How To Do More Dmg Viewtiful Joe

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How To Do More Dmg Viewtiful Joe Rating: 8,3/10 680 reviews

Jul 07, 2015 Here are all bosses of Viewtiful Joe 2 for PS2 and Gamecube (1080p & 60fps) Enjoy - Rate - Comment - Subscribe =) Activate the description for the order of the bosses!! Bosses in order: Boss 1.

Oct 07, 2003  Joe is no ordinary man and Viewtiful Joe is no ordinary game. Capcom's new superhero action game mixes funky cartoon-style visuals with classic side-scrolling gameplay and introduces the world's quirkiest million dollar action hero. More than just any ordinary dude, Joe must transform into the ultimate superhero. Jan 18, 2006  Silvia: Runs faster than Viewtiful Joe (and her mach speed is even faster) and she can jump slightly higher. Silvia's VFX meter also drains slower than Viewtiful Joe's. To counter these advantages, Silvia sustains double damage. A hit that inflicts two hearts of health to Joe inflicts four hearts of health to Silvia. Jul 07, 2015  Here are all bosses of Viewtiful Joe 2 for PS2 and Gamecube (1080p & 60fps) Enjoy - Rate - Comment - Subscribe =) Activate the description for the order of the bosses!! Bosses in order: Boss 1. Feb 11, 2017  Viewtiful Joe all boss fights and ending on the Dolphin Gamecube emulator in 4K and 60fps. 0:00 - Charles the 3rd 3:42 - Hulk Davidson 8:34 - Gran Bruce 12:1. Mar 29, 2005  You can just punch and kick, of course, but you also have modifiers - called VFX powers - that allow you to tie multiple moves together in the same combo and do more damage. Jan 18, 2006 Silvia: Runs faster than Viewtiful Joe (and her mach speed is even faster) and she can jump slightly higher. Silvia's VFX meter also drains slower than Viewtiful Joe's. To counter these advantages, Silvia sustains double damage. A hit that inflicts two hearts of health to Joe inflicts four hearts of health to Silvia.

