the patience to learn the variety of combo's and counters.

    However, the more measured and, dare I say, tactical format of the Fight Night games suit me to a tee.

    Which means that I'm glad that this is not only a new installment in the series, but seemingly a far more rounded out affair that the previous Fight Nights.
  • coolbritannia #4 1 year ago

    I've never bought a fight night game. Better than Punch Out?

    Tomo, very clever. Whoever negged you missed the joke.
  • Deckard1 #5 1 year ago

    Can't get enough of the demo, can't wait to pick this up.
  • andywilkie35 #6 1 year ago

    Fuck my bum I want this.
  • rotmm #7 1 year ago

    @TonyCorleone,

    Different strokes and all that. But to me the variety of punches, ducking, footwork, dodging, blocking and especially managing stamina/health makes for some very tactical fights.
  • polaris70 #8 1 year ago

    Played two demo's today. Dragon Age 2 (which I've been looking forward to after all the hype) and this game (just one of those moments were you download a demo for no real reason). My money will be going on this.
  • Razz #9 1 year ago

    "Fuck my bum"

    PM me.
  • figaro7 #10 1 year ago

    I have to admit im a little over the series, after playing 2, 3 and 4 even after the space of what 7 years, its evolving but how much can you evolve boxing?
  • CamoChris #11 1 year ago

    When I played the demo I thought the new control scheme was really a step backwards, the old way felt much more rewarding. This new way felt like going from Skate back to Tony Hawk, the right stick is basically just used like a set of buttons.
  • GamesConnoisseur #12 1 year ago

    I m with rotmm on this, sure if you call the ability to memorise yellow page thick list of moves, and making the precise decisions of the 'rock, paper and stone' of the counter, block and attack into the games of the Super Street Fighter as being the most tactical!

    I too keep getting the fighting games but also always getting badly pounded! I just don't have the deep font of patience to learn deeply those games, and so the instinctual tactics of Fight Night with reality based combat of footworks, timing of punches and blocks as well and rationing staminas.

    Much more me than Street Fight library of combos... Though MVC3's simple control is heaven sent and made for fight game's forever rookies due to low functioning memory recall like me!
  • Er-El #13 1 year ago

    Do want. I also ought to play through the championship as David Haye.
  • watu #14 1 year ago

    Re- the whole analogue punching system "debate".

    If it was the same as the last game I'd say to new-comers give it a go becasue it was intuitive if you "got it".

    However with the new system in Champion, I find myself making punched I dind't want to precisely becasue I learnt Round 4's controls. So it's annoying to me that I can't choose the "old" system, but considering stringing combos is now easier, I guess I'll grow to value it. It ain't a deal breaker.

    Anyway, just wanted to say to people who don't like the "idea" of the stick control, give it a go. My mate who stayed with me, and doesn't own a console and harldy ever plays games - he picked it up and found the stick controls very easy to learn....and very satisfying once you work out how it correlates to how you would swing a punch in real life....

    Anyway.....

    The adding of the ref, the new camera angle, improved lighting and anims means there is a reason tis is better than Round 4, but I'm very "meh" on the "single player campaign" and will only buy this once the price drops.

    Demo was awesome though- this game impresses me every time I play it.....if you never played Round 4 then you should buy this....
  • Ultrasoundwave #15 1 year ago

    Was very impressed with the demo and the story mode fascinates me. Cant wait for this!
  • Beano #16 1 year ago

    Sounds great - finally a good "serious" boxing game worth buying :D
    Edited by Beano at 23/02/11 @ 07:59
  • ZizouFC #17 1 year ago

    So when Eurogamer doesn't get a chance to play the game online, do they just assume it will be more of the same and don't let it affect the score?
  • Skandalle #18 1 year ago

    This sounds fantastic, looks like another purchase for me!
    I would love the story mode to be open to character creation though.
  • sfp_noodle #19 1 year ago

    Haven't played a fight night game since round 3 so this will be a good buy when its cheaper nearer the summer. On a side note, who else thinks its time they started adding Rocky Balboa as a boxer? :p Yeah he's fictional but he's a legend! It'd pretty awesome seeing how be in the ring with some of the real heavyweights and its not like having fictional characters in games has hurt them before. Do it EA!
  • Beek4257 #20 1 year ago

