hen the original Viewtiful Joe was released on GameCube, I completed it twice in a weekend and worked my way through it an additional three or four times on the different difficulty levels within the last year. I even purchased the game again on PlayStation 2 just so that I could play through it as the exclusive bonus character, Dante from Devil May Cry. Some people might say that I have way too much time on my hands and I should get out of the house once in a while. Those in the know can attest that my obsession is justified, and is a testament to the game’s fine craftsmanship. I’ve always called it a gamer’s game. Not only does it embrace the mentality of the golden age of gaming, it pushes you to hone your skills. To say the very least, I couldn’t wait to wrap my hands around the sequel.
I can safely say that Viewtiful Joe 2 rejuvenates my obsession, but it doesn’t take it to the next level. The changes to gameplay are miniscule at best, and I wouldn’t necessarily say that I’m fond of most of them. The biggest difference that has been implemented is tag team gameplay, or as Capcom likes to refer to it, Viewtiful Touch.
At any given time, players can tap a button to switch control on the fly from Joe to his lovely lady-friend Silvia. As you may recall, she was also a hidden playable character in the first game. Comparatively, she had the same moveset as Joe and was faster, but was also much weaker and susceptible to greater damage. In this sequel, she’s just as nimble, but now she has her own unique attacks. Her standard punch has transformed into a limited range pistol shot. Additionally, whereas Joe can tap into the VFX powers of Mach Speed, Zoom In, and Slow, Silvia can activate Mach Speed, Slow, and a new ability called Replay. When you activate this power, Silvia can deal three times the damage. Of course, if she gets hit in this time, she takes on just as much. If you eat a hamburger while in Replay, you’ll gain three times as much health as you normally would. I love everything about this ability, but I wish Joe had it as well. I really – and I stress this point – do not like Silvia’s pistol attacks. They don’t even come close to delivering the same level of excitement as Joe’s furious punches. Truth be told, the only time I keep her on the field is when I have to use her unique talents to solve puzzles. Switching characters is a great idea, but it’s neither advantageous nor an integral part of gameplay.
The Six Machine, Joe’s transforming craft, is also in the spotlight more than before. I enjoyed the shooter stages in the original game, and I couldn’t get enough of them in this title as well. The submarine level is particularly impressive. Outside of this, the remainder of the game is Joe as usual. The stages are wonderfully diverse (you’ve gotta see the switching room area), and the selection of enemies will make you tap into all of your abilities and techniques. I also have to point out that boss battles really don’t get much better than this. I think you’ll agree that a certain T-Rex character can best be described as a comic genius.
Of course, for casual gamers, a Kids difficulty is available from the outset. Fans of the series will obviously choose the Adult option. Some of the puzzles aren’t as frustrating as they were in the original game, and it is a hair easier. Don’t worry, though, it will still push your skills to the limit. Once you work your way through the game, you’ll unlock a bonus feature called The 36 Chambers. I don’t want to ruin the surprise, but let’s just say that Joe 2 has replay outside of unlockable difficulty settings.
Going into this review, I was looking forward to a bit more than the typical Joe formula. While I didn’t necessarily embrace the biggest addition that Clover made, I did walk away completely satisfied and ready to work my way through it again and again.