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  • Anti-Climax Boss: After having to suffer through Charles the 3rd, Hulk Davidson, Gran Bruce, Another Joe, the Boss Rush where you have to fight all four of these bosses WITHOUT SAVING OR BEING ABLE TO BUY UPGRADES, and Fire friggin' Leo, Young Captain Blue is a walk in the park unless you're playing on Ultra-V Mode. It doesn't help that he has low health and that most of his moves (besides that devastating lightning attack) are pretty much the same, but do more damage.
    • That One Boss: However, about half the time, he will spam his lightning attack repeatedly which will cut through your health like a hot knife through butter, especially when his health is low, so if you aren't lucky and he uses this method, he becomes a lot tougher.
  • Awesome Music: Just listen.
    • 'Blue the Justice,' Captain Blue's theme, is pretty catchy too.
    • 'Blizzard Hazard,' an epic remix of Fire Leo's theme from the first game for the fight against Frost Tiger.
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    • Just about all the boss themes in the first game; Another Joe's theme,Alastor's theme, and Fire Leo's theme clearly stand out the most. Even if the bosses are a pain in the ass, at least your ears will be happy.
    • 'True Heroes,' the theme of the final battle with Dark Hero Jet Black, ensures that the second game ends with one hell of a bang.
    • For the anime you got, Brighter Side and Spirit Awake, the first and second opening themes respectively.
  • Badass Decay: Played for Laughs with Alastor, who acts like Joe's cooler-than-thou rival just before his boss fights, but after his 'death' starts whining and complaining that he didn't get enough screentime.
  • Breather Boss:
    • Considering thetwo bosseshe's wedgedin-between, Alastor is very easy to defeat. It helps that he's not as tough as the other bosses, which leads to him losing health very fast (not to mention the whole knocking him into the lava technique).
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    • The second fight against Gran Bruce is also easy compared to the other three for the same reason: he's a lot weaker than his regular form, so his health drains down very quickly.
  • Ensemble Dark Horse:
    • Alastor, just for the sheer amount of Devil May CryShout-Outs.
    • Sprocket from the anime, for a couple of big reasons if ya catch my drift.
  • Evil Is Sexy: Sprocket definitely qualifies for this, even though she's actually Affably Evil.
  • First Installment Wins: While the sequels made successful sells and good reviews, everybody usually says the original is the best.
  • Game-Breaker: Once you realize you can use Slow and Zoom to increase their damage, Voomerangs make every boss fight roughly a million times easier. Shocking Pink is also a godsend during normal stages, especially the Hulk Davidson one, because it lets you blow things up without having to jump through hoops to get the bomb where it needs to be.
    • Shocking Pink also lets you create after-images using Mach Speed like beating on an enemy would. This allows you to break containers in the background, which contain lots of points, health and oh-so-vital VFX bar cans that extend your VFX bar.
    • Ukemi — basically a mulligan for a hit you take in a fight at the last second, which makes it so much easier to get a highly-coveted Rainbow V rating. However, because it only restores one heart when used, it can't undo the massive damage you might endure later on and keep your rankings flawless, which prevents it from being entirely broken. Plus, the move's hard to pull off, given you have to do it right before Joe hits the ground (using VFX Slow to better time the Zoom In that activates Ukemi does help, though).
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    • Zooming in turns Joe's punches into the Red Hot One Hundred, a speedy flurry of punches. Slowing that makes each rapid fire punch ridiculously strong, without the downside of them being, well, slow. The slowed RHOH is, without hyperbole, Joe's best move for hurting bosses; it can eliminate recurring mini-boss the Joker in seconds. Silvia gets a shoulder hit instead of that, making her sadly less powerful than Joe.
      • Unless she's fighting bosses that don't take the RHOH well in the second game, as she gets Replay, allowing her to triple the damage of any single attack. Slow, Cool Blue Kick, then Zoom In for just as much damage in a single shot. Dr. Cranken, however, is screwed eight ways to Sunday with Replay, especially in his second form, when he takes even more damage per hit.
    • Red Hot Kick, full stop. You might be surprised that, for an homage to the Rider Kick, it's not that powerful — not so fast bucko. Use Slow-Mo and perform the Red-Hot Kick, then activate VFX Zoom. It turns Joe's attack from a simple diving kick into a spinning drill kick as he's covered by flames in the shape of a dragon head. The Dragon Kick takes huge chunks off most bosses' HP, even stunning Another Joe and Alastor, and can take off almost a full bar of health from Fire Leonote . It also, if you're lucky, can hit enemies twice — including, once again, Fire Leo. Fighting fire with fire, anyone?
      • Even better, the Dragon Kick is a fire-based attack itself, allowing Joe to completely bypass the puzzle portion of, once again, Fire Leo's fight—it pierces through his flame aura. It's knocked out until he dives into the lava below to regain his aura—during which time you can beat his ass like hell.
      • It does wonders on Frost Tiger, too. Not only does it knock out his chilling flame aura, it strips him of his icy sabertooth fangs and claws, and now he's left shivering and vulnerable instead of spamming boomerangs, icicles, and slashing you to ribbons.
    • In VJ2, try out Silvia's equivalent of the Red Hot Kick, the Cool Blue Kick, coupled with a Replay attack. This combo shreds Dr. Cranken to pieces.
    • Zoomed in and Slowed down, the final hit of Dante's normal combo in the first game can one-shotFire Leo.
  • Goddamned Boss:
    • In the Boss Rush rematch, Charles has 4 times as much health as the first battle. Dealing damage to him, however, is tedious and drawn-out, especially since you start the rematch with a Level 1 VFX gauge.
