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Viewtiful Joe 2


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I just noticed this little tidbit at IGN, and thought I'd pass it along for those of you who are interested. Here's an exerpt from the article:

 

According to the Hong Kong-based publication Game Watch, Capcom Entertainment is underway with a full-blown sequel to its hits GameCube action-brawler Viewtiful Joe. The title, simply dubbed Viewtiful Joe 2, is slated for release on GameCube before the end of the year, if the magazine's report is to be believed.

 

Import site Play Asia translated more information about the project from Game Watch's write-up. The article stated that though Joe will once again be the main character, players will also be able to combat enemies with his girlfriend Silvia. The female character can carry two cheerleader-like pom-poms. The duo may be able to fight together as a team. Meanwhile, the magazine reported that the title will sport a similar visual style to the original game.

 

Here's hoping that this turns out to be true. Viewtiful Joe is easily one of the most original and unique titles on the GameCube. I have yet to play the game on V-Rated mode or go through it as Sylvia. Perhaps when I get it back from the friend to whom I loaned it, I'll be able to do just that.

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There is a piece of concept art rolling around for the sequel as well. Looks very similiar to the first game (a good thing). Looking forward to the announcement. Rumors of a PS2 port for the original are also growing stronger everyday (cross your fingers PS2 owners). Loved the original, sequel would be a no-brainer buy.

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For the sake of conversation, I was wondering what some of you hoped to see in the sequel. New VFX powers? The ability to switch between Joe and Silvia at any time? What would you like to see?

 

For me, one thing I think would be an interesting addition is the ability to use various weapons, particularly those of the melee variety. Think about how cool it would be to pick up a baseball bat or a metal pipe and just start whacking bad guys with it. Or even better, you could have baddies who throw baseballs at you, and you can use the slow-mo power to hit the ball back at the enemy and knock them out. Oh, the possiblities are endless! C'mon, Capcom! Let's get some official info on this title already!

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You know what I would love to see? I'll readily admit that this would be outright "borrowing" (ie stealing) an innovation used in a another similiar game but the multi-plane switching used in Guardian Heroes on the Saturn is something that would translate wonderfully into a Viewtiful sequel. It would add some nice strategy/depth I think and would open up some up some nice combo capabilites for Joe (and maybe a partner? See below).

 

I do also like your weapon idea Jeffrey and I'd also like to add co-op play as being a big want for me. It would be a blast to play as Joe and your buddy as another hero in the Viewtiful universe.

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Co-op and weapons sounds about right. I'd like to see some interesting new VFX powers too, or improve the others as Mach Speed didn't really do it for me like the slow-mo and zoom effects did. Which is odd, since I thought zoom would be totally useless, yet it wasn' t ;).

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Originally posted by FutureVoid

I'd also like to add co-op play as being a big want for me.

 

The thing is, I don't know how a co-op mode would work. If this were your standard brawler, I would say, "Hell yeah! Let's do it!" But for this series, you have to factor in the VFX moves and how you would handle them between the two players. For instance, what happens if player 2 uses the slow-mo power? That would mean everything would automatically slow down for player 1, even if he or she does want to use it? Even worse, what happens if one of the players uses the zoom feature, cutting off the other from the screen? Seems like a good recipe for a train wreck to me.

 

The only way I could see this working is if there was some sort of a tag team mode where the two players work together, but don't necessarily play at the same time. Maybe one character could have VFX powers that the other doesn't, so they have to work together to get past certain bad guys and obstacles. Now that I think about it, that really is a cool-as-hell idea.

 

I think Capcom needs to hire us and pay good money for all these great ideas we have. :D

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Seems like a good recipe for a train wreck to me.

 

No really. Allow me to elaborate...

 

For instance, what happens if player 2 uses the slow-mo power? That would mean everything would automatically slow down for player 1, even if he or she does want to use it? Even worse, what happens if one of the players uses the zoom feature, cutting off the other from the screen?

 

There are several solutions to this problem. My first thought would be to "auto-split" the screen to accomadate both players using thier VFX powers. As an example, I'm sure most here have seen the recent Hulk movie and how the film used comic-book like paneling windows to show the story. Quite possibly they could use the same technique for Joe and friend. It would allow for the use of the VFX powers and give the game a living comic book type feel which the first Joe had in spades anyway. ;)

 

When performing normal/standard moves both players move along the environments full screen, however lets say player 1 activates a VFX power? The screen would then "auto-split" the view into 2 panels (or even just go full on split screen). The first panel/window for player 1 and the second for player 2. That was VFX moves can be performed independently from one another. Now the other question becomes what exactly does player 2 see in his panel while player 1 performs his VFX moves? A possible solution would be to show player 1 in a henshin-a-go-go pose with say a pinkish glow surrounding the character model and "VFX" in Viewtiful font overlapping denoting that character is currently performing a VFX move. Player 1 would of course see the action as normally displayed. If both are performing VFX moves it becomes a null point since they both see the action as normal. You can also add in team VFX powers that don't retuire the screen to split. They could be especially effective against bosses. Another thing to mull over is how to display the enemies being elminated by the player using the VFX powers? That one would take some thought.

