![]() Different events occur on the beats of each song - some of which are dangerous. The game makes unique use of synesthesia-inspired mechanics for a fighting game, in which there is a level of interactivity between music and the stages where hazards and the entire backdrop moves to the beat of the BGM. Among the environments are streets, subways, nightclubs, penthouses, BET's 106 and Park stage, and others. ĭevelopers aimed to make the music and the environment a much larger factor in the fight. Also, like Round 3, there is no in-game heads up display by default, encouraging the player to observe physical cues on in-game characters to determine their health, such as clothing, bruises and exhaustion of the opponent. Gameplay is similar to EA Chicago's Fight Night: Round 3, featuring a focus on up-close brawling, mixing up blocks, throws, parries, and using the right analog stick to deliver stronger attacks. However, throws and environmental damage remain in the game. The game's executive producer, Kudo Tsunoda, has stated that he did not feel that wrestling and hip-hop went particularly well with each other. Def Jam: Icon is less wrestling-oriented than the previous games, Def Jam Vendetta and Def Jam: Fight for NY. ![]()
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