Reviews from

in the past


Punishing and hard as fuck, but god if it is satisfying. I'm also a sucker of this kind of artstyle, it's what I'd call "how japanese see american comic books" (and you can tell it by other stuff like Tiger & Bunny, My Hero Academia...Inferno cop lol etc.)

for some reason the last time I played this like maybe 15 years ago i wasn't really into it despite loving it a whole lot when it first came out. i guess i wasn't feeling like getting into all the mechanics again and just kinda dropped the replay.

i can attest now after a long while that i was initially correct there's no other game like this in every aspect. it's stylish, it's gorgeous, it's really fun, it might genuinely be the Kamiya game with most attitude imprinted in it and that's saying a LOT.

Viewtiful Joe tells a fun light story both about how fictional worlds suck due to how stagnant they are and how shitty it feels to be a one-hit wonder in any art career. which is extremely ironic considering this game got like two sequels, one spin-off, a whole anime and then simply -disappeared- from the face of the earth aside from getting costume references and being in 2 vs. titles. No ports, no interest, nothing.

at the end of the day i think i might like this more than Bayonetta in regards to which is my favorite Kamiya game... while Bayo was definitely influential to me in a lot of important aspects, Viewtiful Joe might just have changed how i viewed videogames as a whole.

I would like for him to get just one more game. One more is all I need.

An incredible, if sometimes frustrating, sidescrolling beat 'em up. Wonderful art direction and creative levels and abilities put this up there as one of the best GameCube titles. It also upscales very nicely to high resolutions when you emulate it.


Buenísimo juego plataformero de acción, las habilidades de Joe son geniales! Se aprovechan muy bien en todos los niveles. Su estilo anime de los 2000s le queda muy bien.
Sus jefes son retadores y divertidos!

This game is amazing! Probably one of the best beat 'em ups I've ever played. The action, writing, characters, levels and even the graphics, everything is very over the top and exaggerated. But the best thing is that it just fits perfectly! The gameplay also helps this "anime-feel", since you really need to know what you're doing in order to get to the ending and it's just nice to pull a good tough combo or figure out how to defeat a boss. Also, there are some very good unlockables here!

Few things annoyed me, though. This game is brutal and that's ok, but some parts felt like it was brutal for the sake of being brutal. That "boss gauntlet" is just bad design and what's up with the final episode? Everything in it is just repetitive and tedious. In my opinion, the devs got lazy after the fight with Leo.

Other than that, GREAT game! Play it NOW!

played it a bit as a kid and really liked it but it was too hard, i need to give it another run as an adult

An inventive and viewtiful brawler/platformer that is great in replayability with a challenge curve that rewards competence with fun unlockable extra modes to ascend even higher difficulties and some other cool stuff.




An amazing action-side scroller! Fantastic graphics with a striking heavily cel-shaded style and classic film aesthetic. The main mechanic where you manipulate/edit film is really engaging, though I remember the zoom-in slow shots being the most powerful by far. Much like other titles in this era from Capcom, that sense of style and flair is NAILED in this game. I played this way back in high school but now that I’ve actually played Devil May Cry, it’s crazy seeing how much of the style is the same across both games.

In my previous review (of Wario World), I’d mentioned that my first partner in high school loaned a few games to me and this was one of them. I have a lot of fun memories of beating this game on Adult Mode (this game’s hard difficulty) and surpassing Fire Leo because she challenged me to. I’m glad I was met with that challenge because it’s such a fun difficulty to play and I’d highly recommend it

My second playthrough of this game, and i still love it as much as the first one. Great action, fun story ,and a memorable main charater, what more do i need from a short game

só quero dizer q eu devia ter ido no modo "kids" eu n to brincando

This review contains spoilers

Character Action games are similar to roguelikes in the sense that their design facilitates many playthroughs of the game. However, the difference is that in a roguelike, multiple playthroughs are needed in order to master the gameplay systems to the point where you can beat the game for the first time. In character action games however, replayability is necessary in order to master its systems, but there is no extrinsic motivation. Why I am putting all of this genre discussion at the beginning of a Viewtiful Joe review, is to say that, I haven't played through VJ more than once. I think that I would enjoy this game's combat much more if I really dug into it on harder difficulties and tried to V rank all the stages. That being said, I think I would also grow to dislike the game more because Viewtiful Joe is a game with many flaws. And it seems all of my biggest problems revolve around this component of the game, the replayability. Some of the flaws, I suspect, would be completely removed if I sunk more time into the game, but others would only get worse. For that reason I feel hesitant to go back to Viewtiful Joe before writing this review. I know I would have a deeper understanding of the game, but to be quite frank, I don’t want to go back. So I am left with evaluating Viewtiful Joe off of one playthrough, and only making educated guesses on how I would feel on replay.

