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Viewtiful Joe 2

Developer: Clover Studio
Publisher: Capcom
Genre: Action / Platformer
Players: 1
Similar To: Viewtiful Joe
Rating: Teen
Published: 01 :17 : 05
Reviewed By: Rob Crippin

Overall: 6.5 = Fair

 

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After the events of the first Viewtiful Joe, the titular hero returns to save Movieland and the real word from the threat of the Black Emperor in the second installment of what will apparently be an epic Viewtiful trilogy. Just as the first game did,Viewtiful Joe 2 strikes me as unique and energetic, if flawed and short-lived beat 'em up experience. It's insanely difficult to boot.

The core gameplay hasn't changed much from the first time around. Joe is still punching and kicking his way through seven multi-part movie-themed levels. He can still slow down and speed up the action with his VFX powers, as well as modify his attacks by adding an extreme zoom. Now, however, players can swap him out at the touch of a button for the faster, weaker Sylvia, who drops fisticuffs in favor of blasters and losses mach speed for the game's new VFX addition, replay. Being a fan of the simplicity offered by Joe's slowing and quickening powers (the two being placed on opposite shoulder buttons in the order they'd be found on a VCR or DVD remote-makes sense), I'm sort of thrown for a loop by replay, which allows Sylvia to twice repeat certain attacks at the cost of a lot of Viewtiful power and the risk of receiving three times the damage. It sounds like it could be an interesting addition, but Joe and Sylvia's arsenal already feels a bit cluttered as is, so I found myself using the new power only during puzzles that required it or by accident when my memory lapsed and I would try to send Sylvia into machspeed. In fact, aside from certain situations where Sylvia is required, the game doesn't offer much reason to use her, as being weaker than Joe means she can't dash through enemies quite as fast. It could just be that I haven't discovered yet how best to use her, however.

That is certainly possible, given how much trouble the game has given me. "It's not for the feint of heart," they say.

Plowing through waves of minor villains offers little challenge-they're just an opportunity to perfect Joe's style-but bosses can be infuriatingly difficult.












 

Adjusting to their patterns and experimenting to find their weaknesses is quite fun, but it's difficult to keep one's guard up for very long against their protracted assaults. Reel 5's boss is particularly noteworthy for both the encounter's difficulty and ingenuity. To break through Frost Tiger's chilling aura, players must use either Joe's zoomed in Red Hot Kick (the zoom adds the flames) or smatter environmental objects with punches and kicks in machspeed to temporarily grant all of Joe's attacks fire properties. Figuring out exactly what to do was a bit tricky for me, but rewarding when I finally got the hang of it. Putting my plan into action proved problematic, however, as all bosses have huge energy bars-long, multilayered energy bars that is, while Joe typically has but a few health tamales to spare when he first encounters them. Thankfully, most bosses leave themselves vulnerable at various points to Joe's Red Hot One Hundred attack, which does a decent amount of damage in a short time. Once players become accustomed to all of Joe's and Sylvia's attacks through a little experimentation-zoom, especially-bosses become less imposing, although there are still a couple of problems. For one, the game exhibits some awkward hit detection: low sweeps from bosses attacking from a high slope will go right through Joe if he uses a high dodge, yet he only needs to be in the proximity of certain sharp objects to take damage. To add insult to injury, Joe's tougher opponents like to take cheap shots here and there, especially right when the fight fades into view, meaning that certain hits seem almost unavoidable without either prior knowledge or extra sensory perception. Bosses can feel unfair, rather than just challenging.

The game's often awkwardly-implemented puzzles can be equally testing. They frequently involve utilizing some bizarre combination of VFX powers against one object or another and their logic is most often well-grounded in absurdity. In retrospect, a few of the puzzles are quite ingenious, especially the more environment-based ones, but a lot of them were frustrating for me the first time through as the game's logic just doesn't always click. Indeed, instead of reasoning my way through troubles and exploring surroundings for answers, I often found myself throwing random VFX powers at things and inflicting pain on Flats until a solution appeared. Sometimes I could kick myself for not figuring specific puzzles out, but many of them are quite the stretch.

