Viewtiful Joe Gamecube
Very Good: An item that is used but still in very good condition. No damage to the jewel case or item cover, noscuffs, scratches, cracks, or holes. The cover art and liner notes are included. The VHS or DVD box is included. The video game instructions and box are included. The teeth of disk holder are undamaged.
Minimal wear on the exterior of item. No skipping on CD/DVD. No fuzzy/snowy frames on VHS tape. See the seller’s listing for full details and description of any imperfections.Publisher:NintendoGenre:Action & AdventureGame Name:Viewtiful JoeRegion Code:NTSC-U/C (US/Canada)Rating:T-TeenVideo Game Series:Viewtiful JoeRelease Year:2003Platform:Nintendo GameCube.
When we were compiling our recent, Viewtiful Joe was a shoo-in from the word go - a posterchild for great games that failed to capture your cash at retail. So you could say we were mildly surprised when it turned out Capcom was not only developing a sequel (wisely, this time, for both GameCube and PlayStation 2), but also had a port of the original in mind for fans of Darth's Toaster. Still, we're not complaining - if ever a game deserved another stab at the big time, it was Viewtiful Joe, and the addition of Dante from Devil May Cry as a playable character was a clever way of catching the attention of the PS2 faithful. We only hope it works.That said, there's no reason why the game as it was shouldn't do so in any case. A clever blend of old school fighting game and a unique 2D/3D toon-shaded graphical approach, VJ stole our hearts with its coolly executed formula and precise mechanics, which demanded that you make proper use of Joe's varied skill set to make any progress - and full use of it if you planned to get everything out of the game and attain all the available 'Viewtiful' ratings for each section. Not the Average JoeTo recap, Joe is a movie fan thrust into the vacant role of his favourite hero Captain Blue, on a quest to rescue his girlfriend Silvia from nefarious types in Movie Land. The plot is largely superfluous to the genius of the actual game design, but it's voiced and directed in a very amusing fashion, and you'll probably get a kick out of it whether or not it appeals to your desire for mature characters and narrative stimulus.
However even if you don't, what happens when Joe lands in Movie Land and starts coming to terms with his 'Viewtiful' arsenal will almost certainly strike a chord; the idea is, simply, to move from one side of the screen to the other navigating the odd puzzle that draws on Joe's powers and vanquishing a myriad of foes in as stylish a manner as possible.At its most basic level, the game wants you to duck or jump out of the way of attacks. This is the mechanic that sold it to so many onlookers when the game first took a bow at E3 - much to the detriment of various other titles lurking in the Nintendo GameCube area, we seem to recall - and involves standing next to an enemy and pressing up or down depending on where a little attack icon appears on your body. Successfully dodge the impending assault and your enemy will be dizzied, Street Fighter II style, tottering on his feet and ripe for some punishment. By holding L1 you can duck into Slow mode and pummel him in slow motion, watching with glee as robotic gizmos are sheered off by Joe's rampaging high kicks and uppercuts. Better, if you can dodge the attacks of a couple of enemies, or even more, and keep them dizzied, you can punch them into one another and perform a basic combo.Of course, it's not as simple as all that. Although you'll encounter the same basic types of enemies in each of the game's seven stages, you'll also come up against a more diverse range of foes who have different attack patterns to consider - and, by extension, integrate into your growing penchant for high-scoring combination moves.
Viewtiful Joe. System: GameCube; Publisher: Capcom; Developer: Capcom. User Ratings: 309. Our Review: Scroll. Alfheim online ascension guide.
There are spinning types, flying enemies who have to be batted down (or, if you're smart, who make good targets for uppercutting the grunts), cowboys whose bullets can be dodged Matrix-style in Slow-mo, but only go into dizzied mode if you can send the lead back in their direction, cutlass-wielding colonial military bastards who pose even more of a problem, and a whole host of others. Return of the MachFortunately as you make progress you also gain new powers, and these come in very handy in conquering the increasingly vast numbers of diverse enemies in a stylish manner.
Mach Speed (R1) enables you to run faster than anything else, or punch and kick at lightning pace, while Zoom (circle) mode unlocks a bunch of devastatingly powerful attacks, like a downward thrusting shockwave that juggles just about anything unfortunate enough to be on the same screen when it hits. Best of all, you can combine Joe's various powers to the limits of your own imagination, and find increasingly effective ways of dispatching enemies without breaking out of combo - Slow down your enemies and Mach Speed your attacks, Slow and Zoom, etc, and it all comes together nicely.All you have to worry about is how much VFX power you've got left. The VFX meter along the top of the screen is the element that stops you from just racing around the whole time with the shoulder buttons clamped reigning merry hell upon your adversaries.
It fills up gradually whenever you're not in the grips of a special move, but also runs down quite sharply while Slow or Mach is clamped, and although you can gather up VFX potions dropped whenever you clatter enemies to try and quell its march to zero, these don't make enough of a difference to keep you in a combo as long as you might need. You'll want to avoid running the meter the whole way down, too, because doing that robs Joe of his Viewtiful powers for as long as it takes to charge up again. And enjoyable though the sudden dive into a crackly film-reel visual layer is when you first run out of VFX, you'll soon come to fear it.In short, you have to think through your plan of attack in order to maximise the amount of enemies that take a hit or, for the most efficient way of scoring highly, take their final hit during your onslaught. It's a marvellous balance, and there are very few flaws in Capcom's approach to it. That you can also power-up with new moves at certain checkpoints and between levels is another boost. Adding attacks like a sliding kick to your arsenal will not only allow you to juggle a whole load of enemies at once, but also sweep under low objects for hidden power-ups, while Mach Speed upgrades and other bonuses will improve existing areas of combat. And that you will have to master combo attacks in order to gain the credits you'll need to pay for these upgrades is equally well-judged - especially as a particularly daring and gutsy performance will give you the extra currency you'll need to top up your health and VFX beyond simply shopping for upgrades.
PropellerheadsThere's a whole lot more to the game beyond the admirable precision of the combat, too. The bosses, although arguably varying in quality, are definitely worth a mention - if only because they demonstrate the learning curve of the game most effectively.
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