The entire backdrop bumps to the beat of the background music. The music actually effects the environment. Fighters bleed and show visible signs of their injuries as fights progress and as the player's character gets hurt. In addition, the producers promised massive levels of interactivity within each environment. The environments includes rooftops, gas stations, two clubs, an Atlanta neighborhood, BET's 106 and Park stage, and other locales, as opposed to the wrestling ring's or arenas of the previous Def Jam titles. The developers 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 ripped and burned clothing, bruises, and an overall look of exhaustion of the opponent. Gameplay is similar to EA Chicago's Fight Night Round 3, featuring a focus on up-close brawling, mixing up high and low attacks, blocks, throws, and 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. The game features 28 playable characters and is much less wrestling-oriented than the previous games, Def Jam Vendetta and Def Jam: Fight for NY.
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