    • Another Joe is a veryegregious example. He runs away from you and spams unblockable clones at you. Even if you catch him, you can only land a few punches before he runs away. However, if you attack him before he manages to perform his clone attacks, he'll won't be able to do it. The only problem is that Another Joe has quite a bit of health, and you can only attack him five times before he runs away, making Another Joe a very long and tedious boss to defeat.
    • Try KING BLUE on Ultra-V Mode. His health bar is violet when you begin the fight—about ten bars of health. We're talking about the most tedious boss fight in the game with some of the nastiest attacks in town turning into a Mighty Glacier. Whip those Voomerangs out pronto! They'll shave off a few bars!
  • Hilarious in Hindsight: The Six Machine preceded the Gurren Lagann mecha, which shares a lot of similarities.
  • It's Hard, So It Sucks!: Bring Red Hot Rumble to a party and you are almost guaranteed to get this response from anyone who hasn't played the game before. RHR is all about completing odd little missions while you fight your opponents. It's far too fast-paced and confusing for anyone to enjoy when playing against someone with experience. The biggest complaint fans had was the developers not including a simple battle mode, when that would have involved very little dev time.
  • Memetic Mutation:
    • Say it with us, everyone: HENSHIN-A-GO-GO, BABY!
    • 'COME ON/GO SIX MACHINE!'
    • 'JUST GO FOR IT!'
  • Most Wonderful Sound: 'FINISH!' (cue boss' defeat dialogue)
    • 'READY? ACTION! (snap) 'JUST GO FOR IT!'
  • Narm: KAPTEN BLOO KYECK!!
  • Nightmare Fuel: Killer Hands. In-universe, too, as Joe is far from enthusiastic about being hugged.
  • SNK Boss: Fire Leo borders on this normally (even on Kids; Sweet, perhaps not so much), and completely becomes this on higher difficulties.
  • Spiritual Licensee: This makes a excellent game adaption of Last Action Hero, but with Toku themes instead. See X meets Y for more.
    • It's widely considered to be the best Kamen Rider game ever.
  • Suspiciously Similar Song:
    • 'Main Title from Movie Sound Track' from the first game sounds awfully similar to the song used on the Vanity Plate for 20th Century Fox.
    • 'Confession' sounds almost identical to 'Reminiscing ~ The Class Trial' from another Capcom-published game, Phoenix Wright: Ace Attorney (which first came out in 2001 for the Game Boy Advance in Japan).
  • That One Attack:
    • Several, with anything Fire Leo throws at you (potential OHKOs, especially on higher difficulties) and King Blue's thunderbolts (unblockable even while using VFX Slow, do a good deal of damage to boot) taking the cake.
    • Another Joe's clone attacks are very devastating. Even if you use VFX Slow, you will still lose health if one of them catches you. And each clone takes away one health point. So if you get hit with several clones all at once..
    • Gran Bruce's bite attack. Not only is it hard to dodge, but if he grabs you, there is nothing that tells you how to break free, which will result in panicked Button Mashing.
  • That One Boss:
    • Fire Leo. It's made worse by the Boss Rush beforehand. You have to fight four of the previous bosses back-to-back, and you can't save in-between. And that's just regular Fire Leo. Fire Leo on Ultra-V Mode has no skull markers to tell you whether he's going to attack high or low from his spinning attack; you have to go by audio cues with only subtle differences between them.
    • To an inexperienced player, Frost Tiger is just as bad as Fire Leo; he's just as ruthless, also goes berserk at low health, and is the source of many a broken controller. Try facing him on Ultra-V Mode or without any clue how to knock out his aura. He gets dialed up to violet health, an absurdly stacked number of colorful health bars that has to go all the way down through the color spectrum to red before finally running out—with Frost Tiger dishing out his critical attacks not even halfway after you've whittled down his enormous wall of health. And he can swiftly kill you in one blow, given the right circumstances. Oh. No. Plus, the icy breath attacks leave you trapped in a block of ice and helpless unless you button mash like crazy. To add to that, don't let Frost Tiger stay on the upper level of the battleground—he'll freeze the platforms above and leave a nice big pillar of ice blocking the path below each time he gets a chance, thus cutting of your escape route, forcing you to either smash the ice, which is painfully durable, trick him into demolishing the ice, or keep whaling on him so he doesn't get a chance to freeze anything—because he'll also freeze the item boxes that contain precious cheeseburgers!!
    • Also Gran Bruce, to some extent: his (hard-to-dodge) bite attack lasts forever until you break free, which can potentially kill you, even at full health. Mashing buttons or the D-pad will do you no good; only the left analog stick, in a game where the D-pad is encouraged, will let you escape (PS2 version). He can also be a nightmare if you don't have Voomerangs/can't get the 'bomb in mouth' ploy just right.
      • Ironically, when you fight him a second time, he's actually the easiest of the boss rematches.
    • Davidson. That frakkin' axe.
      • He's infinitely worse the second time around, even if you do know what you're doing.
    • Charles the 3rd the second time you fight him is an absolute nightmare, and it doesn't help that he's significantly stronger and faster than before (and, unlike the first fight, your VFX gauge is nowhere close to being maxed out).
    • The second fight against Another Joe is one of the hardest bosses in the game, especially when he's flying around on his own Six Machine, until you defeat him and meet with Fire Leo.
      • The first fight is worse. Another Joe is a serious 'Get Back Here!' Boss who just won't let you get close EVER. He has several That One Attack involving making clone afterimages especially when he says 'Henshin-a-bye-bye!' and starts leaping from platform to platform making clones as he goes before teleporting. Then he starts making MORE clones that come in from whatever direction he teleported to. If you don't catch up to him and FAST...'OW! CUT CUT CUT'
    • Underworld Emperor Alastor. He has more health than Alastor is his regular form, you can't recover from the first battle against him, and his ROUND TRIP! attack is faster and seemingly more devastating than before. And when his health is halfway gone, he tends to abruptly spam his VORTEX! attack. The only upside to this fight is that you have the opportunity to get cheeseburgers by breaking one of the floating blocks of stone.