    I've only ever played Fight Night (2004 was it?). I think it's time for a comeback!
  • zoweewowee #21 1 year ago

    @sfp_noodle, if you had bought FN4 you would have played with Rocky Balboa ;)
  • Tricky2050 #22 1 year ago

    I can't get over the new controls, the punching and block system just leave me feeling like its less involving than 4. Gone are the days when my mate and I have epic fights countering and predicting each punch that's about to be thrown. Deal breaker for me unfortunately.
  • defdaz #23 1 year ago

    Ack. Wanted to know how it compares to FNR3, not 4 (which I just couldn't gel with). :/
  • Jim_Lahey #24 1 year ago

    What about the input lag ? Round 4 at 60fps was smooth as silk. when playing the demo for this I found my fighter throwing shots seconds after I pulled a combo off on the pad. I am assuming the demo was from the final code and the frame rate is the same ?

    Graphically it looks superb and glad to see EA have proper animations for each fighters punching style, Ali jabs like Ali and Tyson throws quick hooks with bad intentions like he used to in real life. I just hope the frame rate is improved in the final code.
  • onezeonx #25 1 year ago

    Day 1 buy....even tho I'm terrible at it!
  • Power_n_Glory #26 1 year ago

    Yeah the demo was a problem for the me. Not sure I can trust this review. There was serious input lag, the footwork felt sluggish and unresponsive, new analogue controls weren't great either. Trying to throw the correct punch was even more problematic than before.

    Hopefully all these problems are ironed out in the final game but this won't be a day one purchase for me. I will wait and check the feed back on the the official forum. A lot of people were upset with the demo. Felt less like a boxing sim and more like a slugfest arcade game.
  • monkman76 #27 1 year ago

    "if the online functionality compliments the excellent offline modes"

    ComplEments. Unless you mean you start up the multiplayer and a scrolling message says "Isn't the single-player FANTASTIC"...
  • Jim_Lahey #28 1 year ago

    Negged for asking about input lag ? lol.
  • xentar #29 1 year ago

    I wish EA took this and implemented proper dual Move controls... will have to wait another year. I wonder if it would be possible to get rid of the limitation of The Fight regarding movement...
  • Harmonica #30 1 year ago

    I want to believe it's a good game, but I thought FNR 4 was boring as hell in Legacy Mode, just one fight after another against irritatingly similar opponents. If the controls are slightly more intuitive, or arcadey like FNR3, maybe that's a step in the right direction. Not sure.

    Anyone else who loved FNR 3 but was on the fence about FNR 4?
  • Arwin #31 1 year ago

    Looks like they made a good game again, but I do want to point out that despite Eurogamer's half-hearted 5/10 review (which also is out of date, what with transparancy patched in), those who are looking for a deep and rewarding boxing experience that also gets them fit should definitely give the Fight: Lights Out a chance. While there are definitely areas where it could improve, there is nothing quite as satisfying as hitting somebody without having to remember move lists. And there is no lag whatsoever in the game.

    The only part about the game that is somewhat confusing is that like Fight Night Champions, your fighter still has stats that need improving. While this is somewhat counter-intuitive intiially as you expect your fighter to do exactly what you're doing at the same speed and accuracy, as soon as you've got about 20-30 skillpoints on every skill this feeling is gone.
    Edited by Arwin at 23/02/11 @ 12:29
  • motti82 #32 1 year ago

    After the disappointing Round 4, it sounds like they've got the magic back that was in Round 3. I might pick this up 2nd hand in a month or two's time.
  • gmjapan #33 1 year ago

    Sad to hear the commentary is limited, repetative phrases again. The immersion that could build up was totally lost in FNR4 when you hear the same 'open the pipes' story you just heard.
    Will have to do more digging before i decide now.
  • Zebula77 #34 1 year ago

    @Harmonica: Yeah, I played FN3 all the way through but returned FN4 after three or four days. The FNC demo certainly felt a lot more intuitive and responsive than 4. If that's cos it's more arcadey than that's good enough for me.

