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Preview:
10th July 2003:
Viewtiful Joe
It's time to make use of your D-pad as Capcom aim to revive the 2D platformer as they have done with the 2D fighting genre so many times before.
Posted by
Chris Barnett
- GameCube - UK and Europe
As Capcom pretty much ruled the two dimensional fighting genre for so long, it should come as no surprise that they want to re define the genre for the next generation. But still - it does come as a surprise, simply because developers have been hesitant to release any two dimensional scrolling platform games on any console other than the GBA. But lets get this thing clear; there is no way that Viewtiful Joe could appear on the GBA. Not without half the game being amputated anyway.
The premise of the game is that a guy must rescue his girl from inside of a cinema screen. But as a twist, he can transform into a superhero with the power to speed up and slow down time. These time manipulation properties aim to be the games unique selling point, with the camera able to zoom in when Joe performs some of his more impressive moves such as dodges.
Just to give an idea of the applications of the slow motion feature: you can slow down as a bullet is fired at you and literally punch it back at the person that shot it before they can even realise what has happened. The kind of slowing down that is employed is that of literal slow down, that means that everything (including Joe) slows down. This may sound common sense, but the slow down in something such as 'The Matix' films is different. In that case the time is actually not slowed down, it is the characters that are so fast that they can appear to make things move slowly.
Speeding up is a little less revolutionary as it simply allows multiple hits to be administered on an enemy using either kicks or punches. Think E Honda's one thousand (or one hundred, I can't remembe the exact name of the move) hand slap and you will get the idea of the potential of this speed. Due to the inclusion of these time devices, controls have been kept simple. Just a kick, jump and punch are used, but they can be stringed together to create combos. The combos that are pulled off can earn extra 'Viewtiful points' which can be traded at a shop for new moves and items (the new moves actually make the combat different) to use on the coming levels. These shop sections normally come before a boss, allowing the player to choose to either replenish health or gain new moves.
As well as the actual gameplay dynamics, the game is unique in one other major way: its graphics. To look at the screenshots on this page does not give a fair idea of the graphical style. To be honest, you could be forgiven for thinking that it looks like all other cell shaded games (stand up 'Jet Set Radio' and 'Wind Waker'), but it is far better than any previous 'cell shader'. The game looks and moves like a cartoon. Some of the characters actually have comic book sweat fly off them or light bulbs and stars appear above their heads. If you have seen Anime then you will get an ide to the style. Yet as the backgrounds scroll, they have three dimensional aspects to them. So although control is on a two diemsional plane, the characters can actually move around corners on occarions.
As an import version has just arrived this week you can expect a full review as soon as we have chance to complete it. All that can be said at present is that it is as impressive as it sounds and has to be experienced to be understood. The game is due for release around autumn time, probably October (as in the US).
Chris Barnett
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Viewtiful Joe
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