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Def Jam Fight For NY The Takeover


Hip hop and beating the snot out of each other goes together like peanut butter and chocolate. That's what I learned from the Def Jam series anyway. This rap infested romp through the world of fighting got started with Vendetta back in 2003. With the fusion of style and implementation of the Aki wrestling engine, the game was as gangster as you could get yet played kind of like WWF No Mercy. The title proved to be popular with the masses and EA quickly tossed together a sequel for the following year.

Def Jam: Fight for NY involved a story about your rise through the New York Underground. The fighting system was just as solid and the overall experience was even better than the original game. With a strong focus on story the title proved that it was definitely a step above your traditional fighting/wrestling game. For fans who have wanted to talk a slice of the ghetto wherever they go; the franchise has hit the Sony PSP. Def Jam Fight for NY: The Takeover is essentially a portable port of the sequel of basically the same name. The story has been altered somewhat and there are some new features but this game is a faithful representation of the original title.

Gameplay:


Much like its console counterpart, Def Jam Fight for NY: The Takeover's story mode starts you out with the ability to create a character. Through a cop's recollection and conversation with a sketch artist your profile is created. There is a decent amount of options to go with, though the range is limited to only a few options. Looks aren't all that you'll be creating though since you'll also get to pick the style of fighting that you want to use.

By choosing your favorite mode of combat you pretty much dictate the kind of moves that you'll be able to do and learn. My personal preference goes for Street Fighter or the Martial Artist, but I'm sure many of you would prefer a Kickboxer, Submission Specialist or Wrestler. If you don't happen to like what you picked you can always start over or save up development points that can be given to Henry Rollins to learn a new style. Creating a hybrid of styles and moves is a pretty good way to diversify your character. Through Rollins you can also increase your stats, which naturally makes you a better fighter all around.

As you play through the story mode you'll also garner cash (in addition to the development points) for your wins that can be dropped on new clothes, tattoos and bling. This adds to the customizable depth of the game, even if it is only skin deep.

As part of the story your base of operations is your crib right in the middle of where you want to be. There you can alter your appearance by changing clothes, change music options, and hit the map to journey to your next battle. By selecting a particular hood you can go there and take down the guys in charge. Sometimes you'll get jumped along the way and sometimes bits of the story will unfold, but most of the time you'll just be knocking some teeth out.

In terms of fighting the Aki system still holds up very well. Combat feels quite similar to the console version and the blend of fighting styles definitely helps to separate this franchise from others. The system filled with grapples, counters and combos may be relatively simplistic but it's undeniably fun once things get going. Battles are fast and furious and any Def Jam fan will be pleased to know that the blazing moves are back.

By beating the snot out of your opponent enough you'll rack up points that can initiate Blazing Mode. Here your character kicks it up a notch and you have a variety of deadly looking moves at your disposal; assuming you have unlocked them. Getting to the point in a fight where you can open up this can of worms is one of the highlights of this series. Blazing works just as well in The Takeover as it has in previous games.

Once you've finished the story or if you just want to fight that's when you'll want to check out the Battle Mode. This is basically a create your own fight type feature where you can earn points by winning that can be applied to unlocking more fighters and venues. With nearly 70 celebrities to collect the roster is diverse and very entertaining so it's worth taking the time to do. Otherwise you can tackle a buddy through Ad-hoc but there are no online features.

The fighting market on the PSP is kind of dry when you get right down to it. Def Jam Fight for NY: The Takeover fills a void that fighting fans have been waiting to have filled. The combat is intuitive and fun, though maybe a little too familiar to prior Def Jam games for its own good. Simplistic is the best way to describe the fighting here, but it is still, without a doubt, the best assembled fighting game on the system. Check it out if you're looking to kick some gangsta booty.

Graphics:


Full of grit and grime the PSP version of Def Jam is just as deliciously nasty looking as its console counterparts; and that's a good thing. It's the hard atmosphere of the franchise that helped propel it to success because quite frankly when you get hit in Def Jam you actually feel it. As you'd expect though the graphics on the PSP aren't quite as polished as the more powerful home systems. The edges are jagged and there is a slight motion blur thanks to the LCD but overall The Takeover looks quite good with some fantastic animation and environments.

Audio:


With tacky gangsta voiceovers and an abundance of rap music you'll be able to tell this is Def Jam just from listening to the game. Much of what's here is pulled from Fight for NY but to a newer handheld audience it's undoubtedly new. The sound quality is very good for a PSP title and you really get a sense of the atmosphere once you put the headphones on. Of course with such a professional background it's no wonder that the presentation for this game is so slick.

Conclusion:


I've been dying to play a good fighting game on the PSP for quite some time now. Def Jam Fight for NY: The Takeover definitely fills that role with quick bursts of fun gameplay and a fluid fighting system. It may be an upgraded port of Fight for NY but there are enough bells and whistles here to make it worth bringing on the road; even if you have played through the original game. A nice presentation helps round out the package as well.