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Def Jam: Icon (PS3/Xbox 360) - Announcement and Screenshots

Romier S

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Here's the announcement:


EA ANNOUNCES DEF JAM: ICON FOR PLAYSTATION 3 AND XBOX 360 EA Chicago, the Creator of the Acclaimed EA SPORTS Fight Night Franchise, Partners with Def Jam Interactive to Redefine Hip-hop, Music and Fighting Games


REDWOOD CITY, Calif. – October 18, 2006 – Electronic Arts (NASDAQ: ERTS), in partnership with Def Jam Interactive, announced today that DEF JAM: ICON™ will be released for the PLAYSTATION?3 computer entertainment system and the Xbox 360™ video game and entertainment system in March 2007 in North America and Europe. Infusing hip-hop music, culture and lifestyle into the gameplay, EA Chicago and urban lifestyle powerhouse Def Jam Interactive, continue to push the boundaries of game development bringing unique and innovative content to the next generation of gaming.


“Music is the cornerstone of hip-hop culture so we wanted to incorporate music and rhythm into the actual gameplay mechanics,” said Kudo Tsunoda, executive producer and General Manager of EA Chicago. “In DEF JAM: ICON, we are changing the way fighting games are played! We are completely innovating the role of the environments in the games, moving from the typical lifeless arenas the hip-hop celebrities are fighting in to environments that play an instrumental part in the fight where they will react to the music and interact with both characters like a third fighter.”


EA Chicago is delivering star-stunning action and bone breaking beats as players live out the life of a hip hop mogul, going from rags to riches. Incorporating hip-hop culture into every aspect of the game, DEF JAM: ICON will deliver the intensity of a no-holds-barred street fight but with style and rhythm. Music will effect how players fight in each venue and environmental interactions and hazards will become a key strategy to staying alive.


EA Chicago’s unique fighting gameplay controls introduce a new way for gamers to fight as they assume the role of top celebrity characters such as Ludacris, T.I. and Big Boi. Innovative controls give better feedback to players so they feel like they’re actually throwing the combat moves. Gamers can now fight with the style and flash of the superstar personalities.


“The Def Jam Interactive – EA relationship has expanded into a new frontier with EA Chicago’s breakthrough technology. We have worked very closely with the team to ensure that authentic hip-hop culture and lifestyle permeates through every part of the product. DEF JAM: ICON will guarantee the ultimate combination of a real hip-hop experience and revolutionary fighting gameplay,” said Lauren Wirtzer, VP Marketing, Def Jam Enterprises.


DEF JAM: ICON is scheduled to ship in March 2007 for the PLAYSTATION?3 system and Xbox 360™. DEF JAM: ICON has not yet been rated by PEGI or the USK.












I'm a bit disappointed AKI isn't handling the game this time around. I hope EA Chicago makes it as entertaining as New York.

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I'm a bit disappointed AKI isn't handling the game this time around. I hope EA Chicago makes it as entertaining as New York.

I'm disappointed as well. DJ:FFNY was one of my favorite games on the Xbox. This game certainly looks good so far, but I have to admit I miss the semi-cartoony look of the previous games.


I'm hoping EA Chicago is just upgrading the fighting system featured in DJ:FFNY. It was easy to learn, and not too complicated to use, but was just deep enough that it didn't feel too dumbed down.

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IGN has impressions up:




Developed from the ground up using bits and pieces of the Fight Night engine, Icon does away with Aki's old influence and mechanics to create something new. EA Chicago is big on using the analog sticks, after all, so most of the game's control stems from the idea of using those. But before we get into that, let's talk a bit about Def Jam's most unique feature -- its treatment of music and how it relates to the in-match action.


You see, rather than just use the musical score as a supplement to the foreground it actually influences every aspect of the contest. As hip-hop blares over the speakers, a built-in equalizer detects its beats and rhythms, which then forces the entire environment to move along with it. And when we say "entire environment," we mean it. In the demo we were given, for example, recording artists Big Boi and Ludacris were throwing down to the backdrop of a gas station in the middle of a sprawling urban city. But as the music thumped over our 7.1 system, the buildings, cars, people, and every other object bounced along in tempo.


As for the combat itself (told you we'd get back to it), it runs off the same "two-stick" idea that EA Chicago's Fight Night does --only the stick movements serve different purposes. Any combination of movements allows users to modify their attacks from heavy to light, kicks to punches, and further adjustments can be made with the buttons to pick up objects as projectiles, change mid or high, etc, etc. Taunts are a big part of the battle system too, and showboating in the middle of a combo or right after a reversal will have positive effects for your fighter (an in-depth explanation is father down the road).

You can see the game in motion right here also:


(keep in mind the game is early and is running at about 15fps at the moment)



I'm keeping my mind open to what thier doing with the music integration but the video walkthrough just ellicited a big old "WTF" out of me more than anything else. It's still early on and we've only seen very little of the game so we'll no doubt see improvement as time goes on.

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I'm keeping my mind open to what thier doing with the music integration but the video walkthrough just ellicited a big old "WTF" out of me more than anything else.


I was thinking the same thing until I understood what they are trying to do with the music control of the environmental hazzards. That's going to be tough to pull off but if they can manage it this could be a lot of fun.

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  • 2 months later...

Gamespot has a new interview with Kudo (main man at EA Chicago) about Icon. It's got a nice range of footage and you really get a good sense of where they are going with the music integration. It sounds like it's going to be really odd to work with, but also a whole lotta of fun as Camp mentioned. Take a look:


Def Jam Interview

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