    • Dark Kaiser: An outrageously huge mecha that takes place in the solar system. spams missiles over and over, plays pinball with Jupiter, fires bouncing projectiles from Jupiter's red spot, and makes flaming dragons erupt from the Sun and hurtle through space. You have to kick up Joe's flaming battle aura by punching out the Earth to render yourself invincible to that dragon attack, which can only be done if the boss doesn't hijack Jupiter, causing the Earth to move out of range. It is highly damaging if it hits, and it isn't obvious that you would need to activate Joe's aura, let alone in such a crazy manner. Even then, if you've avoided the dragons and the Jupiter shenanigans, the boss will use Saturn's rings to restrain you if you don't get out of the way, and then bombard you with a targeted missile strike. The only time Dark Kaiser is vulnerable is when it briefly opens up its chest cavity to reveal an energy core and channel an attack. You have to be right next to the mecha to attack it and use Slow and Zoom at once to jump up and do a cartwheel kick and delay the core from receding back into Kaiser, chipping off its health. Sure, you get to be a mecha in this battle, too, so the playing field is fairly even, but Sylvia's mecha isn't so helpful. Hers can't produce an aura against the dragons, or use Mach Speed to flee fast-moving attacks from Dark Kaiser. Replay is quite lovely at doing damage during Kaiser's vulnerable phase, however.
    • Dark Hero Jet Black is a full-out nightmare. It's already bad enough facing him for the first time when you don't know the key to beating him, but you also have to start the fight de-powered and rely either on Joe's two fists or, more likely, Silvia's boxing glove because of the added range it has. This while Jet has crescent-shaped boomerangs whirling around him—which are damn near impossible to avoid with 'Slow' disabled. If you get hit, you take double damage because you're stuck in plain ol' human form.. which hurts your ranking each time you get injured.. And he spawns another boomerang each time you land a hit.Four times. What happens if you take too long to hurt him or run away? He spams a super-damaging energy blast almost guaranteed to hit you. Guess what else? As soon as you wear him down and get your powers back, you launch right into the final battle with no chance to recover your HP.
      • Said battle involves Jet spawning an aura a la Fire Leo/Frost Tiger that lowers the damage your hits do. You have to counter it with the respective aura of either Joe or Silvia, forcing you to switch out from Joe to Silvia when you don't want to if he materializes the electric aura instead of a fire one. Why's that? Joe can deliver an intense series of uppercuts to Jet as he tries to run away while Slow and Zoom are both active. And even if you manage to knock out his aura and get a shot a doing some real damage to him, Jet summons his own dark aura to fortify himself against damage, which can't be countered, and then screws around with his very own Slow and Mach Speed effects. In Slow, it's nerve-wracking trying to avoid his sword slashes—some of which aren't able to dodged via V-Take and get you stuck in a Cycle of Hurting if he lands the attacks. Worse, the gravity is effed up, forcing you to use Mach Speed to descend to the floor-just as Jet catches you to take a slash at your health. His rising sword slash is particular savage and requires a well-timed Slow to dodge. Mach Speed is pure horror, considering it allows him to become a Lightning Bruiser with his katana. Then there's his Beam Spam attacks all over place, including the aforementioned huge one. And finally, Jet mimics the Red Hot/Cool Blue Kick by sending a multidirectional version of their shockwaves from his katana, which fans out into two elemental dragons and can't be dodged, only outran. Good luck, motherfuckers. You'll need it.
      • Apparently, of ALL the videos on the internet of people facing Jet, only ONE person has managed to do it on Ultra-V, and it took him THREE TRIES thanks to recording errors. In all its amazing goddamn glory.
      • In all fairness, though, as a whole, the two-part battle against Dark Kaiser and Dark Hero Jet Black isn't quite as bad as the fight against King Blue and Young Captain Blue. At the very least, the former has the bosses split up by Acts (thus allowing you to save), whereas the latter is one long gauntlet, including the actual second act of that chapter, which is swarming with Elite Mooks and stage hazards out of the wazoo.
  • That One Level:
    • The Midnight Thunderboy in spades.
      • The first segment is filled to the brim with enemies, dozens of yellow Giant Mooks, a large amount of ninja robots, segments that consists of you traveling through a lava-infested sewer and using all of your platforming abilities to proceed, and no less than fourBosses in Mook Clothing, two of which you have to fight on a very short bridge with very little room to maneuver. To top all that off, this is one of the longest levels in the game.
      • The second segment, while not as long as the first, suffers from being a Timed Mission. There's just as many enemies, twice as many Demonic Spiders, and quite a few enemies carrying large weapons with them. And when you finally reach the end, you have to suffer through fighting some of the most skilled enemies in the game. And since you're on a train, you have less space to maneuver, which makes the level that much harder.
    • The Magnificent 5 is nothing more than a Boss Rush. Which wouldn't be so awful, except for the fact that every boss in the game so far, besides Alastor and Charles the 3rd, is capable of pulling your spine out of your ass. And to top all of that off, you don't even get the chance to buy powerups until you defeat all four of them, and the stages themselves have only a few health powerups. And once you finally do beat this stage, you're rewarded with a fight against Fire Leo. Have fun!
  • Too Cool to Live: Alastor. Twice. Like many other tropes like this in the series, it's Played for Laughs.
  • Villain Decay: In the anime, it was obvious that Hulk Davidson, Gran Bruce, and Charles the 3rd would go down easy.. But you'd never expect Fire friggin' Leo to go down in his first appearance, humiliatingly, even!
    • Fandom Nod: This makes perfect sense when you consider that most of the fans were aware of Fire Leo's status of being That One Boss and were very happy to see him get trounced so quickly after suffering to beat him in the game.