If we are viewing VJ as a one playthrough game, then I think that its biggest problem is that for the majority of its run time, the player is learning how to play the game. Maybe this was just the case for me, but I felt like I was playing wrong for the first 6 chapters. This was when I hit a brick wall at Fire Leo, where I died many, many times. This wasn’t uncommon for me, Viewtiful Joe is a very hard game, but this time I wasn’t making any leeway and/or improving. After about 1 hour of bashing my head against a wall, and once again feeling like I was playing the game wrong, I fled to the internet to discover that I indeed was playing wrong.

Now before I get into how I was playing wrong I want to address the notion that people can play games wrong. In most cases, I would firmly reject the idea; Games are interactive, and however you choose to interact with said game is just that: your choice. With all that being said, there is a difference in play style and effectiveness of play style. If you decide to play Hollow Knight without using spells, more power to you. If you don’t engage with the movement tech in Celeste, that is perfectly fine. The problem arises when one specific way to play the game is unviable. In my previous examples, you can engage with the game in those ways, and still be satisfied with the results, overcome the game's challenges, and have a relatively good time. In Viewtiful Joe however, this is not the case.

You see, the problem I had run into was that I hadn’t figured out one very specific way of dealing damage, that being Punch + Slow + Zoom. Without using this, I was dealing about 25% of the damage I would otherwise be dealing if I were using this. That is not an insignificant gap, especially taking into account the relatively high difficulty of VJ. Viewtiful Joe is a game with a lot of different combat combinations, so it seems weird to me that one combination does a vast amount of damage more than others. For the remainder of my play-time, I found myself hardly struggling because I now had a way to deal damage that felt adequate. Instead of slowly shaving health away, I was now fighting back, which removed much of the monotony of the combat that I had been experiencing up until this point.

I liked Viewtiful Joe’s combat from the start, it was engaging to learn an enemies moveset, figure out the best times to attack, and then execute as best as possible. My problem that I had prior to this discovery, was that it was boring to execute the same solution over and over again, until the enemy finally died. This made the game a slog to get through, and I found myself very bored of what would otherwise be a very fun game. But now I’m at a crossroads, because while I did enjoy the combat moving forward using the Punch + Slow + Zoom combination, it was such a very specific thing to figure out, that I’m not sure if I would have done so without consulting the internet. So now I feel my choices are between:

1. Being okay with a combat system that is really repetitive.

2. Forgiving a game that put me through hell, because there is a solution to that hell, it's just one very specific combo.

And to be honest, I don’t really feel satisfied when over half the game wasn’t fun to play. This is something that would be resolved on replaying the game, but for my first playthrough, I’m unsatisfied.

“But why don’t you just replay it then?” I hear you asking. It would (I suspect) fix this aspect of the game for me, but as previously mentioned, I have more problems with the game. The first being reused content and enemy variety. These go hand in hand, so I will cover them together.

To put it bluntly, the amount of reused content in this game is baffling. This is mostly enemies, but it extends beyond that to the bosses. For the vast majority of the game, you will be fighting the same basic enemy types, and all of the bosses (with the exception of 2) are reused at some point). To go on a semi-brief tangent, I would like to compare Dark Souls and Viewtiful Joe. With both Viewtiful Joe and Dark Souls being action games, I find this to be an interesting comparison. If we look at the player character, Viewtiful Joe has many more actions that they can perform. I think that this is a clear improvement from Dark Souls, where the player is mostly trapped into one button, but I found myself enjoying Dark Souls combat more. Why? Well it’s because Dark Souls combat never bored me, since I always had to engage with it mentally. There are so many enemies that you have to constantly learn: which attacks they have, the best way to avoid those attacks, how those attacks will overlap with other enemies when facing more than one enemy, the best windows to attack said enemies, etc. You do this in Viewtiful Joe as well, but the problem becomes that after the initial learning portion (which I want to stress I did enjoy) it becomes less about engaging mentally with the opponent and more about executing correctly in combat. Dark Souls has this problem to, hell most games do, but Dark Souls avoids this issue by having a vast array of enemies.


