| Ready
2 Rumble: Round 2
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Review By: Joe Rolfe |
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| Developer: |
Midway |
| Publisher: |
Midway |
| # of
Players: |
1-2 |
| Genre: |
Boxing |
| ESRB: |
Teen |
| Date
Posted: |
12-27-00 |
At the
height of last year's Sega Dreamcast launch was the release of
Midway's Ready 2 Rumble Boxing. Standing out as a game with
truly next-generation graphics, R2R (later published on the
PSOne and N64) received a lot of accolade for it's fine
Dreamcast visuals, but more importantly got booted by the press
for its repetitive and overall shallow gameplay. Still, Midway's
wacky arcade fighter nevertheless gained somewhat of a solid
following in the gaming crowd (more mainstream instead of
"hardcore", though), of which created a
"demand" for a sequel. As a result, the following up
game (aptly named Round 2) has arrived on multiple platforms,
with yours truly being the best of all versions. While not
totally different from the first outing, Ready 2 Rumble: Round 2
does show improvement upon the inaugural outing. The
enhancements, however, are still not enough to warrant a
purchase for not only buyers of the first R2R, but stands for
all gamers as well.
The most
noticeable change from Ready 2 Rumble to Round 2 is the update
of a boxer roster. Like any good sports and fighting game, Round
2 storms onto the PlayStation 2 with a great set of fighters -
23 in all -- including favorites like Afro Thunder, Butcher
Brown and Lulu Valentine. New to the cast, however, is an
another class of goofy and off-the-wall personalities, not to
mention hidden superstars like NBA giant Shaquille O' Neil and
pop star Michael Jackson.
The biggest
change to Round 2's list of features is its own championship
mode. While not completely different from the first R2R, Round 2
has the player actually train and bring up your boxer. This is
done over an actual calendar set of time, in which you must
discipline your prize fighter with mini-games and workout
regimes that involve button-timing and speed in order to do well
on them. The end result can increase and boost your boxer's
overall abilities in the ring, which vary from whatever training
you do (punching bag, weights, rope jumping, etc.) Arcade and
versus modes are still available as well.
The play
mechanics and system, sadly, still haven't altered a whole lot
from the initial Dreamcast outing. The AI has improved, as the
computer doesn't allow the gamer to just flurry punches at
him/her without putting up a guard or going onto the offense.
But after a while, most players should be able to decipher how
to beat a certain opponent in not time, which then presents the
game with a repetitious and stale feeling in just a quick
notice. Still, Midway was kind enough to improve upon the RUMBLE
factor of the game, which now embodies three separate RUMBLE
figures. Each level contains a new, more powerful combo, until
you reach the final stage in which the player can knock their
adversary square out of the ring.
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