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Knockout Kings 2001 (PS2) ReviewBackground Info
On the PlayStation 2, Midway entered the ring first with the sequel of their highly successful Ready 2
Rumble series. Ready 2 Rumble 2 was an over-the-top boxing title that never pretended to be a simulation.
It was a complete arcade fighter. Now comes EA Sports Knockout Kings 2001, developed by Black Ops.
Boasting realism instead of crude arcade action, this game offers traditional fighting in a nice package.
With early EA games for the PS2 riding the wave between good and bad, Knockout Kings 2001 fortunately
sits on the high side.
Presentation/Graphics : 85
Looking below the neck, bodies have a significant amount of detail. Textures enhance the fighters' looks
by shoving a mound of body hair to muscle ripped chests. Biceps are muscular, and joints and folds in the
body are nicely done. Trunks, gloves, and shoes are equally impressive. Satin textured shorts feature
patterns, and some boxers have their names sewn on the trunks. For the women in the game, it appears less
work went into the softer side of the sport. The muscles are toned down, and unlike games like DOA2,
these broads don't shake (if you know what I mean).
The arenas are a mixed bag. The crowd in the PlayStation version of the game was composed of blocky
textures. The extra processing power of the PS2 gives us more detailed textures, but still the crowd is kind
of odd looking. Fans in the stands are two-dimensional animated sprites. Fortunately, I focused my
attention away from the fans once the action started. In the ring the ropes deflect when leaned against, and
the canvas has all the advertising logos you've come to expect.
The pre- and post-fight animations are nothing short of spectacular. The movements are incredibly lifelike
due to excessive motion capturing. Boxers will do that shoulder shrug and pop their heads left and right.
After fights the loser might throw a temper tantrum. Between rounds you're treated to a bird's eye view of
each corner. In addition, you can also expect the skanky ring girls which don't look much better than
the ones in the PSX version of the game. However, the scantily clad young women and cut scenes come at
a price; the game takes forever to load between rounds. Fortunately you can turn the cut scenes off.
For the most part the boxing animations are good. Body blows are reacted to unnaturally, but head shots
cause the opponent's noggin to snap back. An uppercut jerks the head back, and crosses cause the melon to
quickly turn. In addition, each strong hit to the head is accompanied by beads of sweat which fly off the
face. If you inflict enough damage to the face, a cut opens up. If you continue to abuse your opponent's
face, you can recreate scenes from [I]Raging Bull[/I]. In one match against Sonny Liston, I bloodied both of
his eyes, as strong uppercuts, jabs, and crosses sent his mouthpiece to the floor and loads of blood flying. It
was awesome! You can view the action with one of several camera views.
As in the PSX version, there are times where you'll swear the punches connect yet your opponent takes on
no damage. Often this is due to your opponent moving at the instant of the punch making contact, so the
collision detection just doesn't register. I can't really fault the developers too much. No game can process
a complicated contact model to account for every contact point.
Presentation/Audio : 90
Interface/Options : 80
The extensive manual provides insight to the control scheme. While the control is not as deep as Acclaim's
HBO Boxing title on the PSX, it works well. Every button on the PS2 controller is utilized. My only
complaint with the button scheme is that at times it seems like some moves are not well recognized by the
game. Particularly troublesome for me was the clinch move (L1+R1 buttons), which I could activate less
than half the time I wanted it. Also, folks that just can't deal with the default button layout will be
disappointed by the inability to re-map the layout.
Off the main menu, a submenu for options awaits. Here you'll be able to adjust the difficulty (three levels),
the number of rounds for all bouts outside the career mode, the length of rounds (realistic three minute
rounds or double time), and knockdown rules. During a fight, hitting the start button brings up the pause
menu where you can adjust the camera, view replays, check the stats, or give up. The stats display is
extensive and gives you a breakdown of what you've landed and how many. Unfortunately you lose the
nice synopsis at the end of the fight. Once a decision has been made, the only stats available are the total
number of body and head punches thrown and landed. To make matters worse, the resolution of the
numbers takes a nosedive and the final tallies are difficult to read.
