By Duncan Lawson Don King Presents: Prizefighter is the latest attempt on the Xbox 360 to add  depth to an existing genre, which in gaming terms will shortly be found in the  bargain bin muttering that it could have been a contender, and could have been  somebody.
 Boxing, despite its simple premise of two gentlemen in shorts punching each  other repeatedly until a bell rings or someone looses an ear, is a very  difficult sport to competently translate into a game. There have been valiant  attempts to loosen the gaming pugilists feet of clay, but this isn't one of  them. The fighting invariably becomes a graceless, desperate slugfest with both  sides blindly hammering at each other until a pre-determined special punch can  be delivered. The punch lands, one man falls, gets up a few seconds later and  the whole horrible show is repeated at least four or five times.
 The controls of Prizefighter are probably one of the more competently  arranged aspects, with 4 basic punches mapped on to the face buttons, the right  trigger toggling these between body and head shots, and a right and a left  uppercut performed by X and Y or A and B simultaneously. A few extra buttons  involve ducking and weaving and raising your guard, and despite the speed at  which this will all get thrown at you in the initial training bout, it becomes  intuitive quickly, enabling you to find the punch you want even in the thick of  the action.
 The individual punches do snap out with a reasonable enthusiasm, and if  judged entirely on one fighter throwing and landing one punch, it would be a  pretty good title. Unfortunately Prizefighter falls apart when the gamer has the  audacity and poor sportsmanship to then want to land a following, associated  blow rather than wait patiently for the other chaps turn. The concept of  combinations is essentially non existent here, and rather than being able to  fluidly string together punches as the situation calls for it, a-ducking and  a-weaving, there are instead a grand total of about four 3-hit combinations that  actually work to any extent and you'll find yourself repeating those over and  over.
 As you chip away at your opponent, in the bottom right hand corner an  adrenaline meter will fill up based on successful hits. There are sections three  in this meter of might, each one representing the use of a special punch.  Landing one of these jawbreakers will make short work of the majority of the  opponents health bar, and if not already decked a few follow up knocks will put  them down. These punches are pretty much the match deciders, cheapening all the  other pugilistic action into simply frenetic chipping at each other until  unleashing a wild and career-ending gazelle punch. I pity the fool, most  sincerely. Should all three of the adrenal bars fill up then you can use your  secret weapon, reveal your true form, play your trump card, unleash your  ultimate secret technique or whatever other madness the characters in anime tend  to say before glowing, changing colour and kicking the stuffing out of the  antagonist. In this iteration the screen will go misty red and you will briefly  become the berserker foretold in legend, each punch a hammer blow and a  knockdown effectively guaranteed.
 The animation and mapping of the character models is far from terrible, but  is by the same token unimpressive. The graphical moments that will stand out are  the fairly frequent clipping problems when a forearm will phase right through an  opponents head, or an allegedly successful punch will fall noticeably short in  what looks to be a parody of bad fight choreography on 70's Star Trek. Given  that the programmers has exactly two characters to animate and get the modelling  right for, moving slowly insides a very limited space, and one of which is  always you anyway, it seems odd that the fighters often seem so disassociated  from each other actions.
 So the actual boxing in Prizefighter isn't up to much, and you'll probably  get a better sense of pugilism in Wii Sports, but what does Mr King intend to  distract us from these shortcomings with? What does the man who's added almost  as many hybrid words to parlance as President Bush proffer to dazzle us? Will  there be spectaclarosity, or will the whole show be a victim with extreme  fectaculosity of its own magnormous pompestuity? (All genuine King-isms)
 It's mostly the latter, as all Prizefighter has to offer in the stead of a  competent fight mechanic is FMV sequences, repetitive stat-building minigames,  the Adrenalin system and an unimpressive build-a-fighter option. It truly is a  Don King game - where the hoopla outside of the ring is overhyped to pull focus  from the dubious nature of what goes on within it. In career mode you will fight  as The Kid, biffing your way up from the grimy neighbourhood gym to the big time  heavyweight champeen title in Vegas. The level progression is dictated by  winning three or four fights, followed by taking down the regional champion  before moving up to a higher bracket of boxers and winning purses. The fight  money is in fact purely decorative, and the only discernable purpose of being  told how much you win is as a vague gauge of the opponent's difficulty level,  but this is frequently inconsistent. It's the FMV sequences that are played  through every couple of brackets or so that actually introduces the Don King  elements, as the take the form of a sports documentary following your career. As  well as Mr King lending us his splendiferous sagacity, there's a cast of  trainers, ex-girlfriends, agents, family members and actual genuine boxers and  sports pundits spinning out some sort of background against which the repetitive  fights are meant to have meaning. What is confusing is you can't really tell who  in the footage is meant to be a character and who is making a cameo  appearance.