'The inevitable sequel' may be more of a truism than a reviewer's joke these days, but, while predicting sequels is becoming easier, what's worrying is that it's also becoming easier to predict which games will not be followed up. Typically it's the games that inspire us most, like Beyond Good & Evil, which get left behind. But Capcom takes a different view, and so we return to Viewtiful Joe, a game that we fully expected to be kissing goodbye to when it came and went nearly two years ago.

But, sadly, while Viewtiful Joe 2 is actually the second Capcom sequel released in Europe in a two-week period to stretch the boundaries of an ageing genre (Resident Evil 4 being the other one, obviously), and a deserved indulgence for Capcom and the folks at its Clover Studio, it doesn't seem to indulge any desire on the designers' part to fundamentally change the game. Pick it up for five minutes and you could swear you're playing the original. In a sense, it is an inevitable sequel - it's certainly not been stripped of what made it good in the first place, but it seems to have lost the original's spirit of adventure.

The biggest changes, perhaps appropriately, feel like they've been in there all along. Partly in that good way - the way that reflects a skilled hand behind the design tools. But mostly in that other way - the sense that they're just not that different to what you already had, and certainly no better. The addition of Joe's girlfriend Silvia as a playable character is welcome, for example, but Joe still has all the best moves - like the all-powerful Slow-Z Red Hot One Hundred, a fan-named technique that eases the passing of most of the game's bosses, drawing on all areas of Joe's skillset to unleash more damage per punch than any other attack in the game.

