Mat@MDickie.com
Reach














 


As with many other genres, I had assumed that boxing games had been honed to perfection in the 21st century - but a quick glance at the competition reveals you've been putting up with slow motion-captured nonsense for the past 10 years. That's my cue to deliver the fast, responsive interpretation of the sport that fight fans truly want! Although a boxing game was the first I ever made (and had published) in Blitz 3D, it suffered from a plethora of novice flaws. Now, some 5 years later, I'm on top of my game and capable of training a contender that could knock Wrestling Encore out cold...


The Clinch That Stole Christmas

After the swivelling block system, the gameplay has found itself with yet another last-minute addition - and a rather important one too! As you can see, it's now possible to hug your opponent in times of crisis to simultaneously halt his momentum and regain some health for yourself. It was obviously on the cards for a boxing game all along, but I've been putting it off for fears that the synchronized animation would be a nightmare. I needn't have worried though, because the end result is very smooth indeed - as the boxers automatically blend into a clinch whenever they come close enough and retreat equally smoothly when either party wrestles free. Rather amusingly, there's also an "unwanted" version of the animation to express the dismay of the winning fighter that wants to press ahead with the match! Another nice touch is that the referee takes an active interest in such things, and can walk over to separate the fighters if he sees fit. The feature is so good that I've even extended it to the managers for emotional post-match hugs (which is what you can see above)! For me, the most positive thing to come out of this is that characters of various heights accurately raise or lower their bodies to create a perfect match. It's yet another triumph of the programmed animation system, and the wrestling game will be watching that one closely for its grapples...


Eat Lightning And Crap Thunder!

One of the biggest developments in recent weeks has been the advent of a whole new training system. In an effort to make the process more interactive and part of your day-to-day life, it's been upgraded from a mere set of options to a charming little Track & Field style sub-game! Instead of praying for better stats next week, you now see everything unfold in real-time as you invest your health in a button-bashing challenge dedicated to each attribute. In the allotted 30 seconds you have to pound the meter to reach 3 increasingly hard levels, which then determines the effect on your body - ranging from nothing at all to minor or major progress. Purists needn't fear though. There's a separate difficulty setting just for this part of the game, which allows you to make it easier if your skills aren't up to it (or your keyboard is a poor input device). If you're really apathetic, there's even an automated option that does all the hard work for you and pretty much returns things back to normal. It's fun if you give it a chance though, and certainly makes you feel like you've been working hard! It's looking better than ever too. This game has its own modified version of the indoor gym from Grass Roots, and litters it with all manner of props that are used for each exercise. As you can see, a real swinging punch-bag is chief among them and is there to symbolize working on your reach. There's even a speed-ball alternative for working on your dexterity, which should be familiar to fans of the Rocky movies. The remaining fitness stats are then honed with activities ranging from weight-lifting to basics like running - and, most amusingly of all, slapping yourself repeatedly to improve your toughness!


Match Made In Heaven

Another promised feature that has finally become a reality is the notion of arranging matches. It works in much the same way as contract negotiations - except in this case you're trying to pin your opponent down to a date, a venue and a match type. The agreed match is then added to your schedule as a lucrative pay-per-view event. I thought it would be a lot simpler than business negotiations, but no such luck as I spent days piling in dozens of grievances that either side might have! It's sophisticated stuff too - with the opposing side calculating which dates don't suit their regime and which match variations don't favour their style. And that's made all the more complicated by the fact that discussions can be initiated by you, your manager or the opponent in question - with each situation having a different effect on the way things pan out. Speaking of match types, the variable rules have been made available to exhibition matches too (although the differences between them are negligible compared to wrestling games). It's simply a case of selecting whether or not KO's, TKO's and count-out's count - along with how many rounds there are (if indeed you use that structure at all), and even whether or not the participants use gloves! By slightly adjusting the key components you can suddenly turn a civilized boxing match into a bare-knuckle fight to the death...


Believe The Hype

And those matches now take on even more significance thanks to the hype of press conferences! These play out like sophisticated pre-match promos - featuring each boxer, their manager, and the proposed referee fielding questions before a packed-out hall. It's essentially an excuse for each boxer to boast about a given strength while mocking a notable weakness in their opponent. Not only does that pre-match banter set the scene, but the fact that it's entirely accurate (the game scans the attributes of each boxer to find real talking points) means that there are match-winning tips to be picked up if the player pays attention! Critics of my "clichéd" dialogue will still take umbrage with the vague connections that are required to make the conversation flow, but few could argue that this is step in an interesting new direction. Unfortunately, it was supposed to "accompany" the promos that we've come to expect from the wrestling games - but in this particular game it may have to REPLACE them. There's simply not enough time to go down that road now, and it turns out that boxing doesn't actually require that many in-ring discussions anyway...


Blood Money

Yet another feature that's making the career mode feel at home is the return of finances. Study the larger shot and you'll see it's the same old story from the wrestling games - featuring a breakdown of the show's revenue and what your cut of that amounts to (minus generic living expenses). The stakes are raised with this concept though, because matches tend to be monthly rather than weekly - thus magnifying how far your income has to stretch (although you do earn significantly more to compensate). The notion of only earning when you win is more keenly felt than ever too, so it's easier to get into financial trouble if you're not on form...


King Of The Ring

Another exciting new feature is the inclusion of official tournaments! Although they sound simple on paper, programming and presenting them in a game is considerably more convoluted  - which is why I've avoided it for so long. I finally took the time to get the job done this time though, and with the hard work out of the way all you have to worry about is enjoying gigantic knock-out tournaments that can include up to 32 characters spread across 16 brackets! The system is extremely versatile too - allowing you to set up your own exhibition tournaments with any number of hand-picked participants. For the benefit of huge multi-player competitions, they can even be saved and continued at another time. However, the most exciting application of the feature is in the career mode - where you'll take time out of your schedule to fight several matches in a row and try to emerge victorious in an industry-wide competition. It's still in its early stages and has yet to be polished off with a trophy to win, etc - but the potential is already plain to see...


All That Glitters

We may not have a trophy to cherish just yet, but the arrival of title belts has given the boxers enough to celebrate! The 3 championships from the wrestling games have been reworked as the Lightweight, Middleweight and Heavyweight titles - which decorate the top ranked boxer in each class. And since this game doesn't have to worry about doubling them up as handheld weapons, I've been able to be a lot more creative with them. Instead of being tucked away in the hand, they're now worn over the shoulder or around the waist - complete with great little animations for pawing over them when they've just been won. You can even choose which method your character prefers during the editing process as if it was yet another taunt. In fact, making belt gestures WITHOUT a title is there to be used as a presumptuous taunt in itself!