Over the course of any game, it needs to increase the challenge in order to keep the player engaged. If the player is doing the same easy actions over and over again, I think it’s clear to see how much more engaging a game would be if you designed it to challenge the player. That being said, there are very few ways to make execution harder for a player. The first option is to make a task more complex, so that responding to said task and correctly executing has more possible variables. This is a mechanical change, and while harder to implement, I think it is a vast improvement over the next option, because complexity adds depth to interaction. The other option is a numerical change. We can make a challenge harder for a player if they have to execute the same action multiple times successfully, or if we punish them harder when they fail. This usually leads to tedium among other problems, and is the route you have to go down when you reuse content. An easy example would be to imagine a game where you have to shoot a target without missing. Assuming that’s all there is to the game, in order to increase challenge we could just ramp up the numbers. Shoot 10 targets, 100, 1000, etc. I think the point becomes clear that eventually length doesn’t make a challenge fun, even if shooting 1000 targets without missing is harder than 100.

To return to Viewtiful Joe, it becomes either boring or frustrating when it reuses content. When it spams the same enemy types over and over again, it gets extremely boring. When it reuses its bosses in a ‘boss rush’, it becomes frustrating if you die. Its frustrating because the increase in challenge was not to make the bosses harder, it was to force the player to show their mastery over the bosses by beating them back to back. On paper, this makes sense, but in practice it means repeating the same bosses over and over if you Game Over. You have already shown mastery over these bosses by beating them, but the game insists on lengthening the punishment because by definition, it is harder. But replaying a boss doesn’t show mastery of the boss that you died to, so I think it is easy to see that there is a disconnect between developer intentions and how a player will approach that.

This issue of repetition, while not super abhorrent you’re first time through, would become exponentially worse on repeat playthroughs. This is why I am so hesitant to return to Viewtiful Joe, because I don’t know if mastering the combat is worth the monotony.

Before I finished, there were things I liked about Viewtiful Joe, so I figured I would backload this ‘review’ with what I enjoyed.

I love the visuals of this game. The artstyle is one of the best I’ve seen. It consistently impressed me how good it looks, which is especially impressive considering its 20 years old. All the colors pop, the character designs are fantastic, it really all feels cohesive in this department. The animations are so well designed, focusing on key poses to accentuate the fighting, and then seamlessly flowing between more poses. The way the camera functions in conjunction with the Zoom ability to highlight Joe’s actions really gives the ability its own unique flair, and the game is full of more little touches like this that go a long way. Viewtiful Joe is a visual feast all around, and might be the aspect of the game I enjoyed the most.

I really liked the presentation of Viewtiful Joe. The cheesy story, characters and writing were all cheesy in a good way, which is something that I don’t find often. The voice acting was really good, especially paired with some of the animations. When Joe sticks his tongue out and cackles, or decides to go full anime protagonist and poses, it really builds his character. He’s just a goofy guy that watches too much media, and the game leans into it. This extends to other characters of course, but this review is already getting long, so I’ll cut it there.

I do like the grading system a lot. It’s not needlessly complicated, the three core aspects are essentially fight well, don’t take damage, and do it fast. A lot of games I find obscure this information, so I enjoyed seeing it be so transparent, especially considering how core it is to the design of this game.

That about concludes my thoughts on VIewtiful Joe. It was a game that I definitely had a lot to say about, which at least means it made an impression on me. I don’t have nearly as much to say, positively or negatively, about most AAA games nowadays, and for that I found it refreshing. It's a game with its own identity, as a cartoon mashup of beat 'em up and character action games, and for the most part, I think it succeeds. I do wish it wasn’t so frustrating in some aspects, and I don’t know how much it will hold up on replay, and yet I think it won me over by the end.

Viewtiful Joe is as remarkable now looking backwards as it was in 2003 looking forwards. In 2003, it felt like a bizarre comic book beat em up, a spiritual successor of sorts to Comix Zone with a wackier heart and much more fleshed out mechanics and replayability. 20 years later, Viewtiful Joe feels like equal parts a premonition and a diversion. Director Hideki Kamiya previously redefined the action genre with the 2001 masterpiece Devil May Cry, but with this successor he seems to switch gears entirely to a 2D beat-em-up that lacks the obvious elegance that Devil May Cry had. Looking ahead to 2009's Bayonetta, though, and it becomes incredibly clear just what a step forward Viewtiful Joe was for him not just in terms of mechanical polish, but in terms of the overall refinement of the packages he set out to deliver as a game director.