 

Another consideration would be framerate since you're basically opening up two windows with a ton of effects to display. Pacing and enemy placement would also be important to make sure players are not fighting over the same enemies. Which leads me right into the plane-switching I mentioned earlier. If they were to go for something like this "auto-split" idea the plane switching would help reduce confusion since one player could stick to one plane while the second player covered the other. Guardian Heroes had three planes of action, for Viewtiful I think they should reduce it two. Perhaps restrict each player to only one plane at a time, however allow them to switch places at will? Possibly implement multi-plane team VFX moves? Another viewpoint is to just go all out split screen for co-op play but you have alot of the same issues to tackle.

 

Mainly I'm just thinking out loud here. Some of this may be feasible and some not but I don't think co-op is automatically out of the question due to the game mechanics. It would just take a little imagination.

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  • 1 month later...

From IGN:

 

New to the sequel is Silvia as a fully playable character from the start. She now uses a gun and can link combos with the projectile. Indeed, on more than one occasion in our play test with the title we used her gun to stun an enemy and then really pounded into the foe with a well-choreographed punch-and-kick combination for many, many Viewtifuls. "They fight Viewtifully together," exclaimed Capcom of Joe and Silvia, who can battle side-by-side in a newly included two-player cooperative mode. Judging from the teaser video shown and the play test, it appears that in two-player mode both players are affected by the special moves that one gamer or the other activates. So, if Silvia goes into slow mode, so will Joe. And if Joe speeds up, so shall Silvia. It should make for some very interesting and unique teamwork.

 

I guess I stand corrected when I said that it would be impossible to do a two-player simultaneous mode in this series. Well done, Capcom.

 

The full story, including a link to some new videos of the game in action, can be found here.

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I guess I stand corrected when I said that it would be impossible to do a two-player simultaneous mode in this series.

 

pfft. Already proved you wrong with my response in the previous V2 thread in the GC section a few weeks ago. Capcom was just waiting to solidify it. ;):D

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Originally posted by FutureVoid@May 12 2004, 08:55 PM

pfft. Already proved you wrong with my response in the previous V2 thread in the GC section a few weeks ago. Capcom was just waiting to solidify it. ;):D

Right...

 

It's too bad the multi-player in this game will be co-op only, because right now I would really like to kick your ass in it. :twisted:

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  • 2 months later...
  • 1 month later...

Gamespot has posted some fresh impressions of Viewtiful Joe 2. Here's one of the more interesting bits of information that we didn't know until now:

 

Before you think Viewtiful Joe 2 is offering the same experience as its predecessor, you should know that there are some key new additions to the gameplay. First and foremost is the "viewtiful touch," a fancy way of saying "on-the-fly character swap." Over the course of your adventure, you'll be able to swap between Joe and Sylvia whenever you like. Early versions of the game we played let us choose which character to play as, and now the game has been tightened up to highlight that feature. Swapping characters is now a vital part of going through areas, as Joe and Sylvia now have unique sets of VFX powers. Joe will have the original three powers from the first game: slow, mach speed, and zoom, while Sylvia will have slow, mach speed, and replay. In order to solve the many puzzles in the game you'll have to use the pair's abilities at the proper time

 

I like the sound of this. I had assumed that Sylvia would just be another character you would pick at the start of your adventure ala Resident Evil. It's nice to see that there are not only some key differences in what these characters can do, but also you get to use them both throughout the game. The fact that only Sylvia has the new Replay VFX should make things much more interesting.

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I'll wait for the reviews :).

 

Honestly, I gushed and gushed over VJ when it came out, but it was a brief affair and ended quite bitterly. The game downslid into frustrating for me after a very brief while, and not in a good, Metal Arms type of way either. I don't normally abandon a game without finishing it, but VJ just wore me down in the end and it was sent to the trade-in lands to get me Pikmin 2.

 

I did enjoy the puzzle aspects, but Capcom's irritating ranking system that penalizes you for taking your time drives me bonkers as well. I like being methodical and it really irks me when the game determines the rate I should play it at. Metal Arms (which is just my catch-all example since I'm currently playing it :P) does the same thing, but it's only for multiplayer levels, which I can live without. Resident Evil also has this same problem.

 

I'm glad they're varying the two heroes though, that does sound somewhat appealing and co-op is so hideously neglected (though the X-Box is doing an awesome job picking up that particular ball, I must say) on most consoles that it might be worth a look for that alone.

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  • 3 weeks later...

It was supposed to be released the week after next. I was going to spend this week on Halo 2, next week on Metroid Prime 2, then Viewtiful Joe 2. That's probably still going to be the plan, but I do despise Capcom for releasing it the same week as Metroid.

 

Oh, and you forgot to mention Half Life 2, Mark. Or does that not qualify as a "heavy hitter"? ;)

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