The 2007 Collection

Elsewhere in the characterization, one of the most liberating developments is that we finally have a near-complete wardrobe to work with. Dozens of brand new high resolution items of clothing have been flooding into the game - ranging the casual basketball jerseys you see above to smart suits and shirt variations. An inbuilt baggy top option has also joined the baggy pants, which allows you to switch between different styles of dress effortlessly as in Hard Time. Back on the boxing side of things, the game also boasts a dazzling 50 specially made shorts - ranging from basic colour variations to fancy patterns. Combined with up to 20 unique pairs of gloves, that ensures each fighter looks unique before you even see their face! And, as ever, all of the above categories are expandable should you feel the need to add your own creations. In fact, the process is more sophisticated than ever before - thanks to additional ID's in the filename that allow you to tie each texture to a racial overlay. That means you'll be able to deviate from the script as far as flesh goes, and it has certainly helped me in adding my own content to the game. It even applies to faces, so you can tell the computer what colour your new ones are instead of assuming that they're all white...


Heart And Sole

Even at this late stage, the new model also continues to enjoy yet more attention to detail. I was growing weary of the poorly textured feet/shoes, so I finally pulled out all the stops to link them more faithfully to the texture. That bottom quarter is now split into 2 separate parts - with one half dedicated to the top of the shoe (i.e. the laces) and the other dedicated to the sides (which now wrap perfectly around the foot). I haven't taken advantage of it that much myself, but the potential is there to create all manner of intricate trainers that are littered with lines and logos! As you can see, it keeps the general standard of detail pretty high too...


Close Shave

One of this game's biggest revelations with regards to characters is the more detailed hair. A great new angular, cartoony "Quiff" with sideburns is the latest classic to be revamped - and it's joined by plenty of new ones, such as the partly shaved Guile-inspired buzz cut above. There's even a dedicated new Hogan-style balding look that grows down to the shoulders without having to use the "w/ Length" option. However, the greatest addition of all is the range of brand new shaved head textures. Yes, that is a plural that you just read! Not only is the default shaved head now portrayed in high resolution detail, but there are also FOUR different variations of it - ranging from a bald top and messy receding hairline to a thick dark version. All of which are cut with pinpoint precision, and even feature clear sideburns. Meanwhile, the classic hairstyles continue to resurface too - with the big afro and its wild "spikey" equivalent being the latest additions. The former, in particular, benefits from a rounder shape and ears that remain visible - producing sideburns that truly complete the 70's look...


Multi-coloured Aprons

It's not just the characters that are benefiting from new and improved methods of texturing. The ring itself has enjoyed a little breakthrough of its own in the form of coloured aprons! That may sound straight-forward, but it hasn't been possible before due to the black borders on the canvases that had to match up with a black apron. Now, however, all canvases have a WHITE border by default and it's painted over with various masks to ensure that any canvas matches any type of apron! In this case, that means the standard black is accompanied by white, red, green and blue variations (as shown above). I've taken the opportunity to redraw the apron textures at twice the size too, so the text and images on them look sharper than ever as well. The feature even extends to the ring posts - which can also be painted white, red or blue instead of the traditional black. The only downside is that having yet more variables increases the chances of these generated arenas looking garish, but it's a good problem to have! Speaking of arenas, all of the options are in there now - and they number a staggering 26 due to the fact that each small hall has a larger version of itself. They'll all be familiar to players of the previous game, but rest assured they look better than ever here. As do the various stadiums - which include a more convincing outdoor setup, and even one with a Vegas-style neon background! Complete with no fewer than 20 decorated ring canvases and just as many rope colour schemes, every fight should have its own unique look...


The Gift & The Curse

The downside to this newfound obsession with detailed images became painfully clear recently when my laptop wilted under the pressure like never before. The textures began showing up like the garbled pair of shorts you see above, which rendered the game somewhat unplayable. I was tempted to slash the game's content to rectify the situation, but instead took the time to manage my resources better on the programming side of things. It's a good job I did because we now have a solution that cleans things up AND keeps all of those lovely textures intact! By simply loading and removing things from memory as and when they're needed, I've given games of this size much more breathing space so that they don't get overwhelmed. It adds a few seconds of loading time here and there, but it's worth it to eliminate the ugly situation that you see above. Now it only occurs in the most gruelling of editing sessions - and even then it's rectified the minute you leave. All we're left with is a game that always looks the way it should and does its best to run as smoothly as possible...


Gone 'Til November

The game's career mode has finally made it onto the agenda now that the menu screens have started to emerge. An updated calendar screen once again forms the backbone of your operations - and, as you can see, it's much more graphical than what we've seen in previous games. Although it uses the same format of 4 weekly events crammed into a month-long block, the presentation is a little more official this time - with identically sized icons falling into each clearly marked slot. Other than that, it's the same old thread of history that you can browse through at will (albeit with a smooth accelerated motion this time!). It also offers more information than before - allowing you to highlight another date in your schedule to see what lies ahead, from the opponent to the context. This even applies to the past, so you can highlight previous dates to remind yourself of how you fared against old enemies! If you pay attention, you should also be able to glean some information about how things are going to work. This game's "TV" gigs have been replaced by rank matches, where you either defend yourself against the guy below you or seek to overtake the guy above. In between those, you can stray from the beaten path with spectacular "Pay-Per-View" bouts against an arranged opponent (ideally for maximum profit and exposure). The above shot is just a mock-up though. A real month only has one fight in store for you by default, and it's up to you how you schedule the remaining 3 weeks of your time...


Tale Of The Tape

Since the career mode tends to focus more on your star character, I've had to resurrect the time-honoured text profiles for when the newfangled lists aren't necessary. Unfortunately, I couldn't even change the colour without it looking odd - so it's not much of a step forward! It serves its purpose well though, and pops up to present the stats of one specific character in a more digestible manner. To re-iterate, "Power" is their ability to inflict damage, "Reach" is their ability to travel with a punch, "Dexterity" is the speed at which they punch, "Agility" is the speed at which they move, "Stamina" is the rate at which they regain health (both during and after a match), "Toughness" is their ability to absorb punishment and avoid injury, and "Popularity" is how beloved they are by boxing fans (which isn't necessarily a measure of success). In addition to those percentage stats, you may also notice that these profiles include more information about their "Build". A fighter's size was mostly aesthetic in the wrestling games, but here taller characters are pre-disposed to have a much better punching range - and their weight (now faithfully conveyed in pounds) is key to deciding where they belong in the boxing hierarchy...


Perception Is Everything

As ever, those stats are subject to change in the career mode - and this once again occurs after each match in the guise of a magazine report. Although it's practically identical to what we saw in the wrestling games, there are one or two subtle differences for a boxing career (not least that the identity of the magazine has changed to the imaginatively titled "Punch Line"!) . For a start, your official "Rank" now outweighs "Popularity" as a measure of success - which is now merely an issue of public support. Your rank rises when you defeat a superior opponent and falls should you lose in practically any capacity. Along the way, you can boost your profile further depending on "how" you win - much like in the wrestling games. Disposing of an opponent quickly or forcefully is a sure-fire way to get noticed, and the notion of being an "underdog" is more significant than ever. Defeating opponents of a substantially superior ability or rank will yield yet more kudos (and misery for the embarrassed loser), and in a nod to Rocky there are also points to be scored for simply "going the distance" with a fighter you should have been crucified by! All that plus the most sophisticated injury reports yet, which take the separate limbs you can hurt during a match and then explain them on paper - acknowledging whether it was the head, ribs, legs, or hands. The statistics then deteriorate accordingly, with your punching skills ruined by broken hands and you agility ruined by leg injuries, etc...