Gameplay : 87
In the Exhibition and Slugfest modes, you select any of the available boxers from the three weight classes
and duke it out. The fighting can be either with the men or the women in the game, including studette
Christy Martin. In the Fantasy Match-Ups mode, you can live out "what if" situations. For example, you
can put Ali up against Marciano.
Users will most likely spend most of their time in Career mode, which offers the most gameplay. In Career
mode, you create a boxer that starts out at the bottom of the chart. On the negative side, you can only fight
in one of three weight classes. Lucky for me my size and weight let me sneak into the middleweight
category (too light for heavyweights and certainly not a lightweight). Prior to a fight, you can train your
boxer. By performing well in the training exercise, you earn points which can be spread across your boxer's
attributes. You can affect the power, speed, stamina, heart, resistance to cuts, and the ability to take a
punch. The training is mixed in an attempt to keep the game fresh. However, the training exercises, except
for the sparring sessions, are easy to get through and require only that you repeat the button combination
pasted to the screen. Once you've completed the training, you hit the ring. You can select higher ranked
boxers, although you are limited to boxers near your ranking. Eventually you'll make it to the top and can
take part in the championship.
In the ring the boxing is a function of your strategy. If you come out slugging, your AI opponents will
counter and pummel you. Not only do flurries deplete your energy, but they also leave you open to
counters. To be effective, you have to box realistically. Likewise, if you solely fight an inside game the
CPU will quickly clobber you. If you fight from the outside, you can sneak punches in here and there.
However, after a few outside jabs and hooks, the AI boxers get wise and quickly counter your moves.
When the AI attacks, it does so by effectively mixing up the punches. He'll mix up single punches with two-
to four-punch combinations. While head shots capture the lion's share of punches thrown, the AI opponent
does throw body shots.
Unless your boxer has much higher rankings for the various categories, you'll have to box an honest fight.
If you fight an equal opponent, you'll come to realize that knocking your opponent down is difficult. When
you do knock an opponent down, they often get up without much problem. In fact, I've had some fights
where the CPU opponent recovered no less than 6 times in a fight. In contrast, if you get knocked down
you'll have to hit the X button repeatedly. The first few times it's no problem. Later, no amount of
mashing will get your man off the canvas.
During the match you're always kept up to date on the scoring. I would have preferred to have an unknown
score until the end like in real boxing. Even though the booth provides the scores, the game uses more than
just that score for a decision. I actually won a split decision. The CPU definitely knows when it's behind
late in a fight. Opponents will become more aggressive if the score is close or you are ahead. In fact, the
CPU can almost be unstoppable at times. You can try to duck and run, but many times the CPU boxer will
catch up to you in just a couple of seconds. Compared to the simple and effective evasion tactics in the
only other boxing game on the PS2, this is welcomed.
As mentioned earlier, the control in some situations can be unresponsive. The response has improved since
the PSX version, but things like clinches and the shove move (R1+R2 plus a push towards your opponent)
don't work well. Also, it would have been nice if things like leans and weaves weren't like weebles. If
you lean back your feet are glued to the floor. As soon as you hit the back of your lean, you wobble back
into a punch. The lean is only effective at escaping one, maybe two, punches. Weebles wobble. Boxers
don't.
While there are a few issues with the game, overall the gameplay is great. As you progress up the ranks,
the boxing is extremely challenging. Each match presents an opponent that requires a different approach.
Fighting as Steve Francis (yes, the Houston Rocket - one of many hidden characters you can access with
codes), I used his big reach to abuse the shorter David Tua. But so far this same approach just isn't
working on the boxers who are height-challenged. I have lost many a match, but don't care. Knockout Kings,
despite not being a true simulation, requires more thought than nearly every other boxing title around. Even
with its faster than real life speed, it's not completely blazing like Ready 2 Rumble 2.
Replay Value : 80
Overall : 87
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