LYCOS RETRIEVER
Viewtiful Joe: Mach Speed
built 275 days ago
Viewtiful Joe's range of VFX powers seem like an ideal fit. Slow-mo slows the world for everyone but you and mach speed speeds you up, and these and other powers are available from drop-in power-ups, which you can activate when it's most advantageous. You don't worry about ducking and weaving and plotting combos like you did in Viewtiful Joe 1 and 2; this is about grabbing whatever's to hand, putting it to use at the right moment and looting and rebuffing in the meantime. For example, dodging your opponent's attacks, grabbing a slow-mo capsule and using it to slow down an otherwise impenetrable tornado of rotating goons long enough for you to rack up the kills.
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Concerning independent character progression and leveling up, both Joe and Silvia can obtain Viewtiful Points throughout their adventure. Awarded for the execution of notable combos and counters, these points can be spent between acts to “Power Up” your two heroes. This is where abilities such as Joe’s Machspeed and Silvia’s Desperado (number of guns used) are upgraded. As for the number of points obtained through battle, executing attacks and combos in slow-mo doubles the number of points earned.
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The gameplay hasn't changed much since the original Viewtiful Joe, as you'll still be using three VFX powers to solve puzzles and fight enemies on 2-D side-scrolling platforming levels. All of your favorite powers are returning. You'll be able to slow down time and make your attacks more potent with VFX-Slow, run at high speeds and split into multiple forms (allowing you to open boxes in the background) with VFX-Mach Speed, and create strings of punching combos and 360-degree kicks with VFX-Zoom. The only major difference is this only applies to Joe. From the beginning of the game, you'll have the option to switch over to Sylvia, and ... use her new techniques. Not only does she have pistol attacks, allowing her to damage enemies from far away, but she's got her own exclusive VFX power, which Capcom refers to as "replay," a method used in place of Mach Speed.
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Cheesy dialogue and happy endings are in trouble once again, and who better to come to the rescue than that high-flying cinematic hero, Viewtiful Joe? A few months ago, Capcom brought its wildly innovative side-scrolling platformer of the same name, formerly a GameCube exclusive, to the PlayStation 2. This year, the aptly titled Viewtiful Joe 2 has popped up on Sony's machine only two weeks after it debuted on the GC, and it delivers more, more, more of what made the first game superb--but it's so similar to its predecessor, it's inherently less inventive. That only slightly diminishes its entertainment value, though, since it's still a far sight more unique than most of the games available on the PlayStation 2 (or any platform, really). Overall, a few additions to an already proven formula make Viewtiful Joe 2 another great and quirky action game.
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These VFX powers make the combat much more compelling than even the best beat-'em-up games of yesteryear, and they're ... key to solving many of Viewtiful Joe's puzzles. One area, for example, requires you to uppercut a barrel so you can run under it. You'll have just enough time to get past before it falls back down if you use the slow VFX power. The puzzles get more complicated than this � one early level requires you to use slow while standing on a propeller-supported platform. This makes the platform fall, because the blades aren't spinning fast enough to keep it in the air. Mach speed is used in similar ways � one puzzle requires you to set a series of pillars on fire, which you'll do by furiously punching and kicking them until you burst into flames. It's also useful for running away from large boulders or other fast-approaching hazards.
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