Headline Act

Likewise, the weekly newspaper reports have returned to keep you abreast of all the key developments elsewhere in the boxing world. The boxing divisions are a little more close-knit that the warring promotions of the wrestling games though, so this game focuses almost entirely on the exploits of each fighter. You're informed of match results that promote or demote a rival boxer into the vicinity of your own rank, and are always notified about title changes of any kind. The game keeps a record of each simulated match this time, so the addition of "...in his match against XXX" makes things a little more convincing than before. This is also where you learn about life-changing decisions that have been made - such as moving from one class to another. It's even possible for CPU characters to switch to and from the world of management, so boxers can retire to manage and existing managers can come out of retirement to fight again! On a sadder note, it's once again possible for characters to die or get maimed in the ring - in which case they'll be permanently transferred to the "Legends" graveyard. So far so familiar, but one key difference in this game is that the make-up of the newspaper changes each time - ranging from different titles and adverts to different backgrounds for the photographs. The full range of options hasn't been piled in there yet, but the mechanics are in place to ensure things don't get repetitive...


Trash Talk

Following the return of an updated negotiation process, this game has also laid the foundations for its backstage "meetings". It's mostly identical to what we saw in the wrestling games, except with the smoother camera movement of Hard Time's conversations. Another key difference is that there are many more places for such exchanges to take place. Not only is there a whole other backstage area to call upon, but even the same location can be made to feel different by placing the characters at any of the 4 corners of the room (instead of repeatedly in the same place). You may also notice that the characters actually look at each other now too, thanks to the head-to-head system that was narrowly missed out on by the last wrestling game! Other than that, no topics for discussion have been implemented as yet - and, to be honest, there doesn't seem to be as many possibilities as in the wrestling games. The legitimate sporting context of this game leaves less room for controversy, but there'll still be plenty of backstage confrontations and shady deals...


Room With A View

This game's dramatic moments are more likely to take place in the company of the promoters, and with that in mind I've out a lot more effort into creating a new office environment. As you can see, it's much more bright and breezy than the dimly lit hovel of previous games - and is even less claustrophobic thanks to a real window with a view of the city skyline (see below)! Plus there are all the usual modifications - ranging from much better texturing on the walls and ceiling to all manner of decorations around the room and on the desk (there's even a new and improved leather chair). All in all, the result is a much cooler Hollywood-style setting where you'll enjoy doing business. There are even new animations on the way to make the characters look better too. The default guest position has already changed to a relaxed cross-legged slouch, and there are plans for every conceivable variation so that things never get repetitive...


Small Print

Whenever you find yourself in the above office, chances are you'll be talking business - and no order of business is more pressing than that of contract negotiations! I can finally confirm that this game's career mode will revolve around signing with a manager in much the same way you signed with an entire company last time. It's from that individual that you now receive a specified cut of the revenue, and it's with them that you have to agree those ominous contract clauses. One slight change here is that "Image Rights" has evolved into "Creative Control" - because it now extends to your right to arrange matches and make other decisions! You have no say in things by default, which is eventually elevated to the "right to refuse" and then ultimately 100% control of everything. I'm also pleased to say that the negotiation process is more sophisticated than ever before. Complicated, that is, as far as I'm concerned! All you have to worry about is enjoying the most satisfying tug-of-war yet. For a start, the deals are more closely linked to the people offering them. Managers have their own unique set of stats, which range from their ringside abilities to their backstage business skills. The things they may or may not offer in negotiations are linked to their prowess in each area, and are further filtered through their personality. And they really do offer interesting contracts now. The game carefully constructs a unique contract every time, which may throw in some sweet clauses for a lower cut - or remove them all completely for a more generous pay packet. It's then down to you to knock it into shape. This finally goes for CPU characters too, who now make their own business deals public! Not only is that interesting to see, but it's also a very real tactic for figuring out who the most generous managers are in each department. If you like the look of another boxer's deal, chances are you should be talking to their manager...


Kids In The Hall

In addition to those new and improved backstage areas, the main arena is also enjoying some variations of its own - starting with the return of the smaller hall version. The enclosed walls that loom where the seating areas used to be aren't radically different from what we saw in Wrestling Encore, but the location does benefit from far superior texturing on those walls. They're now topped and tailed to meet the latest standards, and also benefit from the presence of lighting (both as a physical structure and an atmospheric effect!). In fact, the new textures are so good that they can even be applied to a larger stadium wall with great effect - which essentially means there are now 3 types of venue: small halls, large halls, and expansive stadiums. The smaller locations also feel markedly different due to having the video screens situated above the entrance as usual (instead of in all 4 corners as the new stadium would have them). Other than that, each type of venue makes use of the same ring possibilities and backstage areas...


Beyond The Mat

Speaking of ring possibilities, one welcome development in recent days is that this game's own unique range of designs has started to emerge. A brand new style of canvas has got us started - which not only features a tighter and more realistic material, but also preserves its qualities with a gigantic 1024x1024 texture! They're loaded along with the ring model this time (instead of being held in memory like costume textures), so I'm free to do whatever I want. The same is also true of the ring aprons, which can now expect to be twice as big (and detailed). The most striking benefit is that the logos on the canvas cease to look digitized and become very convincing indeed. There are a lot of them in boxing matches too - as every square foot is sold off as advertising space! As far as my game is concerned, that means you're bombarded with dozens of logos from previous games (I'll be damned if I'm going to invent dozens of fictitious ones while they're on file). The revolution has also extended to the ropes and turnbuckles. Instead of being soaked with a colour overlay, the ropes now have their own dedicated textures which allow a little more highlighting and shading on the grooves. Likewise, the corner pads now benefit from much better textures that finally look acceptable in colours other than black! You can even switch between the conventional large pads of boxing and the small individual pads of wrestling to ensure that each ring looks slightly different...


Reach
Latest

Even after all these months, the new character model also continues to be polished - this time with the addition of a brand new selection of headwear! As you can see from the above shot, a nicely textured new baseball cap has got us started and it's joined by an equally improved new hat. Both enjoy much better modelling than their previous incarnations, with grooves in the top and more curvaceous rims. They enjoy more options too. In this game, the way you wear it is independent of the way it's textured - which is now a separate option like any other item of clothing (complete with an expandable range for modders). That means you can dip, raise or turn any hat as you wish and then head for the texture option to decorate it with any design (which is faithfully painted on from a high resolution image). The range of possibilities has been further expanded by the addition of Hard Time's modified spectacles too - complete with several extra variations that even that game didn't have, such as amber lenses and yellow shades...


