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Fight Night Knocks Out Tekken And Virtua Fighter

By William Usher: 2007-02-18 05:32:50
Hyp on N4G
Fight Night Knocks Out Tekken And Virtua Fighter It’s interesting that fighting games have “evolved” in such a tenuous way. Tecmo’s Dead or Alive series struggles to maintain content over sexual controversy. While Sega and Namco seem to vie for top-spots putting out streamlined fighters that take very little risks, but reap high rewards. I would count SNK and Midway in this fray, but nobody seems to care about KOF and MK anymore. EA, however, has capitalized where others have failed.

If you’re really into fighting games but want something that’s not so arcade-ish, you’ll notice that simulation fighting games come far and few when measured against shooters, racing titles and other arcade fighters. Fighting fans usually suffice to take what they’re handed and deal out mild criticism despite the fact that they know they deserve better. While Virtua Fighter 5 is receiving review marks only Gears of War could be envious of, it really makes you stop and question: What if I want more than just an arcade fighter?!

Playing Virtua Fighter is like picking up an old habit that never really died; there’s many familiar characters – as well as two brand new faces – and still the issue of one-sided fights. If you’ve managed to set your eyes on a trailer of the game, or possibly got a little hands-on time with it, you may have noticed that many of the fights are horribly one-sided. Computer opponents on high difficulty settings take the cheap way out of a fight by keeping your fighter suspended in mid-air with dinkle-toe hits and light (but quick) jabs. This tactic easily results in fast wins and short bouts. Yet everyone seems to ignore this fault like Micky Rourke’s Hollywood career.

Tekken is also a prime culprit of dinkly air-combos that keep fighters from ever hitting the ground, which results in one-sided victories for the air-master. Now the “air” fighting tactics wouldn’t be so bad if they weren’t so darned cheap. Unlike the evened out air-bouts in Dragon Ball Z, gamers who master Tekken (and Virtua Fighter) will know exactly how to execute a cheap pop-up attack at the beginning of a match. This tactic is usually followed through with either a sweep (which will continue the spin of an opponent in mid-air) or a short-uppercut (which will also keep an opponent suspended in mid-air). There’s several other moves that follow through with such patterns that ensure an easy and competition-less bout. Against humans such tactics are nearly uncounterable, unstoppable, and unbearable. If you use these tactics against hard computer opponents it turns into a battle for mid-air combos. Trust me, I used to think this was cool twelve years ago.



Again, this un-ending air-combo tactic that many 3D arcade fighters employ isn’t entirely bad. But where the heck are the counters?! Where’s the alternative fighting methods?! Where’s the simulation?! Only the fan-forsaken Mortal Kombat: Armageddon thought to include a break-all counter move to ensure that mid-air cheaters don’t...well...cheat. It’s just too bad a good feature went to waste on a bad game. Dead or Alive also featured a vast assortment of counter-attacks. But DOA is a solid fighting game on its own merits. Not to mention, it’s probably more infamous for the wiggly and jiggly female body parts rather than its extensive countering system. But many other arcade fighters over the years have derogated fighting to cheap combos and uninspiring back and forth jabs.

THQ and Crave have attempted (over the years) to infiltrate the combat scene with alternative methods of grappling and striking. And I can at least vouch that THQ’s AKI has done a phenomenal job in effacing the awful arcade combos and mid-air cheapness, with seriously fleshed out grapple and counter moves in their Smackdown vs. Raw series. This was even applied full-on as a fighting shtick in EA’s Def Jam: Fight for New York. And while I can’t say the fighting has taken steps in the right direction for the newest Def Jam: Icon, it at least attempts to find a new way to incorporate non-arcade fighting into the mix.

One thing Electronic Arts has done remarkably well in the fighting genre, however, is add the Total Punch control to their Fight Night series. As a fight-fan, you can’t help but admire how fluent the boxers engage with flurries and technical prowess, while intuitively displaying excellent counter-punches and blocking abilities. Added to that, EA nailed the boxing dynamic with meticulous precision. That’s why I’m reminding fighting enthusiasts who may have given up on the fighting genre – due to all the arcade, coin-raping rip-offs – that there’s still hope. If you have an itch for more realistic combat without all the gratuity, you can’t go wrong with a Fight Night game. And if you happen to own a PS3 (or already have an Xbox 360), it wouldn’t hurt to give Fight Night Round 3 a try. Sure, you can’t knock your opponent 10 feet in the air and finish them off with an 11-hit combo...entirely composed of left and right jabs and low ankle-kicks. But the game at least gives you something grounded, realistic and entertaining to jab at.

Now if you’re looking for more kicking action out of a fighter, you won’t come across a simulation that’s any better than Pride: Fighting Championships for the PS2. Yeah, I know, arcade fight-fans get all the recent stuff, but if you didn’t know the game existed you at least know now.

Editor's Note: Don't agree with the article? Post your comments. Want comparisons? Watch the trailers below of Fight Night: Round 3 and Virtua Fighter 5 for the PS3, and decide for yourself.









Tips N4G


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  • I'm noticing a disturbing trend in people reviewing the PS3s software without actually playing it. Even Ars Technica manned up to it and admitted things are better off than was panted. Unfortunately, I'm not left with a specific sense of why Virtua Fighter was diminished by any other fighting game but left with a more broad feeling of what is wrong in the fighting genre and it seems a game that has yet to be played by the reviewer is the scapegoat..

    Now, as an op-ed piece on how the fighting genre is deteriorating, I give this a shining two thumbs up. Twitch-kill games like the Tekken series have seriously zapped the thought of fighting engines like a Head Crab from Half Life.. That being said, I simply must come to VF5s defense in saying that most other places are quite happy with the depth of fighting and amount of moves and skill available in that game.

    One of the reasons I chose to get this game is that it bucks the twitch-kill trend or at the very least, judging from playing it in the arcades, makes a very conscious effort to stray away from the very thing this article focuses on. Oh, and by the way, I would like to throw in an "oldschool" recommendation here as well.. Although, this game uses weapons, blow the dust off of your Bushido Blade disc and enjoy the tactical goodness.
  • I don't think you have actually every did any boxing. Fight Night is neat and more realistic than the likes of Tekken or Virtua Fighter, but is far from being a realistic simulation of boxing. Victorious Boxer and Boxing 2: The real (Japanese game) are far better emulations, where jabs actually play an important role and things are slowed down to 1/3rd of what it should be. Also like how you exaggerate things in Tekken. Yes the juggles are predominant, but juggle launchers are relatively slow. Not to mention their is counters, parries and various dodging maneuvers. I think that Fight Night is good for people who don't really like to give effort to learning combat systems and are happy calling simple games complex. Its a good brawling type game, but don't insult boxing by calling that a simulation.
  • Two words.... Sooooooul Caliburrrrrr (II)
  • ya know i never really thought about it before, but now that you bring it up...you're right. It almost pains me to say this but I think EA with it's fight night series 'usher'ed in a major inovation to one of gamings most stagnant genres. And while I'm at it, thanks for bringing up DOA4's counter system. All the critics apparently hated the game when it came out but I've alway had a sneaking suspicion that they only hated it because they felt they were suposed to because they are "hardcore." DOA's counter system lends an unending level of depth to their games and makes the fight more of an exercise in psychology than rote memorization of long combos. I say psychology because it required you to get inside the head of your opponent to figure out what they planned to do next.

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