Viewtiful Joe is a side
scrolling action game originally released on the Nintendo GameCube in
2003. It’s a game I have very mixed feelings towards. There are
some aspects I adore, but others I’m very frustrated by. You play
as Joe, a regular guy whose girlfriend Silvia is kidnapped by evil
movie monsters, and Joe must enter Movieland to save her.
Graphically, VJ is a great
looking game, with wonderful environments, characters and animations.
It’s a colourful mixture of 2D and 3D with a dash of cel-shading.
In terms of audio, VJ is also pretty good, with some great music and
effects. The story, such as it is, is suitably silly with a lot of
humour and amusing characters.
Playing as Joe, you can
perform basic punch, kick and jump attacks, combining them to form
combos. It’s not quite the combo system you’d expect, however.
Chaining together hits will net you more points, but it’s the dodge
mechanic that’s at the heart of VJ’s combo system.
Dodging just before a hit
will ‘daze’ an enemy, allowing Joe to strike freely and deal more
damage. You also net more points for doing so. It’s a neat
risk/reward system. Sure, you can blast through and attack without
worrying too much about dodging (at least on the easiest difficulty),
but doing so will grant you faster kills, more points and a higher
final ranking. And on the higher difficulties, knowing when and how
to dodge effectively is a requirement if you want to survive.
The combat system isn’t
just about punches and kicks, though. You also have three special
abilities – to slow time, to speed it up, or to ‘zoom in’ –
all of which can be combined with your standard attacks. It creates a
stylish, colourful and varied combat system, one which takes time to
learn and master. Although I liked the system overall, I do have some
minor gripes with it.
The first is that it’s
not the most fluid system in terms of movement, particularly when Joe
is in the air. Repositioning can be tricky, and you’ll often find
yourself unable to move when locked into an animation. Certain
enemies can also lock into an animation that completely ignores your
attack, forcing you to watch as your kicks and punches simply pass
through their model.
That’s because the combat
system in VJ is one of precision. It requires precise movement,
timing and strikes. It’s designed to be this way, so my gripes are
a matter of personal preference more than anything, but as a result,
I did find it to be more frustrating than fun at times, and I do wish
there was more fluidity of movement, and more freedom to break free
of animation cycles.
The game takes place across
seven episodes, taking roughly eight or so hours to complete. But
it’s the kind of game that you can really race through if you know
what you’re doing. It’s one of those rare games I’d be
genuinely interested in watching a speed run of. The episodes offer a
fairly varied mix of environments and challenges, each with their own
boss.
There’s a lot of platform
style puzzles and challenges to complete, in addition to the
fighting. And I really liked how your time powers are incorporated
into these environmental puzzles. The boss fights are all unique and
challenging in their own way, but they’re also not without their
issues.
Many of the bosses tend to
have very specific attack patterns, and learning these really is the
key to beating them as opposed to player skill. Rather than intuitive
design, these fights feel more like a matter of trial and error until
you crack the pattern and figure out the relatively easy way to
defeat the boss.
Enemy variety is another
issue. Once you’re past episode 3 or so, there’s nothing really
new to face in terms of enemy types. There’s a few new twists on
enemies you’ve already fought, but nothing radically different
aside from the boss fights. The game, unfortunately, also has a habit
of recycling certain fights multiple times (tanks and helicopters in
particular), which can grow rather tedious as you progress. Hell, the
second to last episode is simply all the boss fights in the game
repeated one after the other. And there’s no new twists on the
fights, which is pretty disappointing.
And I guess that’s my
real problem with Viewtiful Joe. It begins far more strongly than it
ends. The initial half of the game as you unlock your powers, explore
new mechanics and encounter new enemies and environmental challenges,
is pretty damn fantastic. But the second half of the game fails to
introduce anything particularly new, and the last three or so
episodes are little more than a gauntlet to run of everything you’ve
already faced. Challenging, yes. But not exactly compelling – more
a tedious grind to the finish.
I began VJ having a ton of
fun, unable to tear myself away, but as the game progressed, I found
myself growing increasingly irritated by the quirks of its combat
system and rather tired of having to fight the same damn enemies time
and time again. I went from wanting to play VJ, to almost having to
force myself to sit down and play it. VJ feels like it packs all its
best moments into the first half of the game, and as a result, the
second half is a little disappointing.
There’s a few extra
things I should cover before I wrap this up. Points scored can be
spent on certain upgrades or limited abilities between levels. It’s
a neat addition, but it doesn’t really mix up the combat to any
substantial degree. There are two difficulties unlocked at the start
– Kids and Adult – but I’d recommend starting with Kids if it’s
your first time, as it’ll give you a decent run for your money
before you start getting a handle on the combat.
Keeping your combat flow
going is also key to higher rankings, and kicking and punching
enemies into one another can further boost your score. But be warned
– using special abilities can increase your damage output, but also
increase damage sustained, so they must be used with care.
Overall, VJ is a good game
with a deep, if rather unforgiving combat system. Those little quirks
I’ve complained about are really just a matter of personal
preference on my part – an issue with me, in other words, rather
than with the game. Because though I didn’t care for those aspects,
I can’t really fault the overall design.
That said, I can’t ignore
my other issues with the game, particularly its second half. It’s a
damn shame, because I was loving Viewtiful Joe during its first half,
but I found myself kind of irritated by its second. But hey, if you
want an engaging, challenging and deep action game, you really can’t
go wrong with it. The combat system is the real highlight and the
best part of the game, despite my personal gripes. It’s just a
shame the game surrounding that system falls a little flat towards
its end.
7/10
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