Duck And Move

The gameplay shows no signs of sitting back either. Although the matches have been perfectly playable for the past couple of months, things have suddenly taken on an extra dimension thanks to the addition of "weaving" blocks. Standing there like a totem pole was beginning to feel a little unrealistic, so I've made it possible to tilt your body in any given direction to help avoid attack! To be honest, it's difficult to make use of it in the heat of battle - but it has the illusion of looking and feeling more convincing. It was also conflicting with the fact that you use the directions to move while blocking, but I simply divided things so that you only weave when under attack and only move when no such threat exists. The beauty of it is that it didn't require any extra animation either! I simply harnessed the new limb-pointing system to override the body's animation and re-orientate it according to your controls...


Body Language

The characters are finally starting to come to life with a whole host of nicely animated new gestures. They now have dedicated taunt animations as surely as they did in the wrestling games, but there's a lot more variety now - with different options being invoked for specific purposes (I.e. taunts during a match, celebrations afterwards, etc). A nicely animated new raised arm celebration has got us started, and it's also joined by a series of chest-patting and shoulder-shrugging sequences that are used for claiming or conceding a round. Taunting has also become an integral part of the fighting gameplay, as pulling it off within hitting distance is now the only way to score heat points (and damage your opponent's) - so you really have to risk your neck to make it mean anything! The referee also continues to gain some exclusive gestures of his own. When it's down to him to declare a match that has ended on points, he brings a little drama to the occasion by going into deep thought (complete with chin-rubbing) before gesturing towards the victorious boxer. The gesture is so good that I've even made it available for the managers as they study the action from ringside! In fact, like the boxers, they now have multiple options too - and can call upon several dedicated animations instead of repeatedly using their taunt...


Patriot Games

An improved wardrobe of boxing shorts are also helping to bring a little more personality to the proceedings. The generic black and white shorts have now been joined by a dozen more colourful alternatives - ranging from basic colours to intricate designs like the Union Jack and star-spangled banner above! And there's plenty more where those came from. There are so many possibilities that it's just a question of drawing the line. Thanks to the high resolution texturing, even the most generic of shorts can be personalized with clearly visible text, logos and slogans...


Made Man

I can even browse through my latest creations at leisure thanks to the arrival of an updated editor! As you can see, despite being as sophisticated as the wrestling games, this game has still managed to hang onto the one-sided display from Grass Roots and Hard Time. Albeit only by stacking the options from floor to the ceiling, so I may have to introduce a scrolling effect to tidy that up! In the meantime the options themselves are all that matters, and there can be no complaints there. As promised, there are new categories for selecting individual shorts, legs and shoes - plus the option to choose what kind of "bagginess" the model makes use of. After Hard Time, I was even planning to add a dedicated tattoo section - but it turns out it's not as practical to apply them to the unpredictable outfits of a sports game, so they'll have to be baked into the flesh as preset images. However, one revelation that you can look forward to is the fact that we finally have animation previews for those all-important punches and taunts! You simply browse through the options and each animation will play out automatically before reverting to the original stance. Speaking of which, each type of costume has its own to help you identify them even further! The default boxer looks pensive, whereas he stands up straight to model the casual outfits. The only drawback is that it takes a notch longer to load up dozens of animations instead of one, but it's a small price to pay...


Rank And File

With an editor in place, I've also had to make a start on the menus that take you there - not least of which was the tricky process of character selection. After weeks of agonizing over it, I've finally taken things in a bold new direction though. As you can see, the grid of boxes has now given way to a detailed list format - which displays the vital statistics of every character onscreen! The only drawback is that you can only see 12 of them at any one time instead 40, but you can always scroll further down at the touch of a button. One of the many benefits is that the "Database" gimmick is built right into it too! By default the boxers are listed in order of rank (which was the whole point), but by simply highlighting another stat and clicking on it you can change the criteria and instantly see the best in each category. Another exciting prospect is that there are no limits to the characters that can populate the list, so there's a new "Show All" roster choice that lists every character in the universe! Not only does that mean you can compare fighters from other divisions, but it also means you can SELECT them to play inter-promotional matches. The game even allows you to store multiple universes on file (as in Hard Time), so every player can finally have his own unique career! You can even edit it separately, along with the default universe that's called upon for all future games...


Devil In The Detail

One or two graphical touches have helped to make the menus look better than usual. As you can just about see here, each name box is now accompanied by a tiny portrait to the left - which helps you to quickly identify a character by appearance as well as name. You should also be able to make out a handful of graphical icons that indicate the controls too. Other than that, it's the same old system of repeatedly pressing on a character to select the method you want. Even the cursor is a little more graphical now thanks to a somewhat predictable boxing glove gimmick!


Famous Faces
The way a character's name is portrayed has even been updated for the entrances. It's very similar to what we saw in Wrestling Encore, but one key difference here is that the layout is padded out by an enlarged extract of the character's photo - which, I might add, is the same technique used to display their portrait next to the new enlarged health meters. The game even flips the image for the opposing side this time, instead of having them all curiously facing in the same direction as in the wrestling games...


Behind The Curtain

No, those aren't boxers invading the set of Wrestling Encore! Despite the familiar look, it's actually a brand new backstage area that's just been added to the boxing game's own updated stadium. Although the latest venue has appeared to be complete, things have been looking very messy behind the curtain and have only just been tidied up. The result is a longer and wider "Gorilla Position", which is much easier to explore and also benefits from a nicely textured curtained interior. The backstage area it leads to has also been vastly modified since Hard Time raised the bar on scenery. That game's noticeable light fittings have returned to add a little authenticity to the scene, and they're also joined by much improved high resolution wall textures that are topped and tailed. What you can't tell from this shot is that the surrounding furniture and decoration has been equally improved - and even extends to a few toilet cubicles from Hard Time! Alas, they're not as interactive this time though and are there purely for aesthetics...


Room Mates

One revelation that I've failed to mention so far is that there are actually TWO entrance ways and TWO different backstage areas for each one! Not only does this mean that the two opposing boxers can enter from different sides of the arena, but it also means they can skulk off back to their own lair. You can see the alternative one here, which is a slightly cosier waiting room area - furnished with leather sofas and plant life. Speaking of which, the sprite method from Wrecked has finally been used to replace the wildly inefficient modelled plants! They actually look better anyway and there are more varieties of them too, so it's a welcome addition all round. Unfortunately, the boxing game doesn't actually have much use for these backstage areas with regards to fighting - but you can rest assured that this is all being put in place for the wrestling project...