Silvia's role has actually been downgraded from that of a totally separate character and option for co-operative play to simply being interchangeable with Joe at any point in the game, and that's perhaps reflected in the fact that she looks like she ought to be different, and handles slightly differently, but really isn't that much of a change. She was built to do the same things with a twist, and without the expected total separation this makes for a pretty monotone experience despite the slightly forced need to change between characters every now and then.

She has a gun, for example, which should make it easier to keep high-scoring slow motion combinations alive at distance - very much the heart and soul of playing and enjoying the game - but in practice Joe's ability to use Mach Speed to move through the slow stuff at a reasonable pace and land well-timed blows is just as effective and more gratifying. Silvia lacks the Speed power, and a harsh reviewer might argue that the replacement move she gains simply reflects the spirit of the whole game. Called Replay, it repeats the same move three times in the same instant (don't ask), inflicting three times the damage or landing three simultaneous blows to help solve some tri-fling conundrum.

The story, the combat, the puzzles; the set-up in general is distinctly the same with one exception. The addition of a 'Kids' difficulty level alongside the traditional 'Adults' - a move that was also made for the PlayStation 2 port of the original game - means that the game is slightly more accessible than before, but don't expect to romp through even that on the first play. VJ remains a game that demands focus and a determination to get the most out of the combat system. That said, it's more inclusive on other fronts - picking the game up from scratch should be no harder, as the same skippable mini-tutorials are still in place in-game - and anybody who skipped on the first game because it was just that bit too difficult will still be able to appreciate this one in isolation.

Time to give newcomers an idea of why Joe is such an acquired taste, then. Both games take Capcom's love of side-on hand-to-hand fighting and marry it to the developer's quirky senses of style and humour, resulting in an imaginative and brilliantly designed combat system of massive depth wrapped up in the happily inconceivable cel- and pastel-shaded adventures of Joe, cinemaphile turned celluloid superhero, and his quest to bring stability back to the worlds of the cheesy films he loves. All that - even the plot stuff - is true of the sequel.

You tackle gorgeously drawn environments inspired by various films (including Jurassic Park and Indiana Jones amongst others; all inspiring rather than being directly referenced) from left to right with elements of three-dimensional depth affected visually in a manner similar to Paper Mario 2's flat-and-it-knows-it approach. So, go round a corner and the world will turn with you and show you its seams. Then, when you come across enemies and they move to attack, a little orange and red skull and crossbones icon appears in relation to Joe or Silvia's chest or knees, giving you warning to dodge in the other direction. Hold up on the analogue stick when you see a knee-high icon and Joe or Silvia will leap above it and stay there without dipping back down until you release the button. When the enemy inevitably swings and misses, they're dizzied and you're given ample time to attack. O extract dmg file on macbook os.

A skilled player can get several enemies into this dizzy state at once - and you'll need to be skilled to do it as you get further in and enemies offer more than merely a token resistance, demanding that you slow down time and punch their bullets back at them to stun them, or swinging at you three times at different heights in quick succession before dizzying. But the point is that, once dizzied, enemies become your playthings, and you have lots of toys to whack 'em with.

You can just punch and kick, of course, but you also have modifiers - called VFX powers - that allow you to tie multiple moves together in the same combo and do more damage. Slow motion is the main one. While you hold the button down, all your landed blows will be chained together. Then there's Mach Speed, which allows you to move normally while your enemies are slowed (or alternatively Silvia's Replay, as already discussed), and Zoom, which adds 'style', basically closing the camera in on your character, adding another level of visual detail (and speed lines) and upping the damage rate. Excessive combos are fun to craft using these various building blocks, and soon getting those per-section ratings to look respectable becomes just as important to you as making progress.

