Fitness Boxing 2: Rhythm & Exercise - Review of the new title in the series

Fitness Boxing 2: Rhythm & Exercise - Review of the new title in the series

It's always nice to see the arrival of video games focused on training or improving the person. Especially in the period we are living in, these are in fact videogame experiences that can prove to be really useful for those who cannot easily abandon their habits, even if temporarily. Nintendo Switch, in this sense, can count on the technology of its Joy-Con which, already with Ring Fit Adventure, have proven to be perfect controllers for this type of product. It is no coincidence that one of the first titles to arrive on the hybrid console was Arms which, despite having only entertainment as its main purpose, already showed how Joy-Con could make users move (and sweat). The Fitness Boxing series, developed by Imagineer and published by Nintendo itself, takes up its main mechanics from the 2017 fighting game, but inserting them in a completely different context and devoted exclusively to personal training. A union of boxing and gymnastics that is back now, two years after its first release, with its second iteration. So let's analyze it more in depth Fitness Boxing 2: Rhythm & Exercise.



To the rhythm of jab and direct

Like its predecessor, Fitness Boxing 2 offers us a game experience based on more or less intense boxing workouts. Those who have already had the opportunity to try the first chapter will find in front of them a general structure and activities that they already know well. In fact, it can be said that one of the main negative sides of the work is its “more of the same” nature, due to the absence of great novelties in the gameplay and little audacity in knowing how to renew itself. However, the foundations of the game remain solid and there are, despite everything, improvements and additions that slightly improve the basic experience.



Fitness Boxing 2: Rhythm & Exercise - Review of the new title in the series

Before talking about the news, let's first try to understand what Fitness Boxing is, so as to clarify the ideas to those who do not know the title of Imagineer. It is a title that bases its mechanics on the separate use of Joy-Con, which in this case are used to deliver a variety of different punches. To the rhythm of instrumental pop songs and aided by athletic instructors, players are called upon to move, hit and dodge at the right moment. There are various types of moves, such as jabs, uppercuts, forehand, hooks, shots that follow side steps and so on. The result is a mixture of fun and effort that leads to a good muscle workout.

This second chapter also includes a “routine” mode, with exercises chosen daily to keep you trained constantly, but there is also the possibility to train freely. In the latter case, the free personalization of one's training is excellent. The game allows you to set which and how many exercises you want to do, as well as to choose whether to train at a light or moderate pace. Of course, you can also decide which song to use, as well as its speed.

As with the title of the series released in 2018, it is obviously present here too a calendar that keeps track of our workouts and all the useful data to follow our progress. The possibility of customizing the instructors is also back through the variation of facial features or new items of clothing and, speaking of this, a novelty of Fitness Boxing 2 is represented since the introduction of three new trainers which are added to those already present. Of course, there is also a mode for two players, which allows you to throw punches together with another user and have fun in company.



Fitness Boxing 2: Rhythm & Exercise - Review of the new title in the series


Among the novelties of this second chapter, in addition to the unpublished instructors mentioned above, we find twenty new songs that replace those present within the predecessor, with the addition of three original music. The general interface also varies, which is now more pleasant and elegant both in the main menus and in the actual gameplay.

They are present then new options related to accessibility, which allow you to disable the reception by the title of some moves, such as steps or some body movements. This possibility is also linked to a greater difficulty that the game has in receiving the input of some movements. While in fact moves such as hooks, forehand, jabs and uppercuts are easily recognized thanks to the rapid movement that the Joy-Con undergo, not always the forward or lateral steps enjoy the same fate. In these cases it is necessary for the player to be more aware of the controllers he is holding and thus be able to move by giving the right "whip" with the Joy-Con.


However, this is a problem that does not affect the training itself of the player, and for this reason the new accessibility options are very useful. The user can in fact perform those movements without worrying about the result on the screen, although obviously the objective limit of the title in this sense remains to be considered.

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