Straight To Video

The main arena itself has also continued to be polished. As you can see, it finally has its own video screen - several of them in fact! Instead of one big screen that looms over the entrance way (which is no longer practical because of the surrounding crowd), this game places 4 smaller screens in each corner of the arena. They all show different footage too, so it's great to catch a glimpse of each one as you circle the ring. Speaking of which, that's actually one of the main benefits here. Instead of always seeing the screen leering from the top of your screen, the new rotating camera angle ensures that you only catch a glimpse of one here and there - and even then it's a different video screen being shown from a different angle, so it all feels much more satisfying...


Blood, Sweat & Tears

I'll leave you with the news that I finally took a stab at some new and improved particle effects (although the results were somewhat mixed). I've succeeded in accompanying the main impact cloud with tiny spurts of blood and sweat, but it's barely noticeable compared to the bloodbath I had in mind. For some reason, my computer has a real hang-up about particle effects and loses the will to live if I use them too much (even though my previous, less powerful computer couldn't care less?!) - so I've been helpless to take things further. That's probably a blessing in disguise considering that this game is already pushing its luck, but what we have here is still a huge step forward. For a start, as you can see, the blood particles are now a convincing scarlet colour rather than the pale pink we saw in previous games. That's because I've adopted a new way of texturing the particles that allows dark shades to be portrayed alongside the usual bright colours. It'll be good for thick black smoke when explosions come back into play, but it's only purpose here is to display dark blood. Speaking of which, I've also linked these spurts to the pools you eventually see on the floor - so they clearly follow a drop of blood instead of appearing out of nowhere, which is much more convincing!


The Name Game

As you can see, the game's identity has finally been confirmed with the beginnings of a logo. It's not quite as picturesque as the logos of recent titles (featuring just an elongated "E" to convey the notion of "reaching"), but it serves its purpose with brutal simplicity. I had originally intended to go with a blue & gold WrestleMania style colour scheme, but nothing says "boxing" quite like red! I have managed to cling onto a blue background for the menu screens though, but I can't quite decide whether that much colour is charmingly retro or downright garish! I don't usually have this much trouble establishing a game's identity, but it's not an easy task when you've got more important things to be doing. Most game development studios would dedicate an entire department to perfecting such things, whereas I have to fly by the seat of my pants...


Light Fantastic

Although the arena looks quite presentable already, it's always evolving - and the latest addition is a huge lighting structure that looms above the ring! It features over a dozen individual lamps suspended from a network of steel girders. As good as it looks, you don't actually get to appreciate it that much because (as in real life) it's rarely caught on camera. More importantly, it doesn't even work as realistically as I'd hoped. It turns out the real light sources from Hard Time aren't suitable for lighting up an entire stadium, and can't highlight the ring without making things too dim. The effect you see in the screenshot was achieved by simply adding dark "fog" to a normally lit scene, and I suspect that's the technique I'll be proceeding with. I'm sure we'll still see plenty of revelations that squeeze the best out of it though. Not least when it comes to entrances, which have finally been added to the match process! So far they're practically identical to what we saw in the wrestling games, but the Hard Time theme tune has got us started this time and sounds suitably menacing...


Handy Cam

I'm also pleased to have made a start on this game's camera system. I had been making do with a generic camera up until now, but finally took the time to create something dedicated to this game. The result is a vastly improved version of the "Contain All" camera from the wrestling games, which cleverly positions itself in the best spot to follow both fighters simultaneously - no matter how far away they might be. And one revelation here is that the camera also picks the best ANGLE to go with the position - gently rotating to ensure that you can always see the punches being thrown from a horizontal perspective (judging distances would be a nightmare otherwise!). There are even changes in the way you choose your ideal perspective. Instead of dedicating a key to every single possibility, there are now just several basic angles and you browse through its variation (such as near or far) by simply pressing the command again. That way you can access dozens of different angles from just a few keys, which makes things far less confusing... 


Head Over Heels

After almost 2 months, we're still not done with the gameplay yet either! In addition to the many ways of falling to the ground, there are now just as many ways to tumble out of the ring itself. As in the wrestling games, it's possible to either spill out to the apron or all the way down to the floor if you collapse right next to the ropes. And you're not even safe on the apron because an amusing new animation makes it possible to lose your grip upon returning to your feet - sending you all the way down to the floor anyway! It's the same tumble to the floor you can expect if you're punched while standing out there, much like in the wrestling games. The animation is much better this time though, causing the character to crumple onto the apron and then roll off the edge (instead of flying backwards as if shot out of a cannon!). And all of this falling is especially devastating in a boxing game, where you have to return to your feet AND get back into the ring before the count of 10...


Big Break

With all these death-defying falls taking place, it should be no surprise that the concept of injuries has returned too! As in the wrestling games, it's possible to reduce yourself to a staggering mess if you seriously hurt yourself - but the key difference here is that there are now specific ailments for each body part. This being a boxing game, it was the risk of breaking your hand that got us started. Every punch you land risks landing awkwardly and putting that particular arm out of action - complete with a dedicated animation that shows them acknowledging the damage and then nursing it! This inconvenient distraction then accompanies every other punch attempt you make with that arm, forcing you to struggle on single-handedly. And that's just the tip of the iceberg. Your head or ribs can also be singled as a sore spot - causing every blow in that area to be twice as effective! Although they don't come under attack, it's even possible to break your legs by falling awkwardly or moving too erratically. Your movements are then severely restricted - causing you to nurse the affected leg every time you move too suddenly. Fortunately, thanks to the advances made in Hard Time, the damage isn't necessarily permanent. The real-time injury system from that game returns to allow temporary injuries in addition to more substantial ones, so you can snap out of it as surely as you wake up from being knocked out...


Dazed And Confused

In addition to the serious injuries, it's also possible to be temporarily "dazed" by a particularly strong punch. The effect is practically the same as the "blindness" we saw in the wrestling games, but a different animation makes you roll your head in dizziness while your arms hang by your sides. Other than that, it stills reverses your controls and makes you more vulnerable than usual. It can even follow a knockdown to make you even more disorientated and increase the risk of being declared knocked out while the ref waits for you to straighten up! And if a punch doesn't quite put you out on your feet, it can still elicit a melodramatic reaction thanks to a variety of animations. Instead of seeing the same old reactions every time you're hit, this game mixes things up with a handful of alternatives - one of which is a particularly wild response that sends the victim spinning across the ring! If you saw Rocky Balboa being mauled by Ivan Drago in Rocky IV, you'll know what to expect there...


Damage Control

The damage has finally started to show on the outside too. Although scarring is nothing new to my games, it has never been more important than in this boxing game. So much so that a brand new selection of textures have been drawn up for each body part! Not only does that ensure that they look better by default, but the boxing concept has demanded that they look more appropriate too. The torso damage, for instance, concentrates on bruising the stomach and chest instead shredding the entire thing. Likewise, the face features more swelling around the eyes, nose and mouth. And, of course, your hands and gloves get messier with every punch thrown! All we need now is a new and improved particle effect system to accompany the damage with spurts of blood...