The most obvious evolution from Devil May Cry actually exists outside of both its aesthetics and its combat mechanics: The Ranking System. Devil May Cry would score you during combat based solely on your moment-to-moment performance, with a hotbar that changed as you played. If you were using a lot of moves and avoiding damage, your letter grade increased. If you were doing poorly or playing it safe, it would stay low. Individual battles did not award rankings, and only at the end of the stage were you given a cumulative score based on playtime, items used, deaths suffered, and so on. Viewtiful Joe evolves this system beautifully, with every individual encounter awarding you a score for three separate factors: your time taken to complete the encounter, the damage you took during it, and how many points you got for dishing out damage and using your abilities. This makes every section of a stage much more thrilling. Devil May Cry, being a Resident Evil-like, often re-filled rooms full of enemies and had you do the same encounter multiple times based on your traversal. Viewtiful Joe, to put it bluntly, doesn't fuck around. It has set battles, set puzzles, set setpieces, and that's it. If you're an experienced player, you know going in exactly what you're up against and how to accomplish those tasks. Devil May Cry frequently tasked the player with tricky platforming and then punished them with repeated battles if they were a hair off on their jumps. Because Devil May Cry only grades the player at the end of chapters, a single flubbed jump could mean multiple additional minutes of playtime and many more opportunities for taking damage. Viewtiful Joe deals no such spades, you simply play the level and move forward until it's complete. Even the tricky platforming and annoying sequences in this game (and there are many!) are challenges in their own right, and not challenges that punish you with tedious repeat challenges if you fail them. Unless you die. And you will.

Viewtiful Joe remains as agonizingly difficult in 2023 as it was in 2003. Most enemies are pretty simple, but the game delights in throwing combinations of annoying enemies and boss fights at you, as well as surrounding you with environmental hazards at pretty much all times. It doesn't take a whole lot of damage for Joe to die, and the game's cruelest trick by far is its Lives systems. If you run out of lives, you're knocked back to the last checkpoint. Period. Lives are rare to find in-game and cost a good chunk of change in the shop to purchase, and you can't just hop into the shop willy-nilly. If you make it to the end of a stage and get stuck on the final section and lose your last two lives, sorry chump. Replay the whole stage. It's not entirely unforgiving however - the game lets you keep all of the V-Points you earned during your failed attempt, meaning you can head into the shop and buy new abilities or extra lives before setting out into the meat grinder again. Devilishly, the game doesn't allow you to save before boss fights - Only at the start of a stage and at the mid-chapter checkpoint. And boss fights are BRUTAL in Viewtiful Joe, often long slugfests that demand practical perfection from its players. And the mandatory boss rush at the end of the game? May well be the most difficult mandatory boss rush in the history of video games. Wind Waker this ain't.

Mechanically, Viewtiful Joe is splendid. The VFX system only has a few tricks, but they're all good ones. Slow-Mo is your bread and butter, and its constant use here was clearly the primary mechanical inspiration for Bayonetta. It's another instance of the game feeling like a premonition for the action game masterpieces that Kamiya followed it up with, and while the rest of the VFX powers aren't nearly as fun to use, they're no slouches in the utility department. Mach Speed allows you to move at twice the speed you normally would, and attacking enemies in this state causes little Viewtiful Joe clones to appear and attack other elements onscreen, destroying background objects to spawn health items or even damaging other enemies or minibosses. Do this long enough and Joe will catch fire, setting every enemy he attacks on fire and also making him immune to fire damage. I thought this was a pretty cute but meaningless detail until it suddenly became necessary for beating one of the final bosses, a brilliant deployment of a mechanic that had up until then been only subtly encouraged. Zoom is probably the least effective move for traversal, only being useful for solving a few late-game puzzles, but it's devastating in combat, allowing for some incredibly damaging techniques. All in all, Joe feels pretty mechanically fleshed out. He's no Bayonetta or Gene, or even Devil May Cry 1 Dante, but the 2D perspective and short length of the game mean he doesn't have to be. He feels deep and rewarding enough to master that the avid player who wants to earn Rainbow V's on every stage can feel awesomely powerful by putting in the time and effort to learn him.

