Boxing games live or die by their gameplay. You can make the visuals look as beautiful as possible, down to the rippling biceps and beads of sweat, but if the punches don’t land right, then the whole experience will suffer as a result. Unfortunately, Real Boxing 2 comes up short with both its visuals and its gameplay, delivering a mobile port that perhaps should have stayed on mobile.
The gameplay borrows a few cues from EA’s dormant Fight Night series, mapping the majority of your boxing moves to the right analogue stick. Move it left or right to swing a hook, up for an uppercut, and down for a body blow. Oddly, standard jabs are mapped to ‘ZR’; this isn’t an issue in itself, but when you’re focused so much on using the analogue stick, it’s easy to forget about throwing any jabs.
You’ll also have special moves that unlock after you’ve taken a set amount of damage, along with focus moves. The latter is essentially a more powerful punch that renders your opponent dazed, allowing you to unleash a torrent of combos to chip away at their health. Since Real Boxing 2 was originally a mobile game, there’s no option to manoeuvre your boxer around the ring; all you’ll need to focus on is throwing punches, dodging, and blocking.
The main bulk of the game is within the career mode. Here, you’ll create your boxer before competing in various fights across North America, South America, Europe, Asia, and Australia. Each location is split into three different options, which generally consist of ‘story fights’, ‘boss fights’, ‘tutorials’, and more. You’re provided with a rating of up to three stars for each fight depending on your prowess (pretty standard stuff for a mobile game).
Within career mode, you can also boost your boxer’s stats with training modes like the classic jump rope and punching bag. In addition, you can also activate cards at the start of each round within a fight, giving you small boosts to your attack power and stamina. These cost coins each time you use them, but they can often turn the tide of a fight if you’re struggling.
Currency is a big part of the experience, with both coins and diamonds used to purchase cards, new fighters, apparel, and more. Given that this is a port of a mobile game, there’s thankfully no actual requirement to spend real money, but there’s definitely way too much focus on transactional progression in comparison to actual skill.
Local multiplayer is also an option within the game’s ‘Versus’ mode, giving you immediate access to the admittedly brilliant special characters, including the timely Bad Santa (no Billy Bob Thornton, though). Unfortunately, however, there’s no option to simply compete directly with the CPU, so if you’re after a straight-up, single-player experience, you’re pretty much stuck with the career mode.
Ultimately, Real Boxing 2’s gameplay falls way too short of the standard expected on a console like the Switch. Without the option to use the touch screen, attacking with the analogue stick feels clunky, with no weight behind the attacks. It makes the fights feel boring and a bit of a chore to get through. In addition, while the visuals look perfectly fine on smaller screens, pop your Switch into docked mode and it really highlights how janky some of the models and animations look.
Comments 12
Argh, what a disappointment. I was going to wait for a review before jumping but it is currently 50% off so I dived. Wish I had now waited. The first game was meant to be a so-so boxing game on the Vita I think.
I don't think boxing games have been served that well on the consoles lately, have they? I remember my bro in law who used to be an amateur boxer asking regarding such games on his PS4. I think he just went for the MMA video games in the end.
Thanks for the review anyway.
I recently ordered Big Rumble Boxing in the sale and that was terrible too. Way too simple with just repeated pressing of one button for combinations.
I wish they could remake the Dreamcast classic Ready 2 Rumble.
@LEGEND_MARIOID The only silver lining is that eSports Boxing Club is coming at some point and that looks brilliant. Shame it’s not coming to Switch though.
@LEGEND_MARIOID
I have K-1 World MAX 2005 PS2 Japan (Kickboxing tournament in Japan) and it's way much better than this Real Boxing 2.
Also, there was a Boxing from Tokyo Olympic 2020 on PS4 & Switch.
That was disappointment. 😑
11 years i have been waiting for a proper Boxing game on modern consoles since year 2010 but still some of developers have no idea how to make interesting boxing games.
They just stuck in how to make looks more realistic but forget the control and gameplay mechanism.
I still have never saw boxing characters like my character design from current release of boxing games.
Punch-Out!! (Wii) port to show them how it's done, please.
Honestly, did anybody expect any better from the publisher that routinely gives away games for free in order to climb the best-seller charts?
While I was initially receptive of their hospitality for no other reason but to hoard icons on my Switch, I regained my senses and realised that my microSD space is more precious. That, and I didn't want mediocrity clogging my home screen.
I didn't really have my eye on this one, but I still appreciate negative NintendoLife reviews like this. Switch has some 'obviously' bad stuff but there are so many games which look like they might be good and it's hard to tell.
@LEGEND_MARIOID Creed Big Rumble is okayish. Came out recently currently 50% off as well
Odd choice to remove leg movement in the game... Movement and judging the distance between you and your opponent is key in boxing (and fighting games in general for that matter).
@SuperCharr Yup, there has always been a big difference between mobile games and games made for consoles and PC. Mobile games have always felt like cheap cash-ins full of predatory free2play mechanics with super simplistic control centered around just tilting or swiping the screen.
Any sort of port from mobile to Switch is theoretically a match made in heaven, but developers keep forgetting that the standards on the Switch are different than mobile devices.
How hard is it to look at games like Polyroll and Oddmar (both mobile to Switch games that I would have never suspected to be mobile games at first glance) and do what they did?
I'll never say that mobile games coming to Switch is inherently a bad thing because of examples like the above, but it seems like more and more of them are just lazy crash grabs with no consideration of the jump/changes in hardware.
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