Fight The Flab

The textures underneath continue to be refined too. The default muscular torso has now been reduced to just one of several options - preceded by the unremarkable physique you see above, and another that falls halfway between the two. Plus the flabby variation returns from Hard Time, complete with hairy versions of all of the above. While I was at it, I even took the time to improve the arm texture - all the way down to the fingernails! I don't normally go into that much detail, but the perfectionist in me gave it a shot and carefully re-textured each finger. Unfortunately, as in real life, you hardly ever get close enough to appreciate them - but they do look convincing in the rare moments that you do...


The Beautiful People
The all-white test spectators were becoming such a burden on the screenshots that I finally made an effort to replace them with the finished article - and as you can see, the results are more glorious than even I had dared hope! The simple act of creating just one row of varied characters has allowed the arena to explode into life and fulfil its true potential. It's such an encouraging revelation that I've even deemed it worthy of a second larger screenshot for you to appreciate. And that's just one row of characters, constructed from a basic selection of costumes and models. Once the finished game weighs in, I'll be able to create countless others that are even more varied. The good news is that it still hasn't taken its toll on the game's performance either! I was expecting the system to fall apart once I got to this stage, but it seems quite happy about displaying hundreds of sprites...


Hearing Voices

In addition to looking good, the crowd have also become more vocal now that the sound effects from Wrestling Encore have been transferred to this game to get us started. The volume is even more keenly linked to the attendance this time though, since the original 3-part crowd has now exploded into 14 separate layers! That ensures you'll see AND hear noticeably different crowds at each occasion. There's also a modified new sound system for the punches. The simple set of 6 effects from the wrestling games has now expanded to a healthy 14 to ensure things don't get too repetitive! There are dedicated effects for jabs, hooks, and specials - which are all further mixed up by whether they score high, low, or are blocked...


Game Pads

The ring itself also continues to slowly evolve and distance itself from the conventions of wrestling. The individual corner pads have now been replaced by one large vertical pad (although the original layout will remain available for ring variations, etc). Not only do they look more in tune with boxing, but they also look better in themselves thanks to a larger and more detailed texture. What you can't quite appreciate from this shot is that the pads have a realistic cushion front, with detail extending all the way round to the stitching at the back. I even threw in some new ring posts, which enjoy similarly improved texturing, for good measure...


Saved By The Bell

The corners even serve a purpose now that the action has finally been broken up into distinctive rounds! As in Boxer's Story, a stool appears in each corner at the sound of the bell - allowing the fighters to take a seat and recover health at an advanced rate. It's not compulsory though! Fists can still fly after the bell, so you get plenty of over-aggressive Rocky moments. Back on the sporting side of things, you can also take this opportunity study a breakdown of the latest scores. The game keeps track of the punches thrown and landed by each fighter, and then calls on that to assign maximum points to the most talented boxer. It's then possible to win on points if a match goes the distance. You're kept informed as to how likely that is by a simple scorecard that adorns the bottom of the screen in between rounds...


Body Language

The state of play is also indicated by the actions of the fighters. Gestures of all kinds are slowly seeping into the game to help bring the characters to life, and it even extends to reacting after each round! As in real life, when the bell rings the fighters either optimistically raise their arms to claim the victory or bitterly wave away the obvious winner with a great "get outta here" gesture. The referee even has a gesture of his own for telling the fighters to go to their corners, or to resume fighting once a break is over. No gesture is more important than that of counting though! In the same way a wrestling referee would follow the action and get down for a 3-count, these referees issue a standing 10-count to an incapacitated boxer. He even has a special two-armed version for counting 2 people at the same time! Although that doesn't often happen inside the ring, it is handy for when the action spills outside. As in wrestling, leaving the ring for too long risks being disqualified - so you're counted down as if you were knocked out...


Adrenaline Rush

With so many ways to win and lose floating around the game now, I've already had to factor it into the presentation. It all falls on the enlarged boxer portraits at either corner of the screen - where the count slowly pulsates its way up to 10 before blacking and displaying "KO!" or "TKO!". Meanwhile, the opposing portrait is adorned with a crown and the word "WINNER!" emblazoned in yellow. Speaking of presentation, this game's version of the "Special" state has also been implemented - temporarily allowing a character to overcome his tiredness (and then some) by fighting at 110%! They have a yellow adrenaline meter that increases with successful play and decreases with each mistake (much like your confidence would in real life). It's further mixed up by your popularity with the crowd, which is an important factor because it means popular characters like Rocky or Muhammad Ali can often defeat physically superior opponents with sheer adrenaline!


Cerebral Assassin

In amongst all these novel developments, the gameplay itself has faced its toughest test yet as some early AI allows the computer to fight back! And I'm pleased to say they they put up a good fight - blocking wherever necessary while lashing out at you with the most appropriate punches from their arsenal. One unexpected revelation here, though, is that these robots have learnt to ADAPT! They keep a subconscious record of which actions were successful or unsuccessful and then change their behaviour accordingly. For instance, if a particular punch fails to connect they'll lose their confidence about using it in those circumstances again and will wait until they get closer next time. On the other hand, if a punch is consistently scoring they'll grow in confidence and use it in evermore ambitious circumstances. That way, as in real life, each character builds up their own unique philosophy about what does and doesn't work for them. And it even extends to defending as well as attacking. If they're hit by a blow they were expecting to avoid, they'll give more thought to blocking next time. Whereas if a blow they were worried about failed to score, they'll be more confident about not blocking in future. So, within a round your CPU opponent has come to the same conclusions that you may have done and will proceed to give you a more challenging fight. They're so intelligent that they even now how to "evade" attacks instead of constantly blocking or countering them! In addition to throwing the odd sidestep into their range of movements, they also use it as a means of quickly avoiding an incoming attack - so you really have got a lot on your hands with an agile opponent...


Hairy Situation

The new character model also continues to evolve and look its best. A much improved receding hairstyle (which is thicker at the back for that Quentin Tarantino look) has joined the range of detailed new cuts, along with its self-explanatory "balding" equivalent. This game's version of the ponytail has also arrived to squeeze yet more alternatives out of each new style. Although it's practically identical to what we've seen before, one tiny modification here is that there's now a dark band to show where it's been tied...


Loose Fit

The new model has also received its own brand of baggy trousers. That may not sound like news in itself, but one revelation here is they're baked into the original model as standard - just like the baggy tops from Hard Time! That means you can make use of them as easily as selecting a new hairstyle, instead of having to repeatedly change your character's build. The shoes have even tried to get in on the act too. They're now textured independently to the rest of the legs, so it's possible to mix and match any footwear with any item of clothing (indeed, the beige trousers above came with black shoes as standard). And in case you're wondering why a pair of boxers would need to wear trousers, you'll be pleased to know that they're paving the way for managers and other secondary characters. Plus the boxers need a casual outfit of their own for backstage appearances and street fights...


