The game was officially revealed on July 20, 2010 at an EA Sports studio showcase.[1] It was added to Xbox One's catalog of backward compatible titles in May 2018. The game is the first EA Sports game to feature a full Hollywood-inspired story mode, called Champion Mode. The story follows the career of Andre Bishop, a talented boxer, who is forced to overcome great setbacks including a prison sentence and a corrupt fight promoter. Champion Mode is intended to further convey the brutality and hardship of the sport of boxing.

Fight Night Champion is a third-person fighter that introduces an all-new control scheme to the series: "Full-Spectrum Punch Control".[2] This method allows players to throw onscreen punches by merely flicking their game controller's right control stick (in addition to the previous default option of punching by pressing a button on the controller). This extra option is intended to eliminate the more complicated controller manipulations that were necessary in the "Total Punch Control" system of previous editions of the Fight Night series.


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The game features a full online mode, through either Xbox Live for Xbox 360 users or PlayStation Network for PlayStation 3 users. Players start out online with minimal stats, similar to Legacy Mode. They can then make progress through the ranks by winning fights.[3]

Although it is not a completely different experience from the rest of the game, Champion Mode bears many exclusive modifications to make the story more compelling. In most of the fights, players are required to fight in a particular manner or create a certain outcome to be victorious. For example, players may have to be smart against a certain opponent who has a particular strategy. One example of this is an opponent who targets the body; the player is required to stay on the outside and avoid body punches. Another scenario puts the player against slim odds, in which Bishop suffers a hand injury and must avoid using certain punches to avoid permanent damage. The fights are generally meant to be won by knockout, although it is possible to win by decision.

Champion Mode plays out in a movie style, taking approximately 5 hours. Cinematic cutscenes control the flow of the story, and the actual gameplay takes place during fights. Occasionally, cutscenes can be seen in between rounds.

Andre Bishop is a boxer serving time in a correctional facility. After winning a jailhouse boxing match against another inmate, he is cornered and brutally beaten by other prisoners including his opponent, severely injuring him. The story then flashes back four years to his rise as a professional fighter. Bishop's career begins as a middleweight when he defeats nine-time amateur champion Joel Savon, earning him significant recognition as a contender. After a few successful bouts, Andre and trainer Gus Carisi are approached by D.L. McQueen, a crooked but famed promoter who wants to promote Andre under the management of his daughter Megan. The two refuse, renewing the longtime rivalry between Carisi and McQueen. After continually failing to sway Andre and an attempt to fix a contender fight falls through, McQueen frames him for police assault with the help of two crooked cops, sentencing Bishop to over five years in prison.

After recovering from his injuries, Andre begins to train himself and keep fit while imprisoned. Andre's brother Raymond is rising up the ranks as a heavyweight, but Andre is angered upon discovering that he has signed with McQueen Promotions and cut Gus out. After Andre is released, Raymond organizes him a job as an assistant trainer. After Andre beats two ranked heavyweights during regular sparring sessions, Megan, who has split from her father's business over 'philosophical differences', convinces him to make an unexpected comeback as a heavyweight and becomes his manager, with Gus returning as Andre's trainer. Following several successful heavyweight bouts, Andre becomes a contender to the undefeated world heavyweight champion Isaac Frost, a boxer under McQueen Promotions who has won every fight in his career by knockout.

Jealous of his brother's return and bitter about being overshadowed, Raymond challenges Andre to a title eliminator bout, with the winner securing a fight against Frost. Raymond knocks Andre out in the second round after Andre voluntarily stays down from a knockdown. Raymond then fights Frost, but is defeated by a first-round knockout and hospitalised. Angered, Andre challenges Frost himself. Megan covertly records one of McQueen's crooked cops mentioning the frame job on Andre, forcing McQueen to agree to the bout. Adopting a defensive strategy, Andre knocks Frost out and becomes the world heavyweight champion. McQueen is subsequently arrested when the framing of Andre is revealed.

Fight Night Champion features over 50 boxers in total through 8 weight divisions (flyweight doesn't have a boxer in its roster unless a boxer has been created), making it the largest roster in the series. New inclusions permit recreations of fights such as Wladimir Klitschko vs. David Haye and Manny Pacquiao vs. Timothy Bradley. There are additional fighters available but downloadable content is not freely available. Some boxers are not licensed for use in the game's bare knuckle mode.

