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Daz
Jul 23 2010, 4:52 PM
I dont talk about games anymore i just play them.


Nintendo have had their E3 conference. The 3DS was shown, footage of the new Zelda (Skyward Sword) was shown, Kid Icarus was announced for the 3DS, and a bunch of other stuff happened

THIS topic is still available for you to discuss the changes to the forum. More boards and other aspects can be changed easily if people agree with your ideas.
The forum has now changed as you can probably tell. Its made to look more simple at face value and allow for more discussion whilst including your suggestions. If you have lost a particular topic it'll either be in the Nintendo Board, or if you can remember who started the topic, check that member's topic list. Over the next few days i'll trawl through some of the boards we've kept to try find some topics to start the new boards off. Don't be afraid to start new topics! News on E3 and paid advertising for this forum coming soon... - Ryan



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Viewtiful Joe: Double Trouble; 8/10
Topic Started: Mar 19 2007, 08:27 PM (423 Views)
Evil Hamster
Member Avatar
Osu!
Viewtiful Joe: Double Trouble is one of those games that you will keep coming back to, again and again and again. Whilst it scales down some of the insane combat levels from the console versions (Although there is still plenty of fightling), it makes up for it with plenty of well-thought out puzzles.

The story of Viewtiful Joe: Double Trouble is fairly odd, to be honest. Basically, an evil villain is trying to steal all of the 'hero-ness' (Yes, it really does call it that) of all of the superheroes in the world, to become all powerful, and take over the world. Whilst the story is slightly odd, it's fairly easy to ignore.

In VJ:DS, both of the two screens are used to display the action. The top screen displays a close up view of Joe, and the bottom screen displays a zoomed out view. The top screen isn't used very much at all, except when you use the 'Slide' VFX power.

The gameplay in Viewtiful Joe: Double Trouble is, for much of the game, very similar to it's console counterparts. You play as Joe, a little dude in a blue T-Shirt, whose moves are pretty limited. He can punch, kick, jump, and that's about it. You have a 'Viewtiful Bar' which fills up over time. When it is over a certain point, you change from Joe into 'Viewtiful Joe'. You spend most of the game in this form. VJ has the extra abilities of a double jump, and some 'VFX' powers. These powers are what distinguish Viewtiful Joe from any other platformer out there.

There are VFX powers that you can use in this game. These are very different to the ones found on the console versions. The only power that is common to both the console versions and the DS version is Slow-mo. This allows you to slow down the game temporarily, making your attacks more powerful in the process. This is very useful in combat, as your attacks do a lot more damage. It is also well implemented into puzzles, where you often have to knock objects around to open doors or activate switches. Also, when you are in Slow-mo, you are able to perform some extra moves which are not possible in normal speed, such as the V-dodge (Enables you to dodge most enemy attacks) and to punch bullets and other projectiles (including dazed baddies) at your enemies. Slow-mo is probably the power that you will use the most throughout the game.

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All of the rest of the VFX powers utilise the touch screen in some way. Scratch is performed by scratching wildly around on the touch screen. This causes items to fall from the sky onto your enemies. Whilst this is useful in some combat siuations, it is largely unneccesary to use scratch at all. The other two VFX powers are much more useful, original and fun to use.

Split is performed by sliding the stylus horizontally across the touch screen. This causes the world to split in half horizontally, and you can slide it along to achieve various goals. For example, you might move a water hydrant on the lower half of the screen so that it puts out a fire on the top half. It can also be used to go through walls, and more. This is probably my favourite VFX power, as there is so much you can do with it, and it is used so well in puzzles throughout the game.

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Slide is performed by sliding upwards on the touch screen. This switches the two screens round, so that the zoomed in view is on the bottom screen, and the zoomed out view is on the top. Not only are your attacks powered up whilst you are in this state, but you can interact with some of the items with the touch screen to do things such as type in a code on a number pad, or press a button. Whilst sometimes this works well, it's a bit boring compared to the other VFX powers.

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Using these VFX powers drains your Viewtiful bar, which means that, when it gets low enough,. you change back to normal Joe until your bar has replenished itself again. This can often prove fatal in a large fight, and means that you have to use your VFX powers sparingly.

Throughout the levels, you can collect V-points, which can be used to buy new powers for VJ. Some of these are incredibly useful (such as an item which doubles the speed your Viewtiful Bar refills) and are likely to be of great use to you. Others aren't, and you really wouldn't use them in the course of a normal fight. However, they are nice little extras.

The boss bits of the levels are immensely fun. Unlike many games, which involve just dodging the attacks of an overly powerful boss and getting at his weak points when they are exposed, they are proper fights, when you just have to punch them to cause damage. Like fighting any other baddy, but much more powerful. The boss fights are one of the main highlights of the game.

Viewtiful Joe: Double Trouble is set across six worlds, each of which offers it's own challenges and baddies to beat up. The levels themselves are mostly based around theme parks, although they do all vary wildly. For example, in the second world is a short stint in the Resident Evil Mansion, which is a nice little bonus. The puzzles are well implemented, although some of the fighting sequences are a little on the easy side. This doesn't stop them from being great fun though.

The graphics in-game are good, let down by a low frame fate (30 FPS) However, you soon get used to this, and it is still perfectly playable. The graphics themselves have been conserved in the transaction from console to handheld, and the well-detailed 2D anime graphics make it pretty good viewing.

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The sound in-game is pretty good at times, although it is ruined by horribly corny voice acting. Whilst not as bad as other offenders for bad voices (Such as Sonic Rush) is is still often fairly cringeworthy. The music itself is good though, without ever being brilliant.

Unfortunately, there are very few unlockables or bonus features in Viewtiful Joe: Double Trouble (Except for an extrememely hard difficulty level) but the game still has great replay value, and it is a great game for anyone, of any age. BUY IT.

Presentation: 8
Graphics: 8
Sound: 7
Gameplay: 8.5
Lasting Appeal:8.5
Overall score: 8
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