Fashion Parade

Speaking of clothing, the game receives more deliveries every day than the Gap! A lot of it seems to be smarter than usual too. As you can see, the new and improved black suit now has a bowtie variation for that extra bit of class at ringside. Even the basic shirt underneath has been redrawn to look better than ever. They'll never be perfect as long as they're pressed flat against the chest (which is a necessary evil), but they look as good as possible. We've got every conceivable variation in stock too - ranging from an open-necked suit to polo shirts and smart long-sleeved shirts of all colours. The casual wear is equally well represented too. We've got nicely shaded new t-shirts for the high resolution generation, along with their vest equivalents and all manner of brand new jeans...


Shadow Boxing

Along with the improved crowd, one of the biggest revelations in recent weeks is the advent of realistic shadows. That abrupt dark circle had been plaguing my games since the original Wrestling MPire in 2003, so I finally made the effort to improve upon it with a smoother version that blends into the floor. Not only is that default circle more convincing, but it's also joined by additional shadows for the other limbs! It's achieved by simply placing several smaller shadows at the current co-ordinates of every other limb, but the results speak for themselves. It ensures the animations bring the shadows to life as surely as the model itself (which looks great out the corner of your eye), and even gives static shadows a more realistically bulbous look. The gimmick is obviously a notch more demanding than the old solitary shadow (especially in a game that's already pushing its luck with other features!), but there doesn't seem to be too much damage so far. Besides, it's entirely optional so you can always revert back to the basic system...


Centre Of Attention

The new arena is finally starting to look like home now that railings have returned to surround the ring. That may not be big news in itself (especially since they're pretty much identical to what we saw in Wrestling Encore), but it does mean the new crowd can proceed to surround the ring and create a cosier atmosphere. It already looks great, and there's still the redrawn spectators to look forward to! You may also notice that I've taken the opportunity to add more detail - such as the advertising banners that made the stadium in Grass Roots look a little more authentic. The new steps have even benefited from an improved texture that defines each layer and makes them look more 3-dimensional. Meanwhile, back in the ring there's been some good work on the ropes - with dedicated new animations that bend around your body as you climb between them. Another nice touch, which goes a step beyond the wrestling games, is that the ropes are prone to sway whenever someone comes into contact with them - so you can see subtle changes when you rub against them or are forced there by a blow...


Splitting Hairs

The new character model also continues to benefit from occasional modifications. As you can see, I've finally gotten around to working in a few hair variations! There are dozens of them on the cards, so it's best that I get started. The latest cuts to join the default "short" style are the above mop (which makes the previous one look like a tidy fringe!) and a slightly more presentable centre parting. Both benefit from being redrawn from scratch, and look infinitely more detailed and less symmetrical than their previous incarnations. However, neither have much of a role to play in a boxing game (where most participants tend to be clean-cut) - but I thought it would be a good idea to get them out of the way for future games...


Fist Of Fun

The racial shading from other recent games has also returned to bring a little more colour to the proceedings. It's been joined by a small crop of different shorts, trainers, and gloves too - so the potential for unique characters is already becoming clear. As you can see, we've even got characters with different heights - and I'm pleased to say that the pinpoint punching system has taken that potentially troublesome variable in its stride. Most punches still make contact with the opponent without having to be aimed upward or downward, so all you have to worry about is the fact that taller characters have a longer reach!


Head To Head

Any height differences are further accentuated by the return of the staring system. As in other recent games, each character's head looks directly at the other wherever appropriate - so you get diminutive boxers staring up at their monstrous opponents and vice versa! Even similar size fighters get to look down on each other when one is inside the ring and the other isn't...


Walk This Way

Not only are the characters starting to look a little different, but they continue to move differently too. The default shuffling around at close quarters has now been joined by a strolling version for more relaxed movements. The walking animation is smoother than ever too - not least because it benefits from the 4-way movement system! Stepping backwards or to either side is now visibly different from walking forwards, and the results are incredibly satisfying. It's been nicely blended into the action too - as you automatically break into a stroll when you stray too far away from your opponent to worry about fighting...


Under Cover

In amongst these aesthetic improvements the fighting gameplay has also continued to take shape with the addition of blocking. By pressing both buttons for either set of hands simultaneously your character quickly covers up high or low. So, instead of the automated defence we saw in previous games, blocking is now a manual affair that requires the player to use the right block at the right time - and failing to do so leaves an opening for the opponent! Mercifully, you can still move while blocking (albeit more cautiously) - so you don't need to drop your guard to approach the target. There's an effortless transition between punches and blocks too, so a talented player is free to throw out the occasional jab whilst hiding behind the sanctuary of his gloves. As in real life, however, covering up gives incoming punches a substantially higher chance of landing - so it's a gift for opponents hoping to win on points! Besides, as in other recent games, no guard is invincible and always risks being broken by a stray shot...


Double Threat

Fans of Rocky will be pleased to know that an entire feature has been added for the express purpose of recreating the dramatic ending of the 2nd movie! A new "delayed reaction" system ensures that it's now possible for fighters to hit each other (and potentially knock each other out) at the same time. This is achieved by occasionally allowing a character to absorb a blow during a punch attempt of his own, and then follow through with it instead of instantly reeling back in pain (which now happens a split-second later). Not only does this make for some unpredictable finishes, but it also allows for some realistically scrappy moments where both fighters are absorbing a flurry of punches. It makes the back-and-forth gameplay more responsive than ever too, allowing you to effectively fight back against a relentless opponent...


Break It Down

The real news, which is also demonstrated by the shot, is that the boxers are finally falling down too. And it's been taken more seriously than ever in this boxing environment where leaving your feet is the equivalent of being pinned! It's a rare match-altering moment that each fighter works towards, and has been portrayed with due care. For a start, there are more variations in the way it happens. They're not all done yet, but there are already 6 different ways of falling onto your front! Not least because there are now 3 levels of being grounded - lying flat, on your hands and knees, and on one knee. Each different fall ends in one of the 3 states, and your chances of returning to your feet differ accordingly. Quite literally, because instead of instantly getting straight back up you gradually work your way up the ladder - first raising up onto your hands and knees, then up to one knee, and eventually back to your feet. It's even possible for your stance to deteriorate instead of improving. In the same way that you claw to your hands and knees and then your feet, there are now dedicated animations for tumbling back down to the previous state - which is absolutely fantastic for portraying exhaustion! You can't take anything for granted in this game, so you'll be willing your guy to his feet right down to the last second. In addition to that "two steps forward, one step back" ritual, it's also possible to fall even more spectacularly during the actual transitional periods - such as flying off your feet when trying to stand up too early. Anybody that was amused by the injuries in other games will be mesmerized by this display of light-headed clumsiness...


