Jojos Bizarre Adventure
JBA is a 2D fighter based on the premise that these supernatural hipsters have psychic powers that manifest themselves into external familiars called "Stands." This is such a cool concept because your character dishes out different attacks depending on whether your Stand is active or dormant. Aside from the usual fighting engine staples (air recovery, guard canceling, etc.), JBA features a "tandem attack" system that allows you to buffer in as many moves as possible while summoning your Stand. As it is, the game is easy to get into, but will take a quite a bit of work to attain levels of expertise. More importantly, JBA is incredibly fun, over-the-top entertainment. This game exudes mad stylistics; everything from character design and animation, to the way it borrows from manga's (Japanese comics) visual techniques to emphasize violence and melodrama. Unfortunately, the U.S. version suffers from a little censorship: Blood has changed from red to white, and the final villain "DIO" dies "offscreen" instead of getting cut in half and exploding in a red mist of glory. Strangely, other more risque graphics involving women fighters remain unmolested. Mahrahia has a move that involves grabbing her tits, while Midler's Stand resides in her...um, private area. You've never seen anything like JBA before. It's excellent.
If wilder, less serious 20 fighting games (like DarkStalkers) are more your bag of tea, then you have to check out Jojo's. This thing is 100 percent pure Japanese outrageousness. It's quite fun too, but I wouldn't say it's a terribly deep game (each character only has a small handful of moves). Don't be too enticed by the "two games in one" selling point--you won't be playing jojo's 1 too much with jojo's 2 on the same disc.
Bizarre is the most appropriate word to describe this game. But underneath it's ridiculous exterior is a fairly involved and fast-moving fighting game filled with a number of modes, an extremely unique quest mode and cast of characters, as well as a complex fighting system. And while I enjoy the weirdness factor in )oo, and can certainly appreciate its complexity, I'm not a big fan of the game itself. Certainly it's well-made, but all in all, it's just not for me.
Bizarre...is exactly what this game is. Based on a popular manga series in Japan, the combat is unlike anything I've ever seen in a Capcom game. The whole concept of Stands leads to some interesting play mechanics, coupled with some of the weirdest characters ever to grace a fighting game. The violence and some of the bizarre-ness has been toned down a bit from the Japanese version, but this is still one of the best fighting games on the DC.
Download Jojos Bizarre Adventure
Jojo's Venture,based on a Japanese cartoon, is Capcom's latest entry into the fighting-game fray. Instead of another promising Street Fighter spin-off like Darkstalkers, jojo's innovations fatally turn against it; this is one of the strangest and downright-whacked brawlers in recent memory. Being bizarre isn't a bad thing (remember Aggressors of Dark Kombat?), but jojo's forgot to add a crucial ingredient to this witches brew: fun.
Oh No, Its JoJO!
Ten characters populate jojo's dojo, the most popular of which are a scantily clad belly dancer who makes cars erupt and a small dog who pees in your face. Most of the other characters look like street thugs and are distinguishable only by their names.
Jojo's biggest innovation is its new Stand attack feature, which, with the press of a button, enables you to animate another character other than your fighter to help you in battle. Some of these characters, like the freaky-looking Midlers High Priestess, work with your fighter. Other characters, such as Avdol's Magician's Red, you can completely control while your main character is immobile.
As for controls, the game uses four buttons: three attack buttons and one button to activate your Stand attack buddy. Street Fighter vets will immediately take to the game as most of JoJo's moves are derived from SFs half- and quarter-circle joystick motions and charge moves. All the characters are limited to very few special moves (three at the most) and even fewer super moves. But unlike the finely tuned SF games, JoJos characters are hardly balanced--some fighters can pulverize an opponent by repeating the same cheesy attacks (for example, D'bo's virtually unstoppable pal, Ebony Devil).
Speaking of cheap, wait until you meet the final boss, Iced. Instead of a fair one-on-one battle, you're forced to dodge an unblockable giant ball that he throws at you, then scramble to hit him when he briefly materializes.
Hit the Road, JoJoi
JoJo's could be considered an interesting misfire. Unfortunately, while the developers, Capcom, threw in everything (including the kitchen sink), they forgot make the game fun. JoJo's is a no-no.
- In a one-player game, some stages require you to travel from point A to point B while taking a limited number of hits.
- When fighting Iced, pop him once, then retreat to the opposite side of the screen. After he's hit, Iced turns Into a ball and flies across the screen at you. Avoid him-you can't block or counter his attack.
Although JoJo's uses the same CPS-III graphics hardware as Street Fighter III, there's not much to look at The backgrounds are bland and the sprite graphics frequently distort into big pixels.
The sound effects and music are clean and easy to hear, but it's not enjoyable listening. All the music selections are variations on the same theme--and an annoying one at that.
The various special moves are simple to execute. However, combos are basically nonexistent, while the super combos are stiff and unresponsive.
JoJo's has some interesting half-baked ideas, but they never come together. Ultimately, we're left with a boring and limited fighting game that isn't fun to play.