Graphically you could call it unchanged, but the fact that it looks totally different to everything besides its direct predecessor means we're still far from bored of looking at it. Levels are still drawn on several different levels, with a three-dimensional core of basically-shaped scenery sandwiched nearer and further from the camera by layers of translucent foliage and background art; the characters and enemies are still gorgeously drawn and animated with real verve - it's a game that still loves its identikit enemies and wants them to be especially memorable; and all the effects are magnificent, particularly its use of large quantities of fire and water, and the explosive way robotic enemies splinter and disintegrate under a rain of blows.

But if anything that's what's most representative of Viewtiful Joe 2. Knocking the choice of 'Replay' for a new power seems like the obvious thing to do, but overall VJ2 feels like a game that hasn't really changed because it didn't really have to; not a game that's shamelessly rehashing itself. The puzzles, one of the least appreciated but hugely important things about the original, aren't quite as good. Some of them are pure grind, or painfully obvious efforts that shoe-horn whatever you just learnt into puzzle form, and we ought to give special mention to the immensely boring challenge of moving three objects around three rotating rooms using uppercuts and punches, as often battling each object's curious reaction to gravity and tendency to bounce off a wall and then get lodged in the exact same place as actually making progress. But while not up to the same quality as previously, the puzzles still are very good, and very unusual. Like having you uppercut a plug into a socket and then balance your use of Mach speed in a hamster wheel to supply the right level of power to a door.

A bit more subjective than the level design is the quality of the boss encounters. In most cases we weren't as impressed this time around, but it was marginal - so that's praise, not criticism. VJ2's bosses manage to bring all parts of the game together in one encounter - they're brilliantly detailed and imaginative enemies who swap genuinely chucklesome banter before and after the battle, have similarly detailed and imaginative attack patterns to unravel using your various skills, and ultimately aren't that different in spirit or execution to what we had before.

Viewtiful Joe Steam

There are some great and recurring characters who you'll fondly remember, some lovely little references and indulgences in their dialogue, and actually fighting them is often just as remarkable as their appearance - if they're not incredibly complex webs to untangle without doing yourself too much injury, then they're just plain unconventional. At one point you fight particular enemies in a mine cart, with the pair of you constantly on the move but your ability to move closer and further from your adversary, leap around and use your various moves retained. Different without really being different. They should put that on the box.

Viewtiful Joe Episode 27

In the end Viewtiful Joe 2 is just that. There are new abilities, new characters, new puzzles, new power-ups to buy in-between levels at the shop, there's a new difficulty level, a new plot involving the plight of seven Rainbow Oscars, new jokes that will make you actually laugh - something a lot of games can only do accidentally - and there's a new '36 Chambers' mode that involves toppling groups of enemies in timed challenges unlocked as you play the game through. And of course there are more unlockables. But it's just not that different, for all the new items on the fact sheet.

Fortunately, then, in staying mostly the same VJ2 remains a prime example of a game where the difference between success and failure is measured in skill rather than forced errors. It's simply unusual to lose because of something the game did. Sure, you can curse it for getting your fingers in a twist with its plethora of functions - most of which have to be deployed simultaneously or in some clever order - but it doesn't kill you deliberately. Everything's sensible - collision detection feels like it's absolute, and when you find yourself reacting too quickly and getting hit because of your timing it's not because it's counterintuitive; it's because the game tricked you.

How To Do More Dmg Viewtiful Joe Online

Well, you needn't let Viewtiful Joe 2 trick you too much. It's a straightforward sequel with a few more bells and whistles than before, and it lowers the bar of entry somewhat compared to the GameCube original. Inevitably there'll be some for whom that isn't enough, but on the whole buying it or not buying it is a very easy call to make. If you enjoyed Viewtiful Joe, you'll enjoy the sequel. If you didn't, you won't. And if you were put off by the difficulty level and can handle the indignity of playing a 'Kids' mode then you ought to rent it out and see what you make of it. To our eyes it's still Viewtiful.

8 /10

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