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Even more egrigiously, the game fleeces you for cash (virutal in this case) by selling you power-ups before the start of each bout, making sure that even if you win, the rewards aren’t going to be so great that you don’t need to grind just that little be more to be ready for the next match. You can all-but see the microtransaction-fuelled, made-for-mobile loops crunching the numbers to determine who is going to win before a bout is even due to start. This is, without exaggeration, one of the least engaging sports games that I’ve ever played. On the other hand, if you’re significantly more powerful than your opponent, then it’s going to be a cakewalk, even if you’re not watching the screen. Unfortunately, statistics count for everything when it comes to success in Real Boxing 2, and if you’re not levelled up enough then it doesn’t really matter how well you’ll play, you’ll be flattened. When a boxer hits the ground, they have ten seconds to get up, and if neither boxer is declared KOed by the end of the third round bell, the winner is determined by points. And there’s a few super moves, which play out as non-interactive combos that your opponent can’t block. There’s also the ability to block, and a dodge mechanic that is too clunky to bother with. The basics of boxing are there – you’ve got right and left hooks, jabs, upper cuts and body blows. The problem is that because these systems are designed to keep you playing and spending more and more in the games, the drip-feed of rewards is painfully slow.Īll of this would almost be forgivable if Real Boxing 2 plays well, but it just doesn’t. These, too, are funded through exploitative microtransactions on mobile, but earned through normal play in the Switch version of the game.
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There are also virtual card packs, and the ability to upgrade your character directly using experience points earned by levelling up. It’s not real cash – the developers have stripped the microtransactions out of the Switch release – but earning the virtual cash can be a grind nonetheless, and the big problem is that none of those three training games are enjoyable to play more than once, so the idea that you’d spend money on the ability to keep doing them is laughable design. The developers have done this because you’ve got the ability to play one of three training minigames to improve various statistics, but those are limited-use training sessions and – you guessed it – you can spend cash to refresh the number of plays. It’s also a complete grind, because the rate at which your character levels up is pitiful compared to the rate in which opponents improve.
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None of the characters – your own, or your opponents – have any kind of personality, story, or role in the game beyond either being the blank avatar that you’re in control of, or an endless series of stepping stones on the road to nothing interesting.
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There’s no narrative in this, just an endless progression of opponents, along with the very occasional upgrade in venue backdrop. “Career mode” is a farce, where you simply choose a menu item, complete a number of boxing matches within it (scoring up to three stars based on your performance) befor eventually unlocking the next menu option after earning enough of those aforementioned stars. It’s not completely unplayable, but it offers nothing more than the worst edges of the mobile game grind, with absolutely no depth nor reason to worth through the feels like the kind of endless content that you just wish would stop.Īll you do in Real Boxing 2 is play match after match after match. is a public company listed on the Warsaw Stock Exchange since 2012.Real Boxing 2 doesn’t belong on the Nintendo Switch… or any other console. We work remotely with a team from around the world, providing employees with office in Bydgoszcz. Our vision is to be a world-class mobile game studio with a substantial portfolio of titles achieving global success with non-corporate methods of operation. We are a team of 90 enthusiasts with a mission to create games that give players a lot of entertainment at an unprecedented level.To be able to achieve this goal, we take the risk of looking for new, previously unknown directions, setting ourselves a high bar at the same time. We have received many awards for our achievements, including for the "Best Independent Producer" and "Best Polish Game of the Year" by the Digital Dragons chapter or the prestigious Apple "Editors' Choice" award.
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For over a decade, we have been working on fantastic titles, such as those from the Real Boxing series - the most recognizable brand among boxing games in the world.
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