 A few of the boxers you'll recognise, several of the sport journalists are  clearly the real deal, but many of the pundits act so badly its actually hard to  tell between them and the its-either-this-or-porn character actors. I'm looking  at you, actor turned sports documentary maker Mario Van Peebles. There's a few  snarling panto villains, a sleazy agent, and of course Don King who already  walks amongst us a caricature of a caricature. It's highly ignorable and adds  exactly nothing to the drama or lack thereof within the ring.
 Between fights your character will be given the opportunity to train up their  statistics (strength, stamina, agility and dexterity) on two of four gym  routines - shuttle run, heavy bag, focus mitts, jump rope and speed bag. The  large number of overall fights your boxer will be put through, and the  concomitant amount f time you'll spend in the gym means that you will slowly  build quite a specific boxer statistics wise. Even small changes in your  fighter's stats do actually make themselves felt in the ring, so there is a  decent sense of progression and gaining competence. However, the gym routines  are themselves uniformly dull, at best an uninspired Guitar Hero rhythm game, at  worst an actual chore to perform. You'll be spending a lot of time in the gym,  which translates as hours repeating the same four repetitive exercises, which  I'm sure is a fairly accurate portrayal of intensive gymnastic regimens, but not  a good way to make a fun game.
 Boxing, despite its simple premise of two gentlemen in shorts punching each  other repeatedly until a bell rings or someone looses an ear, is a very  difficult sport to competently translate into a game. There have been valiant  attempts to loosen the gaming pugilists feet of clay, but this isn't one of  them. The fighting invariably becomes a graceless, desperate slugfest with both  sides blindly hammering at each other until a pre-determined special punch can  be delivered. The punch lands, one man falls, gets up a few seconds later and  the whole horrible show is repeated at least four or five times.
 Breaks from the monotony are offered in the way of special events being  offered to you instead of one of your limited training slots before a fight.  Some of these will be training events, where you will retreat into the mountains  to fight bears or whatever, and come back a week later with your stats boosted  at the cost of your image in the public eye. Conversely, you can accept offers  to hang out in the coolest bar with the VIP and the movie stars which will  increase your popularity at the cost of some of your statistics. The benefit of  being more famous, aside from pointlessly boosting the prize money of each  fight, is to start each fight with elevated levels of adrenaline, putting the  wrecking ball punch in closer reach. This initially interesting system lacks the  strength of its conviction, as fully partaking of either route will ultimately  be detrimental to your fighter's chances, the game pushing you towards a  pedestrian balance.
 For variety, Old Trainer Joe (or whatever his name is) will every so often be  found sitting in your office, replacing the option to train further or book  another fight. With a sigh of exasperated tolerance usually reserved for  talkative elderly relatives you will click on and be forced to play through a  'classic' match of old, featuring bygone boxing legends. You can tell its in the  past due to the colours giving way to sepia and the warbling jazz track playing  in the background, see? These matches don't really go anywhere or benefit your  career mode in any way, and can usually be actually lost in short order just to  get them out of the way. It's actually quite galling to have spent the last  three hours squeezing up your stats in just the way you've been planning to then  be repeatedly sidelined into the body of a preset historical figure that reacts  with the comparative grace and dexterity of a buffalo. Yes, thank you Old  Trainer Joe, have a toffee, come back anytime, ooh look your television show is  on, would you like a blanket? From these episodes you learn or divine nothing  except once upon a time people would not automatically demand a refund if it  turned out to be two white guys fight.
 Designing your own fighter is a predictably unsuccessful feature. As with  nearly every other title that has given you the chance to facially design your  character by altering the values for eyes, nose, brow, cheekbones, etc you will  inevitably end up with something that looks like it came from a very insular  community where everyone has the same surname. It is at least a chance to enjoy  the pure science fiction of creating a London born Caucasian with a beard who  could become the boxing champion of anywhere more than his own front room or  outside Wetherspoons on a Saturday night.
 The online multiplayer fights for Prizefighter involve some almost  inexplicable choices. The entire mechanic of the fights has been changed, doing  away completely with the depleting health bar over the course of multiple  knockdowns, instead requiring a special punch to be delivered to have any sort  of lasting impact what so ever. What was originally an onerous chipping away in  pursuit of the sucker punch career mode is exacerbated five-fold in multiplayer.  The result is a repetitive flurry of blind blows reminiscent of little girls  fighting, if little girls fighting eventually culminated in one of them lamping  the other right in the nose.
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