A quick demonstration of the Viewtiful Joe system.
*Combo System*
A combo starts when you correctly dodge an enemy attack. Enemy attacks are signposted with a HIGH or LOW hazard sign. To correctly dodge, you simply need to press UP or DOWN upon reading the signpost.
Once you have scored a dodge, the enemy in question will become 'dizzy', this marks the start of a combo. All hits landed while the enemy is in this state will deal extra damage and tally points (Viewtifuls) for each strike landed.
Note: The very instant you dizzy an enemy, a timer starts (around 3 seconds). Scoring hits upon an enemy in 'dizzy' status or inflicting 'dizzy' upon another enemy will reset the timer.
The key to this system is to keep the combo going by scoring successive dodge/attack sequences against multiple enemies without killing your targets. The reason you must not kill them is due to the 'Combo Multiplier' - once you have scored as many hits possible with the dodge/attack sequence - hitting SLOW will increment the 'Combo Multiplier' by 1 for each enemy you strike within SLOW.
Note: Certain enemy encounters have extra enemies which will jump into the screen upon the death of any of the initial enemies. The key here is to keep track of how many enemies are available in total within the encounter. For example if there are 6 enemies in total during an encounter, with 4 initially available - the way to score high is to KILL 2 of the initial enemies then land a dodge/attack sequence against the extra 2 which will jump in - finally enter SLOW and multiply the score by landing a hit against each of the remaining 4 enemies. The total score will be the total of all the dodge/attack actions performed against the 6 enemies multiplied by 4!
Dodging is not the 'only' way enemies can be forced into their vulnerable state, certain enemy types require other specific actions from the player before they enter this state.
There are many sequences to learn and the way you go about getting into and out of these situations is completely up to you and your own personal style.
The framework is rigid, but your actions within the framework are free - to the extent that you can bend the game rules completely to your will! I wish more people gave these kinds of games a chance, today's machines are so versatile that there really is very little to limit the kinds of play mechanics game developers can create - yet the audience never seems interested in such mechanics or the level of creativity and freedom of expression they bestow upon the player :(
they've got to make an xbox 360 and ps3 version of this game.
Vamp6661 1 month ago
@Vamp6661 It will never happen. The team behind the game are no longer at Capcom. Plus these days, people will complain that there's "too much fighting", and that "it's too hard".
Saur 1 month ago
@Saur wow.... people need to wake up and smell the damn Jelly, why abandon something good and worth playing? and i really fuckin hate these protesters say that games are too violent.
Vamp6661 1 month ago
@Vamp6661 I even get messages on here about how the game hasn't "aged well" because there's "too much fighting". It's a fighting game for crying out loud! There has only been one single player beat em up with this level of depth and complexity this console generation. Just ONE! It's really getting difficult to stay interested, I live for these kinds of games but these days if you're not a man with a gun people are not interested.
Saur 1 month ago
@Saur it could happen,Capcom did a second Okami didn't they?
IblisLucario64 3 weeks ago
@IblisLucario64 This is true. But when was the last time you saw a single player beat-em-up with this level of mechanical depth? The only one we've had this console generation is Bayonetta. Platinum Games are the only studio who have the knowledge and skill to create a game like this but Capcom will never have them handle any of their IP.
Saur 3 weeks ago