Total Punch Control, a control scheme introduced in Fight Night 2004, returns in Fight Night Round 2. With Total Punch Control, movement and most maneuvers, including punching, leaning and blocking, are performed with the left or right analog sticks, modified by the left or right triggers. For example, with the default controller configuration, moving the right thumbstick up and to the left will cause the fighter to throw a straight punch with his left hand, while holding down the right trigger while performing the same movement and then holding will cause the fighter to raise his guard to the left side of his head, ready to attempt a parry.

Such keen attention to detail is nice to see in a sports game that doesn't involve ballplayers or multi-year exclusivity deals. As fights drag on, the fighters start to slouch and their bodies become sweaty. Any bruises and cuts that are dished out can be seen on the player's faces. There aren't many opportunities to gaze at what's outside the ring, what with all of the punches being thrown inside it, but, even so, it's great to notice all of the spectators jumping up and down out there. Personally, my favorite thing to see are the bikini-clad ring girls that hold up the round cards between rounds. Call me crazy, but their sexy bodies have just as many polygons and "bump" maps as the boxers' do. Tying it all together is commentary provided by ESPN's Joe Tessitore, from the network's Friday Night Fights broadcasts.

Punches aren't the only actions you have control over. Before each fight, you can set your boxer's training routine. In the PS2 game, you have to play a few simple mini-games to add points to your boxer's attributes. In the PSP game, you only need to specify how hard to train and watch as he buffs up automatically. During the fight, you can put distance between yourself and your opponent to regain stamina and energy, or get in his face and tap one of the shoulder buttons to lock arms and gain a quick breather. The "clinch" is also a good way to avoid the knockdown after an opponent's punch smacks you into the vulnerable slow-motion state. Between rounds, the cutman minigame lets you treat your boxer's swelling and wounds by matching patterns with the analog stick and indicated buttons.

The controls may sound complicated, but they're really not. You'll get by mashing buttons in the beginning, and not long after that you'll find yourself instinctively bobbing back to lure opponents in for counter-punches and unleashing one-two combos without even thinking about it. That's a good thing, since the CPU can be a real badass on higher difficulties and in later career mode fights.

Online play is possible in both versions of the game. The PSP version does a satisfactory job with online fights, but the PS2 version is definitely the one to get if you plan to spend a significant amount of time playing online. For one, lag-related hiccups and pauses are more common in the PSP game. For two, hardly anyone ever logs into the PSP game's server, so fights are harder to come by. It's a shame EA Sports didn't make the two versions interoperable. When I did manage to find some competition in the PSP game though, I found that fights were still fast-paced and fun despite the hiccups caused by lag.

Pressed to sum up my thoughts on Fight Night: Round 3, I'd have to say that it strikes a good balance between substance and flash, and does an excellent job of capturing the thrill of the fight. The PS2 version is a bit more polished, but the portable go-anywhere nature of the PSP game makes it easy to tolerate that version's rough spots. If you like boxing, either version should make you very happy.

The plodding pace and an overly complex fighting system are what have hurt boxing games. When you enter the virtual ring, the last thing you want to feel is that your boxer has glue on the soles of his shoes, or that you won't be able to execute a simple three-punch combo without memorizing long strings of button sequences. Fight Night Round 2 directly addresses both of these concerns with controls that are responsive, subtle, and effective, giving you a real feeling of mastery over your boxer, even if you're picking the game up for the first time.

First of all, the boxers move across the length of the ring at a nice pace--neither lumbering across the canvas, nor moving too quickly at an unrealistic pace. You can close on an opponent quickly yet backing away from punches is just a tad too slow for comfort, which seems exactly right. On the downside, a fighter's movement doesn't seem to slow down even when fatigued, though punch speed and effectiveness do drop.

Movement, however, is only half of the formula. A great boxing game hinges on the effectiveness of both the offensive and defensive controls, and it's here where Fight Night Round 2 shines. Nearly everything is controlled with a combination of the right analog stick and the trigger buttons. Simple punches--jabs, hooks, and uppercuts--are at your fingertips with a simple flick of the right stick. The design of each control is even set to resemble the punch you throw, so that a quick stinging jab is executed with a single flick of the right stick diagonally left or right; a hook is accomplished by moving the stick to the right and then arcing up; and a devastating uppercut starts out diagonally down and moves up and around, much like the way your boxer's arm moves along the path of the punch. 006ab0faaa

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