Curb Crawler

The sense of desperation is accentuated yet further by the return of crawling. Although it'll be familiar to fans of the wrestling games, one key difference here is that it now takes place at the "hands & knees" level - so you have to claw your way up to some semblance of consciousness before making use of it. The animation looks slightly better from that stance too. There's no practical use for moving around on the ground yet though (except perhaps distancing yourself from an aggressor), but don't be surprised if making it to the ropes comes into play and offers you improved odds of returning to your feet...


Adrenaline Rush

Now that the gameplay is in safe hands, I'll soon be able to turn my attention to the presentation. As you can see, I've already made a start on some health meters! Since I don't have to worry about an unpredictable number of participants, I've been able to make the two standard meters much larger and more graphical. As you might have guessed, the main green one indicates health (short-term this time though, referring to how close you are to taking a fall). There's also a second yellow one neatly woven into it which indicates adrenaline, and will culminate in a super-powerful "special" state once fully implemented...


The Measure Of  A Man
As you may have gathered by now, the backbone of this project is a brand new character model. You can get the details in this dedicated Backstage report, but the basic gist is that we've got a bulkier new frame with more defined features - from the face and hair down to each and every muscle! And, as you'll see in the following screenshots, it looks even better under the flattering lights of a game. The bright cartoony lighting does a good job of hiding those troublesome joints, and leaves us with a solid looking pair of fighters...


Fancy Footwork
The best news, however, is that the game looks set to MOVE even better than it looks! It runs at 60 frames per second (instead of Wrestling Encore's 30), which allows the computer to clearly display every frame of animation - rather than filling in the gaps with that slow, floaty feel. And it doesn't hurt that the animations are better than ever as standard! There are more of them too. Instead of relying on one basic movement animation that may or may not be appropriate, this game has a dedicated one for each direction. That means the character lunges forward when approaching, sways to either side when circling, and reels backwards when retreating. The game intuitively blends from one to the other as your orientation changes too, so everything you do is translated into graceful movement. And that's just the basic movement! This project builds on the wrestling games with additional "dashing" movements that allow you to quickly dart in any given direction by simply pressing the command twice. As in real life, that means manoeuvring around your opponent can be just as important as hitting them and will allow agile fighters to flourish...


Any Which Way But Loose
As if that's not revolutionary enough, the game does all of this with controls that remain logical from any camera angle! As in World War Alpha, up and down always move in and out of the depth while left and right always move to either side. Not only does this mean you can view the ring from any side and keep playing happily, but you can even swing it into a diamond without breaking a sweat. Imagine if every camera angle from Wrestling Encore was perfectly playable and you might get a taste of the possibilities. Speaking of viewpoints, I've even managed to eradicate that distortion at the sides of the screen with a new camera system - so the 3D graphics look 100% solid at all times (you'll think the game was made in a new language!)...


Between The Ropes
All this shimmying around the ring has already extended to climbing out of the damn thing too! As in the wrestling games, you can climb out to (or in from) the apron by simply moving against the ropes - and then down to the floor from there should you wish to leave. I must admit that I've only implemented it in preparation for the entrances, so I'm not sure how it'll factor into the fights just yet. Although this game will be wilder than most of its kind, it'll still be a lot more "sporting" than its wrestling predecessors - so don't expect too much turnbuckle climbing or outside brawling. I'm sure the option will be there should you be suicidal enough to do it though! In the meantime, you may also notice that we've now got an authentic 4-rope boxing ring - complete with vertical binders. It's slightly taller than the 3-rope variation, but other than that it's the same old network of ropes that shake as and when you interact with them... 


Journey Of A Thousand Steps
The new character model and the modified ring are also set to be joined by a renovated arena! I had expressed doubts about the need to make a new one, but I took the plunge and put together a more sophisticated layout. The key difference is that the surrounding seating areas are now created structurally instead of relying on those questionable textures. That means you can literally see the steps disappearing up the sides of the arena, and there are even railings that separate each terrace into sections....


Crowd Control
The real steps mean that you need a real crowd too, so there are now hundreds of individual lines of crowd occupy segment! For testing purposes, the same generic white spectator has been used repeatedly - but he'll be replaced by a rich and varied selection of characters in due time (fully rendered 3D ones too, instead of those antiquated 2D fans). Until then, we can take solace in the fact that the experiment has been a huge success. I see no adverse effect on the game's performance, and the feature has the potential to look great - as hundreds of separate levels bob up and down to produce a vibrant atmosphere...


Walk This Way
The improved design also includes a new entrance way that tunnels under one of the seating areas (as is often the case in real arenas), which allows the fans to still gather overhead and form a solid circle around the ring! This in turn means we're likely to see a new way of displaying video screens and other paraphernalia - such as hanging from the ceiling or tucked away in the corners. The location still has a long way to go though, so we're not there yet...


One Inch Punch
At this point, I ought to point out that the game does involve throwing punches too! A week into the game's production, I finally got around to fine-tuning a new attack system that goes far beyond what we saw in Wrestling Encore and even Hard Time. Instead of assuming that an attack makes contact if you're in close proximity to the target, this game concentrates on the fist and only scores a hit when it literally makes contact with an opponent. That means the position of the head becomes genuinely important, as incoming punches miss by a whisker when it's reeling back or score big when it's hanging forward! It also means your punch makes contact the second it hits the target - whether that's at the beginning of the animation or the end...


Killer Combo
You've got a wide selection of punches at your disposal too. The game uses a Tekken-style control system that dedicates a button to each hand and further divides them into high and low. That means you can throw your own unique barrage of punches that swing in from various sides and score at different heights. In fact, as in real life, switching from one to the other is noticeable quicker than repeatedly punching with the same hand - so creative players are duly rewarded! And that's just the jabs. Those 4 weak punches are joined by 4 stronger variations, which can be accessed by standing still instead of holding a direction (I had hoped to link it to holding down the button, but that wasn't workable). And there's even a further super punch (currently a heavy uppercut) for each hand that can be activated by pressing both high and low commands together. So not only can you switch between sides and heights, but you can also throw power into the mix and create an endless list of unique combos. They look seamless too, as each animation blends into the other based on where it came from and where it's going. And that's just the default punches! As with moves in the wrestling games, every boxer will have their own unique set of punches for each purpose...


Tale Of The Tape
There are even more revelations in the way the punches are delivered. Even an identical animation can be made to feel different by the varying speeds at which it's played out. Each character has their own "Dexterity" attribute, which is essentially "hand speed" and governs how quickly each punch is thrown. It also determines how soon they can throw another after it, so the boxers already have visibly different fighting abilities! In addition to "Strength" that influences the impact and "Reach" that determines how far they can travel with a punch, that makes for some unique action. As if that's not enough, all of the above are further mixed up by your character's physical status. We saw a player's running speed gradually deteriorate in Grass Roots, but here ALL stats suffer the same effect - so tired characters punch AND move slower to create an unavoidable sense of exhaustion! This game may not be as wild as the wrestling games, but it will be more sophisticated - leaving you with no doubt that you're taking part in a gruelling sport...

Copyright © MDickie 2000 - 2007