Have you ever disliked a game on first impression, only to hear it praised
by the world? You wonder if you were too hasty, and now you're missing out.
That situation is what made me pick up Viewtiful Joe despite my initial
distaste. Know what? I should have listened to my first impressions.
VJ gets kudos for the excellent backgrounds, and the unique sort of
celshading it sports. It's also cool to see Joe's time powers in action. But
after you've seen him do his Zoom-ins and Speed-ups, there are too many
issues to let VJ be called a classic.
For a game with 2D movement/presentation, why are so many things
completely offscreen? The game's bosses don't fool around, and it makes them
even more aggravating when you have no idea where they are or what they're
doing. That's just cheap. Besides the bosses, I could never shake the
feeling that I should be seeing more of what was going on around me.
The charm of beating up hordes of enemies also wore off halfway through
the game in spite of Joe's various techniques. Punch punch, Kick kick...
once you've seen slow-motion uppercuts a few dozen times, what's the point?
I applaud the visuals and I can see what Capcom was going for, but for my
money Viewtiful Joe fails to deliver the kind of fun, engaging gameplay that
I look for in action games. More annoying than amazing, I say "no" to Joe.
RATING: 5.0
Published: February 18, 2004
Nicato says...
What makes Viewtiful Joe so intriguing is not it's comic book-come-to-life visuals, it's near flawless combat system, or time manipulation effecting environments. What raises eyebrows is that through the course of play, Joe performs acrobatic jumps, corny one-liners, viewtiful combos, and poses that are "just too cool." You're constantly reminded that you are a super-hero, with all the style and showboating (and corniness) that comes with it.
Although Joe's got the moves and means to defeat swarms of foes at a time, he is the only one who is vulnerable to their attacks; if an enemy is caught by an ally's stray punch, no damage is inflicted upon them. Instead of mincing their attacks, every individual foes are free to "fire at will" without consequence. This may seem like a common, if dated mechanic, but when eight or nine are on screen at time, it can cause frustration. For this reason, one might conclude Viewtiful Joe as being too difficult.
Besides the "so bad it's good" plot, occasional simple puzzles, and obstacle platforming, nothing detours you from the intense combat. Viewtiful Joe can be so demanding that at times, it's even psychically exhausting. No hardcore gamer or action fan should skip.
RATING: 8.5
*padan_fain* says...
While there is no doubt that Viewtiful Joe looks absolutely wonderful, I was left with the firm impression that the game is a triumph of style over substance.
A well-designed game will enable the player to come up with his own solutions to the challenges that the game presents. Joe fails miserably in this respect. The solutions to the game's so-called puzzles are hard-coded into the game, meaning that the designers allowed for one and only one way to solve a given puzzle.
For example, during the second level there is a ramp where buses drive off and crash into a pit that Joe must cross. Remembering that speeding up time made the propellers underneath certain platforms rotate faster, I attempted to make the buses fly off the ramp at a faster speed to fly farther and enabling me to get over the pit. The bus landed in exactly the same spot as it normally did, exploded, and I was forced to play the entire level over because a reasonable solution to a puzzle did not work. This inconsistency reduces the game into a trial-and-error fest that is highly cumbersome.
In addition, many enemies were designed to get very cheap hits on Joe by taking advantage of the too limited field of view by attacking you from off-screen (e.g. the shooting cowboys and the charging rhinoceros). The result is that many times the player feels as though he or she has done nothing wrong but fails anyway.
RATING: 6.5
Published: May 26, 2004
ViewtifulLi says...
What makes Viewtiful Joe so intriguing is not its comic book-come-to-life visuals, its near flawless combat system, or time manipulation effecting environments. What raises eyebrows is that through the course of play, Joe performs acrobatic jumps, corny one-liners, viewtiful combos, and poses that are "just too cool." You're constantly reminded that you are a super-hero, with all the style and showboating (and corniness) that comes with it.
Although Joe's got the moves and means to defeat swarms of foes at a time, he is the only one who is vulnerable to their attacks; if an enemy is caught by an ally's stray punch, no damage is inflicted upon them. Instead of mincing their attacks, every individual foes are free to "fire at will" without consequence. This may seem like a common, if dated mechanic, but when eight or nine are on screen at time, it can cause frustration. For this reason, one might conclude Viewtiful Joe as being too difficult.
Besides the "so bad it's good" plot, occasional simple puzzles, and obstacle platforming, nothing detours you from the intense combat. Viewtiful Joe can be so demanding that at times, it's even psychically exhausting. No hardcore gamer or action fan should skip.
RATING: 10
Published: January 26, 2005
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