And, should players get stuck on such a puzzle, it will be reflected in the rating system, returning from the original game. I've always found the ranking system to be a little rigid, personally, because it forces (or at least encourages) players to perform particular moves and to attack only during specific opportunities. Whereas fighting in general offers an open canvas to paint violence as one pleases, trying to make rank feels more like staying inside the lines of a coloring book. Walk toward an enemy until he prepares to attack, trigger slow motion, dodge the attack, counter, combo and repeat. Strict. Never one to be pressured by high scores and grades though, I can ignore all that.

Now, Viewtiful Joe is supposed to take place in Movieland, but Clover Studio rarely capitalizes on the theme all that well. There are a few cinema elements cinema elements in the presentation, like a grainy film stock filter and aspect ratio bars, but I found them to be more distracting than anything else. The dialogue is also supposed to be something of a tongue-in-cheek movie parody, but it doesn't quite hit the mark. The game is supposed to be "cheesy" but it doesn't pull it off like Sega's over-the-top F-Zero GX or that model for voice-over thespians everywhere, the House of the Dead. Instead of sounding intentionally goofy, most characters just sound like the comic relief out of a poorly done Saturday morning children's cartoon. That has a certain charm of its own of course, but I doubt it was the original aim. If it had been reworked a bit, I think the Viewtiful Joe series could've actually made a better send-up of the Capcom videogame formulae.

And while the game tries to present itself as a caricature of Western films, it unintentionally mimics one of Western filmmakers' most common mistakes: it films the action too closely. Granted, the game is about style, cameras on Joe and all that, which I understand. But throughout the game I had the consistent desire to pull the camera back and take a good look at Joe, my enemies and my surroundings. Under rare conditions, the game would oblige and I could see that with the angle just a little further back than default, the game conveys a lot more than it normally does and actually becomes a lot easier to focus on, especially as enemies are less likely to fly in from points unseen.

I don't think it's unnatural to want to get the optimum angle on the game either: it looks good. The characters all have a certain flare to them. Screenshots say more than words, but they speak little to the fluidity of the animations. Just as in the last game, enemy robots fly apart in layers, with gears and sprockets soaring every which way in glorious slow motion. Joe still has his cape, and Sylvia has her long ponytail, and they flow along to add stylish flourishes to every movement. Joe and Sylvia look great of course, and the enemies, mostly robots of one kind or another, also have a lot of character in their design. I particularly like the rifle-wielding snow ninjas that attacked me in reel 5 though I wasn't such a big fan of the recurring boss: a hulking dinosaur named Big John who gets a little tiresome by the end of things. There are also too many distracting special effects for my tastes, like motion blurs, but they're obviously in keeping with the movie superhero theme.

The sound, on the other hand, is fairly standard. Mid-action voice-overs are typically Capcom, with Joe shouting inspirational "yeah!"s and "alright!"s and villains spouting one-dimensional taunts and calling out their attacks. I've always loved that about Capcom games, ever since "hadoken!" The smashes and crunches of combat are nice and visceral, as they should be, but it's the occasional annoyance here and there that sticks with me after I turn the game off. There's a part where Joe has a remote to control a rocketing platform that emits a constant, incessant "beep beep beep," and a mid-boss fight against a UFO set against the constant ringing of a loud, obnoxious bell that won't go silent until the aircraft is felled. The music is also pretty typical Capcom which, while nothing extraordinary in itself, is nicely familiar to people who've played a lot of Capcom games in their days.

Overall: 6.5/10
While using zoomed in attacks to beat a major boss, all of whom die without appropriately dramatic or satisfying death animations, I realized I was more focused on his energy bar than the on-screen action itself. The Viewtiful Joe series has personality to spare, but it's simply not used to its full potential. I began to really enjoy the game's mechanics once I got used to them, but by that point I was close to finishing things up and I didn't really feel like replaying it. Still, I appreciate the style and the basic action, and though the game wasn't a spectacular experience for me, it was solid enough to keep me interested for the initial play-through and it has me curious to see what tweaks and improvements, if any, future installments might hold. Where the almighty dollar is concerned, I don't imagine it disappointing the niche audience that replayed the first game over and over, but I also don't picture it keeping most players hooked for very long.

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