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    Don King Presents: Prizefighter

    Game » consists of 5 releases. Released Jun 10, 2008

    Don King Presents: Prizefighter is a boxing for the XBOX 360.

    blackcoffee's Don King Presents: Prizefighter (Xbox 360) review

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    Don King's Found A Winner

    When I heard Don King was helping make a video game I almost cried. No these were not tears of joy but tears of sorrow everybody and their mum’s are making video games nowadays. However when I first got my hands on the game I was pleasantly surprised; I found the game to have realistic fighting moves as well as having a pleasing visuals.

    The game incorporates the X,Y,A and B buttons for punching. You have a basic jab, cross, hook and uppercut. Pulling down the right trigger allows the player to direct a punch to the opponents body. By holding down the right bumper with any of the face buttons, you can perform a “step-in” punch which gives you more powerful punches which have a longer range. By moving the left analog stick up or down while holding the right bumper you will execute a variety of "step-around" punches, which as the name implies, are punches thrown as you step around your opponent, sometimes resulting in a better angle for the attacker to land a punch. The executive producer of Prize Fighter, Matt Seymour emphasized the importance of having a true 3D plane in Prize Fighter. It is this detail that makes it possible to utilize all angles for punching, as opposed to the 2D-based fighting seen in previous boxing games, where both fighters are permanently locked on to each other on a 2D plane. For defensive manoeuvres pushing the right analog stick up or down results in a high or low block. By holding the left trigger, you can duck, weave and lean using the left analog stick. You are able to block while leaning. Also, double tapping the left analog stick towards any direction performs a "dash," which is a quick evasive move that will avoid punches when timed properly.

    When fighting players will see three meters that govern each fighter, health, stamina and adrenaline. The health meter is depleted with every punch landed but staying away from further punishment will slowly replenish it during the round. While you regain some health in between rounds, the bar gets shorter as the rounds progress, depending on how much damage you take. The health meter also affects your overall speed, along with the stamina bar. The stamina meter gets drained much faster than those seen in other boxing titles. Throwing a single flurry of punches could be enough to empty the stamina bar, at which point your fighter will be extremely slow and vulnerable, with his punches becoming significantly weaker. However, by resting for a few seconds, the stamina bar quickly refills. The system eliminates button mashing and encourages players to pick their shots and box in a realistic manner. In addition, doing dash moves repeatedly will deplete the stamina bar. The adrenaline meter gives players access to powerful signature punches. The meter is divided into three sections, with each section representing one signature punch. Holding the left bumper with any punch button results in different signature punches. When the meter is completely full, the player has the choice to go into "adrenaline mode" by pressing the left and right bumpers simultaneously. While in this mode, the colour palette of the screen changes and the player's stats are maxed out for approximately 10 seconds and can punch faster and harder with no speed or stamina penalties. The adrenaline meter is filled by generally fighting well. By landing your own combos and defending against your opponent's, you fill the adrenaline bar. Landing step-in and step-around punches fill the meter a little quicker. Most players will be able to fill at least the first section of the adrenaline bar within a full round, but filling the entire meter could take 2 or more rounds.

    The game also features one-punch KO's that result from a well-placed signature or step-in punch. Matches can end after just one or two knockdowns, with the referee waiving the fight off without a count. The connect rates mirror real-life boxing matches, with each exhibition bout against the CPU averaging at around 37% of the punches landed, as opposed to the relatively high connect rates common in other boxing games. The AI is the toughest seen in any recent boxing game, with the CPU taking advantage of every opening and every mistake players make, as well as using sound defence and demonstrating overall awareness.

    To sum up my time with Prize Fighter all I have to say is awesome! A game well worth playing if given the opportunity that is fun to watch or play.

    Other reviews for Don King Presents: Prizefighter (Xbox 360)

      Ugh 0

       It is a bit of a tragedy that boxing has had such a hard time. There have been a lot of games made about it, but few have been excellent. The 360 was the home for one of them, Fight Night Round 3. Now, Don King has licensed his name --- I know, King selling his name? Shocker! --- for a new boxing title for the 360. Does it work?Briefly, no. In a lengthier review, sweet lord no. This is up there with Ring King in the annals of horrible boxing games. A review of the game is more easily exp...

      0 out of 0 found this review helpful.

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