
Thanks to our friends at XCN we have a Q&A
interview with Kudo Tsunoda, Executive
Producer on the forthcoming Xbox 360 game Def Jam: ICON
XCN:
Why did you decide to change the control system?
Kudo Tsunoda: We really wanted to make a game that used music and
authentic hip hop elements to drive our core gameplay mechanics. This is
significantly different than the previous wrestling based gameplay formula and
required a complete re-working of the controls.
XCN: What happens if you fight to some classical music?
Kudo Tsunoda: That is the great
thing about DEF JAM: ICON, you can fight to any kind of music you like. If you
put in a classical track, the environments animate and bump to classical songs
just as well as hip hop ones. With the My Soundtrack feature, every type of
music is fun to play to.

XCN: Are you trying to keep the light-hearted feel of the game, in the
aspects of being able to create completely random and crazy looking characters?
Have you taken this customization to the next level?
Kudo Tsunoda: Customization and
expressing your own style is such a huge part of hip hop culture and we have
really blown it out in ICON. Not only can you create any type of character you
want to play with, there are over 1000 different types of clothing, kicks,
glasses, and jewellery you can deck your character out in.
XCN: Will there be plenty of ridiculous special moves to keep us
entertained?
Kudo Tsunoda: Each of the rappers
have their own fighting style with a ton of different moves. On top of all the
typical fighting moves, each rappers can also pull in our special DJ controls
which allow you to control the music during a fight much like a DJ.
XCN: How much variation is there in the multiplayer?
Kudo Tsunoda: There are a bunch of
different multiplayer modes plus, ICON is the first of the Def Jam games to
include online play. So for the first time, not only can you enjoy all our
offline multiplayer games, but you have the endless replay ability of fighting
people online.
XCN:
Is there an online mode? If so is there a ranking system
Kudo Tsunoda: Heck yes!!! Again,
this is the first Def Jam game that has online play. And of course, there are a
plenty of online achievements and leader boards.

XCN: Can you explain the reason behind the name - Icon?
Kudo Tsunoda: In our 1 player
story mode, you are actually able to build your own record label by signing
artists, releasing their songs, and increasing your status in the hip hop
industry. The goal of the game is to become a hip hop "ICON", much like the
rappers do in real life. Hence the name of the game.
XCN: What music tracks/artists are lined up for the game?
Kudo Tsunoda: With music playing
such an instrumental role in the fighting, we had to get songs and artists with
a wide variety of beats. We got songs from all the different areas where hip hop
is going off - east coast, west coast, and down south. Just some of the artists
we have in the game are Ludacris, The Game, T.I., Big Boi, Ghostface, Young
Jeezy, and Paul Wall.
XCN: Which special features did you only include in the Xbox 360 Version?
Kudo Tsunoda: The biggest unique
feature on the XBOX360 is our "My Soundtrack" mode. This allows you to play any
song you want through the 360, and have it actually animate the entire
environment and drive our core fighting mechanics. In Def Jam: ICON, the music
defines the fight and with "My Soundtrack", you can fight to any and all
different types of songs.

XCN: We had cuts and swellings in FNR3. Injuries which could be dealt
with. What can you tell us about how damage is implemented in Def Jam Icon and
what consequences it has for the player (model) and the game play in general?
Kudo Tsunoda: We use a similar hud-less
gameplay system as you saw in the Fight Night series. On top of the cuts,
bruising, and swelling you see on the characters - we also have a real-time
clothing system where you will see you clothes get torn and tattered as the
fight progresses. These are the real indicators in game of your characters
health.
XCN: Coming from the successful Fight Night Round 3 (on multiple
platforms) how did you (want to) evolve your knowledge on fighting engines in
general and on Def Jam Icon in particular?
Kudo Tsunoda: The biggest step forward has been reaching what I like to
call the next generation of next gen art. So many developers are still shooting
for photorealism like we did in FNRd3. While the characters in ICON are
photoreal, we have totally stylized the environments to make the game much more
like you are playing a hip hop video. Maintaining the photoreal look of the
characters while being able to stylize and animate the entire environment meant
a huge upgrade was necessary in our technology.
You can see all our previous XCN
interviews by visiting our reviews page.
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