
With the action moving at such a fast rate, however, it'll often boil down to button-mashing (or really fast air boxing, which also looks hilarious), and the game does very little to affect your player's stamina for throwing too much or being reckless with his punches. The overall flow of a match is pretty intense though, and if you can work through the annoying camera issues general boxing can still be pretty fun at times. If you block, the camera freezes again, and if you throw punches they'll automatically punch forward, rather than in the direction of your opponent. To make matters worse, the player is essentially controlled by the camera view, so once you pull out of a block you'll need to wait for the camera to self-right in order for your fighter to face the opponent again. This means that any time your rival moves while you're covering or leaning, the camera will let him slide off frame. As one of the biggest issues in the game, the camera is nearly broken, as it pops and moves with a total lack of fluidity, doesn't always keep the rival boxer in frame, and won't move at all when you're in a blocking or lean state. Even then, the general mid-fight bugs still plague the experience pretty heavily. It works, but IR control is hardly the ideal way to play arcade boxing that moves at amazing speeds, so players will want to drop the Wii functionality altogether and stick with either GameCube or Classic Controller support. Right to left, for example, would execute a right hook, while left to right would perform a left hook. In "pointer mode" the game actually changes from motion-based boxing to a more DS-like on-screen cursor game, having players hold A and then trace left/right, up/down, or at angles to perform the different punches. It's pretty obvious that this was a known issue as well, since the developer added multiple options for control to try and get around the faulty punch tracking. With Victorious Boxers, jabs are doable, hooks execute about half the time, and uppercuts often result in hooks or jabs, rather than the intended punch. In Wii Sports Boxing enough practice could lead to a pretty entertaining experience, as you had to learn exactly what the game wanted in each specific punch. The motion recognition, however, is extremely faulty, failing to recognize motion worse than the already somewhat sketchy Wii Sports Boxing.


The game reads straight jabs, hooks, and uppercuts, then using those basic motions to pull off combos and super punches. Depending on configuration, holding the controllers in boxing's "ready stance" will act as the center of all game control, tilting both controllers simultaneously to duck and move, or throwing punches with the Wii-mote or nunchunk controller to execute punches. You'll control Ippo or any of the other 24 fighters in the game via analog stick or controller tilt. We're most certainly behind the concept of a boxing game on Wii (it seems too easy to screw up, in fact), but Victorious Boxers: Revolution's execution kills the experience to say the least.


What you'll end up with, however, is a game design so riddled with bugs and broken gameplay elements that there are six total controller configurations, but not a single one that plays better than boxers have in the last decade of gaming. The concept works great, especially when you take into account the possibility of Wii motion when worked into the sport of boxing.
