Def Jam: Icon: Difference between revisions

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|genre    = Fighting
|genre    = Fighting
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|gameid    = {{gameid|id=BLUS30024, BLES00042, BLAS50012, BLJM60029|ird=No}}<br>'''''Demo'''''<br>{{gameid|id=NPUB90004|ird=NA}}
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'''''Def Jam: Icon''''' is the third gmae in Electronic Arts's Def Jam-licensed hip-hop video game series. The game was 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 is 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.
'''''Def Jam: Icon''''' is the third game in Electronic Arts's Def Jam-licensed hip-hop video game series. The game was 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 is 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 blocks, throws, 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 clothing, bruises and exhaustion of the opponent.
Gameplay is similar to EA Chicago's Fight Night: Round 3, featuring a focus on up-close brawling, mixing up blocks, throws, 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 clothing, bruises and exhaustion of the opponent.
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==Known Issues==
==Known Issues==
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." -->
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." -->
===Character clothing issue===
*{{issue|14948}}: The clothing of characters lags behind the player


==Special Notes==
==Special Notes==
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section -->
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section -->

Latest revision as of 16:37, 12 January 2024

Def Jam: Icon
Developer(s) EA Chicago
Publisher(s) Electronic Arts
Series Def Jam
Release date(s) NA March 6, 2007
AU March 22, 2007
EU March 23, 2007
JP June 21, 2007
Release type Console exclusive
Genre(s) Fighting
Mode(s) Single-player, Co-op, Multiplayer
GameID(s) BLUS30024 (IRD), BLES00042 (IRD), BLJM60029 (IRD), BLAS50012
Demo
NPUB90004
Quick links Check Compatibility
Open Issues
Search Google
Wikipedia Page

Def Jam: Icon is the third game in Electronic Arts's Def Jam-licensed hip-hop video game series. The game was 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 is 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 blocks, throws, 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 clothing, bruises and exhaustion of the opponent.

Configuration

Options that deviate from RPCS3's default settings and provide the best experience with this title are listed below.

GPU configuration

Setting Option Notes
Write color buffers On Fixes visual issues in-game.

Advanced configuration

Setting Option Notes
Firmware libraries Switch to LLE libvdec.sprx needs to be enabled to fix the freezing at the EA logo screen when you boot the game.

Known Issues

Character clothing issue

  • Issue 14948: The clothing of characters lags behind the player

Special Notes