Very, very rarely to graphics actually help make the game. Cubivore and Jet Grind Radio are a couple of good examples, and Viewtiful Joe can now be added to that short list. It's not just the graphics. The cut scenes, bosses and enemies, the themes of the levels themselves, the storyline, Joe and his dialogue, the entire title has more style than almost any game ever released. Style might not seem like such a big thing, but it is when it makes other games seem bland by comparison. It makes going back to other games seem less appealing, which is the mark of any truly great title. You just feel cool after playing it, again similar to the feeling JGR gives you.
After playing VJ at E3 I knew it was going to be a special game, but I was concerned that it would fall into the typical pitfalls of the genre. It would be too short, too repetitive, too easy or too hard, and not offer enough replay value once it had been beaten. It's almost as though Capcom could see all of my fears and took care of them one by one.
Although the game can be beaten on the Kids difficulty in one weekend, there are 7 episodes each of which has it's own unique "feel" and theme. The quest itself isn't too short by any means, although most gamers will be left wishing there were more levels to explore. Gamers initially have only the Kids and Adults difficulty to choose from, but there are two more difficulties that can be unlocked for the more diligent gamers out there. There are also three hidden playable characters all with their own sets of moves, although only the best of the best will be able to unlock all three. Similar to Sega's Super Monkey Ball titles, the gameplay can be as easy or as hard as the gamer wants, depending on if they want to unlock everything, or just see the ending.
As you progress, Joe learns several new abilities and techniques, including the power to manipulate time itself. Slowing down time allows Joe to dodge attacks and counterattack, and it also makes all his moves much more devastating. Mach Speed produces the opposite effect, allowing Joe to attack with an unblockable fury of attacks which eventually cause him and his enemies to actually catch fire. Lastly the "zoom" ability appropriately zooms the camera much closer to Joe and makes all his attacks even more powerful, while freezing the enemies in their tracks. Try combining the zoom effect with either of the others for some truly spectacular results.
The genius of Viewtiful Joe, and what raises it from a "good" game to a "great" game, are how those three powers are used to solve puzzles. Sometimes the solutions are obvious. Slowing down time causes a fan-powered platform to sink, allowing Joe to hop on board. Other times the puzzles are much more ingenious. Joe catching fire after landing a flurry of punches might seem like just a cool effect, but there is a time in the game where it's actually necessary to be flaming to survive.
Viewtiful Joe keeps things from becoming monotonous by including a wide variety of normal enemies that require different techniques to dispatch, as well as different goals for each level itself. One section has you blowing up what look an awful lot like Star Destroyers by slowing down time and diverting the path of launching missiles, all while dodging several lasers. Another has you batting shells launched by a tank back at it while avoiding the attacks of a half dozen standard enemies.
Speaking of the aforementioned Star Destroyers, Viewtiful Joe is full of film and videogame references. Joe hums the Mario Brothers theme; a boss character asks Joe if he thinks he's some kind of "Mega Man;" one of the game's puzzles is taken right out of Resident Evil, and an entire level is a parody of the Star Wars mythos.
Viewtiful Joe manages to bring back that feeling of sheer fun, from a time when gamers didn't mind playing the same levels over and over again, just to be entertained and have a good time. It also manages to live up to and exceed the standards of today, all while maintaining its completely original style. Capcom has a new franchise on its hands.






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