It's not all rainbow colored roses, though. Due to its 2D perspective, Viewtiful Joe suffers harder than most action games do to the age old problem of the camera. The camera is often fairly zoomed in on the action, so whenever you're moving to an area that isn't currently onscreen there's a pretty high likelihood that an enemy is preparing (or currently using) an attack that you just cannot see. I lost track of the amount of times I got absolutely demolished by attacks that I could not have possibly dodged because a bomb was about to explode somewhere on a ledge below my character that I dropped onto without knowing anything was there. And in a game this unforgiving, that kind of damage adds up. It leads to the game feeling even more frustrating than the developers intended, and it can seriously wear you down. In that regard, I would probably call it Kamiya's most difficult game.

I would also call it his worst. But that's saying a lot, because Viewtiful Joe is still better than most modern action games. I'd put it a hair above 2023's Hi-Fi Rush, even. Kamiya's understanding of the action genre and the variety of challenges tasked to the player makes it a constantly engaging and rewarding playthrough, at least when it's not beating the tar out of you. In 2023 it's just as good a game as it is fascinating a document of the progression of the action game genre during a period where it was probably at its experimental peak. Coming only 2 years after Devil May Cry and 2 years before Resident Evil 4 and God Hand, it's very easy to lose track of Viewtiful Joe amidst all the other action classics of the time. But a middle step is still an important step, and there's more than enough buried in here to make it worth playing for any fan of action games.

Looked pretty great and all, I just never got into it.

Viewtiful Joe is a stylish, cel-shaded superhero beat-'em-up brimming with personality. Its unique VFX powers allow you to manipulate time, unleashing devastating combos and dazzling special effects. The quirky humor and over-the-top action create a thrilling, challenging experience. While the difficulty might be daunting for casual players, Viewtiful Joe's striking visuals, addictive gameplay, and pure sense of fun make it a cult classic for action game enthusiasts.

another game that suffered from not being as popular as it should because of awful release times. this game is peak still

i watched my older brother play this when mom wasn't home

can you imagine if his name wasnt actually joe how fucking funny thatwould be.

This one has such a unique art style. I had it pretty late into the GameCube's lifecycle, so I don't remember it entirely, but I remember having fun! The time-manipulation mechanics are great.

very charming and a fun kamiya/platinum game as usual. the music gets annoying after a bit, as does the combat though.

I tried, I failed, I gave up.

Viewtiful Joe has been a game I've wanted to play since I first saw its advertisements back in the early 2000's. It has so much style, oozes cool, and just gives off a vibe that my teenage boy brain wanted to play so badly. Unfortunately, I never got to experience Joe's adventures at the game's launch and now, many years later, I can't even beat the first level...

As much as I wanted to love and adore Viewtiful Joe I just suck at this game and abandoned it to play other things. Sorry Joe.

me and the bad bitch i pulled by being autistic

Viewtiful Joe is a constant balancing act. It's mostly a fun, creative beat em up. The mechanics of slowing and speeding up time are unique and well executed for combat and platforming. Add this on top of creative presentation, and the first three stages are a tightly paced and fun time. But unfortunately, a lot of the game's tough-but-fair gameplay can get dragged down by some obnoxious design choices that really start to crop up the further into the game you get. Sometimes enemies will hit you from off screen. Sometimes you need to make blind jumps. Sometimes you have to fight the same enemy with way too much health over and over. Sometimes the boss you're fighting has an annoying pattern that they use over and over. Not to mention the completely needless boss rush stage, which is capped off by a pretty terrible fight. It's unfortunate, because it takes what could have been a fantastic game down to just a good one.


Such a splendid and stupidly fun game (can get quite tough as well). Has an engaging combat system and the use of slowmotion through VFX coupled with meter management was a rather interesting one. Soundtrack and level design were really good with its certain standouts. Maybe a few hiccups here and there (like some timed sections) and checkpoint system not being for the faint of heart. And, while the last stretch was some challenging stuff, it was also hard for me to quit playing. Consistent goodness.

It's Hideki Kamiya and Capcom firing on all cylinders, with an incredibly challenging, massively replay-able, and damn near perfect action game.

Get's progressively better as you do

I fucking love stylish action games, so get your dolphin or pscx2 and get to it.