    Will definitely be picking this up somewhere along the way.
  • Zebula77 #35 1 year ago

    edit: doublepost!
    Edited by Zebula77 at 23/02/11 @ 14:15
  • higganos #36 1 year ago

    EA have me hooked with this series due to the very fact it's not a yearly-updated franchise. I really wish they would do the same with Tiger and FIFA...especially Tiger.
    Played all the EA boxing titles and as the Knockout Kings series was a annual update it got fairly boring pretty quickly. The near-on bi-annual Fight Night franchise has enough changes to warrant a purchase. Seems to have enough new elements introduced whilst keeping the core fundamentals intact.
    Looking forward to the cheese-fest that is the champion mode immensely.

  • gandhimaster #37 1 year ago

    shouldn't have changed the punch control. it used to be as close to authentic as could be and now you can throw all these punches with little regard for strategy, plus not throwing the punch you wanted and getting hit in the face as a result.

    why change it???!!
  • Iain815 #38 1 year ago

    Tomo, you clever fuck!
  • Machiavellian #39 1 year ago

    What I like about the new control scheme using the analog is that linking combos are much easier and more intuitive. A good test to see how good the game is compared to a button masher was playing my son and his two cousins. Understanding movement and the strengths of Ali and Tyson had me winning about 99% of the fights. As I taught them the basics in movement, dodge and counter punching they started to put up some competition. I have to say Ali straight right power punch counter is devastating.
  • Phishfood #40 1 year ago

    A well deserved boxing monopoly, I can't wait to play this game
  • TRUTH #41 1 year ago

    I thought the demo was strange - the punching felt they had no weight behind them, camera angle was wrong, the sound was awful and very irritating, the fights seems to end up into spamming brawl rather then strategy, the movement was twitchy...FN4 seemed more fluid and controlled with more thought needed to box; sound of punching sounded a lot better too!

    I know this was just a demo; I hope the complete version proves me long as I love boxing and did enjoy FN4 boxing online. Will wait!
  • TRUTH #42 1 year ago

    I thought the demo was strange - the punching felt they had no weight behind them, camera angle was wrong, the sound was awful and very irritating, the fights seems to end up into spamming brawl rather then strategy, the movement was twitchy...FN4 seemed more fluid and controlled with more thought needed to box; sound of punching sounded a lot better too!

    I know this was just a demo; I hope the complete version proves me long as I love boxing and did enjoy FN4 boxing online. Will wait!
  • harzo #43 1 year ago

    Find, me, somebody to gloveeeeeee
  • Stompy #44 1 year ago

    Post deleted at 23:13:35 17-04-2012
  • kobashi #45 1 year ago

    I need to know if this simulates boxing in a realistic manner or is it just a pretty slugfest!

    The demo for me was not realistic. fighting on the outside trying to be effective with the Jab seemed a waste of time. The demo felt like you were always forced into a slugfest.

  • TRUTH #46 1 year ago

    That"s what I felt too!...it felt like a slapping match rather then boxing, FN4, while not perfect - fighting on the outside and using jab was useful...FNC I played with Ali; who's main weapon was the distance jab was absolutely useless in FNC; all I needed to do was have a non stop slugfest and without any strategy - just spam away. Tyson punches underpowered and actually all punches seemed to have no real power or weight...i hope on release EA sort this out, right now it seems as button masher rather then boxing!
  • captainrentboy #47 1 year ago

    If you didn't like the demo I'd say trust your first instincts and ignore this one, or give it a rental.
    I got it today as I work in Game, and foolishly hoped that maybe some of the kinks I didn't like in the demo would be ironed out, especially as EG gave it an 8. Naaa. It still plays like utter shite for me :/
    Poor collision detection, opponents that never ever tire, and some crazy lag if you're using the face buttons (It seems to be 50:50 whether or not an uppercut is actually registered as a button press) and it's not because I'm shite, I was a bad uppercutting mother fucker on Round 3, I know how to press the two necessary buttons. :)
    I don't know what EA did to this title, but it's super effed up.
    Gutted, I got a pathetic 10 GS out of it and really can't be arsed to play it anymore.
  • Peeto #48 1 year ago

    I absolutely agree. This is the worst fight night from series. They do it for US teenagers or mass audiences, which is a bad step for me. Gone are tough tactical battles. I bought FNCH 5 days ago and I am totaly unsatisfy and will never play this game anymore. 50EUR thrown away. FNR3 nr1, FNR4 nr.2 and FNCH I do not want to say this, but for me it is totally rub.ish.