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How Metascores Are Calculated
68
1942: Joint Strike
Stars indicate the most critically-acclaimed games. |
Infusing hip-hop music, culture and lifestyle into the gameplay, EA Chicago and Def Jam Interactive 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 EA wanted to incorporate music and rhythm into the actual gameplay mechanics. EA Chicago delivers 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 delivers the intensity of a no-holds-barred street fight but with style and rhythm. Music affects how players fight in each venue and environmental interactions and hazards become a key strategy to staying alive. The game'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. [Electronic Arts]
All critic scores are converted to a 100-point scale. If a critic does not indicate a score, we assign a score based on the general impression given by the text of the review. Learn more... 94
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Official Xbox Magazine
Fight for NY was a critical success, so EA has taken a curious risk by remixing the game's features and flow. [Apr 2007, p.84]
80
80
Hardcore Gamer Magazine
Icon is a fun ride, but it's got some pretty deep shoes to fill. It is fun and the music features are pretty cool, so give it a look. [Apr 2007, p.46]
80
Pelit (Finland)
A beat 'em up that is both pretty and a lot of fun with interesting music-related gameplay ideas. The controls are a bit too complicated for a beat 'em up, though. And where has the 4-player game gone? [Mar 2007]
80
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78
Game Informer
After a while, the recycled environments and repetitive battles start to feel like a chore rather than a reward. [Mar 2007, p.96]
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Electronic Gaming Monthly
Like the previous Def jams, Icon can't decide what kind of game it wants to be. [Apr 2007, p.88]
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Play Magazine
There's no way to imagine these fights as anything but someone's absurd rap fantasy that was somehow shoehorned onto a fighting game. [Mar 2007, p.53]
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360 Gamer Magazine UK
Stylish it may be, but ICON's core mechanics are simply too slack for us to recommend it to anyone that wants to splash out on a decent fighting game. [Issue #23, p.55]
50
Edge Magazine
Thanks in no small part to the slavish love of motion capture over more manageable keyframe animation, the fights in Icon are sluggish, crude and practically underwater when it comes to control. [Apr 2007, p.79]
50
50
X360 Magazine UK
It's just about throwing people at stuff. And it's dull. [Issue 18, p.78]
50
Xboxic
This game feels more like "Fight Night: Street" than a next-gen Def Jam game, regrettably. All we ever wished for were new moves, new fighters, better graphics and online and EA gave us all that but in the process they broke the main thing that made this series interesting in the first place; the fighting engine.
45
JP Mac gave it a2: TheBigmac gave it a2: Shaun L. gave it a4: Timmy T. gave it a10: Drew gave it a4: one arm gave it an8: Michael D. gave it a10: |
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