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Exclusive: Def Jam Fight For NY Q&A Feature
Derek dela Fuente
22/09/2004

TVG chats with Josh Holmes, Lead Producer at the Canada Studio...
Itâs only a few weeks before release, so be prepared shortly to hit the streets of New York for what looks like the ultimate battle for control of the hip-hop underground in Def Jam Fight For New York.
With the Def Jam brand building and lots of exciting new additions and improvements from the last offering, Def Jam Vendetta, mob violence has never looked so enticing in these politically correct times. A gripping story, some fab modes of play and, to top it all, a superb soundtrack, so you could not wish for more. Derek dela Fuente spoke with Josh Holmes, the game's Producer at EA's Canadian studios.
TVG: After Def Jam Vendetta what was the main vision, direction and focus for this new offering and what did you learn from the previous title?
When we finished Vendetta, we had a ton of ideas that we knew we wanted to pursue for the next game. It became clear to us early on that wrestling didn't fit the story, characters and world that we were crafting. We set out to approach the gameplay from a fresh perspective, borrowing ideas from fighting games and other genres. When we started working on the new game we wanted to surprise people by going further than anyone could possibly imagine. We started out by researching what consumers wanted to see improved in the sequel, and from there we developed a vision for the game we all wanted to create. When you are collaborating with three separate and unique organisations located thousands of miles apart (in this case, Def Jam Records, AKI, and Electronic Arts), it's really important to have a strong vision of the end product you are striving towards, and to communicate that vision clearly and effectively between all parties. To date, I think we've done a terrific job of managing this challenge.
TVG: Please can you explain the reasoning for the new Fighting Engine/system and what this will offer to gamers?
Def Jam FIGHT For NYâs fighting system was redesigned from the ground up. We began with five basic fighting styles: Streetfighter, Kickboxer, Martial Artist, Submissions Expert, and Wrestler. Everything else in the game drove naturally out of that and the desire to create the ultimate brawling experience. Some of the most obvious changes to previous users are the fact that the punch and kick functions each have their own buttons, the speed and responsiveness has increased significantly, the countering system has been replaced with a new and improved system, and the controls are all simplified so that core functions, like picking up your opponent or throwing him, are all achieved using the primary button on the controller. We got rid of pin as a means of winning the game - now you win by KO, submission, or a match-specific win condition. We shortened the grapple durations so that all of the grappling-based moves are much faster, and the game flows much more smoothly. We eliminated ground submissions and made all of the tap-out moves come from a standing grapple (complete with flashy take-downs). Then we added weapons, hazards, interactive environments, sticky points, hotspot grapples⦠the list goes on and on. I recently went back and played last years game and I was lost. It didn't even make sense to me anymore. The fighting system this year is superior in every way.
TVG: Throughout the story mode gamers will see a number recognisable hip-hop artists and personalities. Firstly, how involved were they, what kind of input did the team have with these celebrities and could you give us a little anecdote about one of them?
They were all great to work with, they are so creative and so talented. Method Man has been awesome to work with from the beginning and really a big help in putting together the story and his character. Sticky was incredible when he did his session, because he got so intense and into character - he's an amazing actor. Ice-T is also a huge gamer and I was pleasantly surprised to find out that he spends the majority of his free time at home playing games online with his wife.
TVG: Are any of the interactive environments based on real locations in NY and what new destructible elements have you added?
In the story, all of our venues are located in real places in and around New York City. We worked hard to give the game the look and feel of New Yorkâs gritty urban world.
Interactive arenas were an absolute must for this game. We wanted to create environments that were virtual toy boxes of fighting goodness, where every move is paid off to a satisfying conclusion. If you see something in the game, you can use it to fight. If something in the world looks breakable, chances are you can smash it.
TVG: How do you go about deciding the cast list and once again can you tell the readers about a new character that you believe will excite gamers?
It was a multi-faceted approach. At first we weren't sure what to expect, but it came down to interest on the part of the artists, and our partnership with Def Jam. Whenever we identified an artist we were collectively interested in, Def Jam would reach out to inquire about their interest level. On the flip side, as soon as we started signing people for the game, a lot of artists approached us to see if they could get involved. At each of the sessions I would bring along an early prototype of the software and explain the concept of the game to the artist. Once they saw what we had planned, they were hyped to be involved.
TVG: There is a number of games modes on offer, can you tell us a little about them and do you see the single player story mode as the main focus?
The main modes are story mode (single-player) and battle mode (multiplayer). This year we've brought story mode back, but we've improved it dramatically. It's three times the length of the original and features more than six times the amount of story content. It is less linear - you decide the path you take through story mode, making choices along the way. The choices you make actually impact the story.
All of the story sequences are rendered in real-time, and look absolutely fantastic, thanks to our talented team of artists, animators, and engineers.
TVG: Graphics is always a very important aspect, so firstly are they much improved over the original Def Jam and how have you managed that?
The improvements this year in graphics are incredible. We have twice the detail at four times the resolution. We have a ton of visual effects that have been specifically designed to complement the characters and action. Hair flows naturally, both blood and sweat spray on big attacks, jewellery âblingsâ as it catches the light, and every location in the game comes to life with all the little details you'd expect. We increased poly counts for all characters and venues, plus added some beautiful special effects.
TVG: If you had to talk about just one element in the game, maybe unseen to the average eye that you are most proud of on this new creation, what would it be?
I think our create-a-fighter system is awesome. It has elements that border on an RPG: there are a number of shops you can use to trick out your fighter in licensed gear, and there's a developmental aspect where you earn development points for winning fights.
You can then spend those points to learn new fighting styles, increase your skills, and buy new moves for your fighter. You choose the path your fighter takes in terms of development. It's something that's never been done to this level in a fighting game, and I think it will change the way people approach that feature in future. Plus, the ability to create the coolest or wackiest character you can imagine and then drop him right into the storyline of the game, complete with your choice of voice is very cool.
TVG: Are there, any, new fighting moves and weapons on offer?
We have very talented people who work on creating the most kick-ass, painful, and over-the-top moves you can imagine. The process from concept to completion involves many steps. First of all, each of the celebrities gives us input into how they want their move to work. Sometimes this is detailed right down to each blow, and other times it's just a general direction (like âI want to punch him in the nuts until he cries for his mamaâ.) From there we have a team of animators and storyboard artists who work to develop those ideas. This is where the really crazy shit happens. Once we have a bunch of concepts to choose from, we're very selective about the moves that we use. It needs to be something that feels rewarding for a user after they've worked to build up their momentum meter and earn that special. In the end, we probably throw away eight ideas for every one that we end up using.
Weapons are a great new feature in Def Jam FIGHT for NY. We designed weapons that made sense for each of the environments. So when you're fighting in the roadhouse bar with the pool table, you'll find pool cues and beer bottles. In the auto wrecker's scrap yard, you'll find mufflers and pipes and welding torches. In the construction pit you'll find two-by-fours and sledgehammers and even a level. There are bricks and bats, shovels and brooms - almost anything you can think of. All of the weapons have a limited amount of hit points, so they can only be used for a certain number of hits and blocks before they break. We did this to ensure game balance so that the weapons didn't completely dominate the fighting system. Plus it's just so visceral and cool-looking! Itâs fun to break a pool cue over your buddy's head for the KO.
Def Jam Fight for New York is scheduled for a European release on October 1st; TVG will have a review of the title soon







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Date Added:Thu 1st Feb 2007 03:31