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Don King Presents: Prizefighter
File:Don king boxing.jpg
Developer(s) Venom Games
Publisher(s) 2K Sports
Designer
Engine
status Status Missing
Release date Xbox 360[1]
June 10, 2008 (NA)
June 13, 2008 (EU)
July 3, 2008 (AUS)
Genre Sports game
Mode(s) Single-player, two-player
Age rating(s) BBFC: 15
ESRB: T
Platform(s) Xbox 360
Arcade system Arcade System Missing
Media
Input Gamepad
Requirements
Credits | Soundtrack | Codes | Walkthrough

Don King Presents: Prizefighter is a boxing video game for the Xbox 360. The game was met with mixed reviews upon its release.[2]

Gameplay

Don King Presents: Prizefighter incorporates the face buttons for punching. You have a basic jab, cross, hook and uppercut. Pulling the right trigger directs each punch to the body. By holding the right bumper with any of the punch buttons, you can perform "step-in" punches, which have more power and 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. Executive producer, Matt Seymour emphasized the importance of having a true 3D plane in Prizefighter that makes it possible to utilize 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 defense, 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.

There are three meters governing 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 color 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 defense and demonstrating overall awareness.

Roster

Heavyweight

  • Andrew Golota
  • Samuel Peter
  • Sergei Liakhovich
  • Shannon Briggs
  • Shaun Britton
  • Tom Lowe

Cruiserweight

  • Chad Dawson
  • Enzo Maccarinelli
  • O'Neil Bell
  • Steve Cunningham

Middleweight

  • Kelly Pavlik
  • Arthur Abraham
  • Daniel Santos
  • Edison Miranda
  • Joe Calzaghe
  • Ricardo Mayorga
  • Roman Karmazin

Welterweight

  • Andre Berto
  • Ivan Kirpa
  • José Luis Castillo
  • Julio César Chávez, Jr.
  • Luis Collazo

Lightweight

  • Joan Guzmán
  • Joel Casamayor
  • Juan Díaz
  • Julio Díaz
  • Nate Campbell

Featherweight

  • Chris John
  • Daniel Ponce de León
  • Elio Rojas
  • Juan Manuel Márquez
  • Vic Darchinyan

Classic Boxers

Joe Louis, Ken Norton, Larry Holmes, Rocky Marciano, Floyd Patterson, Archie Moore, James Braddock, Max Baer, Chris Eubank, Nigel Benn.

Criticism

The game was widely criticized for its "behind the times" graphics, which were inferior to its biggest competitor, EA Sports Fight Night Round 3, despite being released years later.[3]

Reception

 Reception

The game received mixed reviews range from the 70s to low 30s, reviews were mostly concentrated in the 60s. However, one publication, GamePartisan.com, gave the title a 9.5 (out of 10), going so far as to label it "the sexiest boxing game ever made."

References

External links

Template:Boxing-videogame-stub

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