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Def Jam: Icon

Logic
Cover of the Xbox 360 version of Def Jam: Icon.
Developer(s) EA Chicago
Publisher(s) Electronic Arts
Series Def Jam
Platform(s) PlayStation 3
Xbox 360
Release date(s) Xbox 360
  • NA: March 6, 2007
  • AU: March 15, 2007
  • EU: March 23, 2007
  • JP: June 21, 2007
PlayStation 3
  • NA: March 6, 2007
  • AU: March 22, 2007
  • EU: March 23, 2007
  • KO: June 15, 2007
  • JP: June 21, 2007
Genre(s) Fighting
Mode(s) Single-player, multiplayer
Review scores
Publication Score
PS3 Xbox 360
1UP.com C+ C+
Edge N/A 5/10
EGM 6.83/10 6.83/10
Eurogamer N/A 5/10
Game Informer 7.75/10 7.75/10
GamePro N/A 4/5 stars
Game Revolution B B
GameSpot 8.1/10 8.1/10
GameSpy 3/5 stars 3/5 stars
GameTrailers 6.3/10 6.3/10
GameZone 7.9/10 9/10
IGN 6.7/10 7/10
OXM (US) N/A 8/10
The A.V. Club B− B−
Detroit Free Press 3/4 stars 3/4 stars
Aggregate score
Metacritic 68/100 69/100

Def Jam: Icon is a 3D fighting game, the third in Electronic Arts's Def Jam-licensed hip hop video game series. The game was developed by EA Chicago, the first Def Jam game not to be developed by AKI Corporation. Unlike the previous games in the series, the game's soundtrack is completely changeable. The game was released for the PlayStation 3 and Xbox 360 in March 2007.

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. 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. However, throws and environmental damage remain in the game.

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. 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.

The developers aimed to make the music and the environment a much larger factor in the fight. The environments includes rooftops, streets, subways, gas stations, two clubs, an Atlanta neighborhood, BET's 106 and Park stage, and other locales, as opposed to the wrestling rings or arenas of the previous Def Jam titles. In addition, the producers promised massive levels of interactivity within each environment. Fighters bleed and show visible signs of their injuries as fights progress and as the player's character gets hurt.


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