Viewtiful Joe (GameCube) - Let's Play 1001 Games - Episode 724

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I'm Gaming Jay: Youtube gamer, let's player, fan of retro games, and determined optimist... Join me in this series while I try out EACH of the video games in the book 1001 VIDEO GAMES YOU MUST PLAY BEFORE YOU DIE, before I die. The game review for each game will focus on the question of whether you MUST play this game before you die. But to be honest, the game review parts are just for fun, and are not meant to be definitive, in depth reviews; this series is more about the YouTube gamer journey itself. From Mario games to the Halo series, from arcade games to Commodore 64, PC games to the NES and Sega Genesis, Playstation to the Xbox, let's play those classic retro games that we grew up with, have fond memories of, or heard of but never got a chance to try! And with that said, the game review for today is...

Viewtiful Joe
from https://en.wikipedia.org/wiki/Viewtiful_Joe

Viewtiful Joe[b] is a side scrolling beat 'em up video game developed by Team Viewtiful for the GameCube. It was originally released in 2003 as a part of the Capcom Five, under director Hideki Kamiya and producer Atsushi Inaba. The game was later ported to the PlayStation 2 by the same design team under the name Clover Studio, subtitled in Japan Aratanaru Kibō (Japanese: ζ–°γŸγͺγ‚‹εΈŒζœ›, lit. "A New Hope"). The game's story concerns Joe, an avid movie-goer whose girlfriend Silvia is kidnapped during a film starring Joe's favorite superhero, Captain Blue. Joe is shortly thereafter thrust into Movieland, where Silvia is taken by the villainous group known as Jadow. After accepting a special V-Watch from Captain Blue, Joe transforms into the tokusatsu-style persona "Viewtiful Joe" and sets out to rescue her.

The gameplay of Viewtiful Joe features traditional 2D platform side-scrolling intermixed with 3D cel-shaded graphics. Abilities known as "VFX Powers" grant the player special actions for combat and puzzle-solving, such as slowing down or speeding up time. Viewtiful Joe was critically acclaimed for its unique visual style and gameplay, earning itself a number of awards from various media publications. A minor commercial success, the game spawned a few sequels with releases seen on other consoles such as the PlayStation Portable (PSP) and Nintendo DS. An anime adaption of the game and a manga series were also produced.

Viewtiful Joe was developed by the design staff "Team Viewtiful",[20] a part of Capcom Production Studio 4.[21][22] The game was announced in late 2002 as part of the Capcom Five, a line-up of five then-upcoming GameCube games to introduce new content to the console.[23] It was directed by Capcom alumnus Hideki Kamiya, whose previous credits include the planning of Resident Evil and Resident Evil 2 and the direction of Devil May Cry. It was produced by Atsushi Inaba, who previously worked on the Ace Attorney series and Steel Battalion. In its earliest stages of development, Viewtiful Joe went under the working title "Red Hot Man", but the name was changed due to copyright conflicts with the American rock band Red Hot Chili Peppers.[24] Viewtiful Joe's development team initially consisted of six people working under a twelve-month deadline. As work continued, the size of the team grew, and development ended up taking a full 21 months to complete.[25] The game was conceived as a "staff-focused project" aimed at increasing the skill of its creators, specifically director Kamiya.[26]

Inaba stated, "We wanted to create a challenging game with stunning visuals and fluid gameplay". As a lifelong fan of superheroes, Inaba's aim was to combine traditional Japanese tokusatsu with American comic books.[27][28] The character designs created by Kumiko Suekane were inspired specifically by 1960s and 1970s Japanese-costumed tokusatsu television shows such as Kamen Rider and Ultraman.[15] Graphically, the game adopted a 2D side-scrolling style mixed with 3D cel-shaded animation.[24] Despite many games in the then-modern industry shying away from 2D graphical formats, Inaba said, "We have been able to breathe new life into the genre because we are using a new stylistic way that hasn't been seen before."[29] The team chose the GameCube as its platform because of their target audience and because it lent itself well to Viewtiful Joe's gameplay.




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