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Def Jam: Icon: we're speechless


We have no idea what to think about Def Jam: Icon. On one hand, it has some interesting, new dynamics for a fighting game. On the other, it doesn't seem to come together as solidly as a good fighting game should. The graphics are nice and the sound is bangin', but something is missing. Read on for our impressions of the demo.



The pace of the game is slow, especially so for a fighting game. Honestly, the pacing is more suited to a wrestling game. The DJ controls are interesting and let you do extra damage, but that doesn't make up for the otherwise awkward controls. Why anyone would use the D-pad in a fighting game for something other than movement is beyond us (it activates takedowns during grapples). One last gripe, there isn't any decisive way to tell who is winning the fight. Yes, if you're doing well, your song will play in the background, but there's really no way to tell if you're close to winning or not. Honestly, we're still not sure if we're winning the fight or if the demo time is just running out. Maybe that's the most discouraging part about the demo, nothing really feels concrete. Apart from the DJ controls, we never really felt like we were skillfully winning the fight. It just feels like button mashing (with a few right stick moves thrown in for good measure). This feeling is doubled without a recognizable life bar or at least a stamina bar.

One thing is clear, this game is aimed at hip-hop fans, not fighting fans. If you like fighting games, you might pick this up for a few minutes to mess around with some of its more novel concepts, but you'll probably end up going back to something better (Street Fighter II, for example). Hip-hop fans may get more enjoyment out of it thanks to the storyline and bling bling of it all. Without seeing the full game, Icon is okay, but it's not great. Bottom line: rent before you buy.

Feel free to agree or disagree in the comments.