Note: This review contains spoilers for JoJo’s Bizarre Adventure Part 3: Stardust Crusaders
JoJo’s Bizarre Adventure by Hirohiko Araki may be more well-known now than
ever before, but the earliest attempts to bring the series over to the US
generally flew under the radar. The first of these attempts was the US release
of the JoJo’s Bizarre Adventure fighting game, based on Stardust Crusaders,
on PlayStation and Dreamcast in 1999. It released to fairly good reviews, but
didn’t seem to sell that well, considering secondhand copies go for at least
$90. We had missed the opportunity to get the 2012 PS3 port, JoJo’s Bizarre
Adventure HD Ver., before it was delisted in 2014 and even though emulated
versions of the game exist, we bought a physical Dreamcast copy when we
actually saw it so that we could have the most authentic experience. Now that
we’ve finally had the chance to play such an expensive game, I can say that it’s
very fun, but I wish it didn’t have to cost as much as it does.
One thing to note right away is that the
Dreamcast version of this game is actually two games within the same package, JoJo’s
Venture and JoJo’s Bizarre Adventure. As such, this review will
cover the complete package while noting the major differences between the two
games. Due to the series’ history of renaming characters to get around international
copyright laws, I will also mainly use the original Japanese names of the characters,
but make a note of the localized names (in parentheses).
JoJo's Bizarre Adventure on Dreamcast is actually a package deal. |
The story is based on the third part of JoJo’s
Bizarre Adventure, Stardust Crusaders. A Japanese teenager named
Jotaro Kujo has gained a mysterious supernatural ability known as a “Stand”. His
grandfather, Joseph Joestar, explains that his Stand was awakened by the resurrection
of the Joestar family’s archenemy, a vampire named DIO. Jotaro’s mother, Holly
Kujo, gains a Stand she can’t control that puts her life in danger. To cure
her, Jotaro travels with Joseph to Egypt to find and defeat DIO once and for
all.
While the story is generally faithful to
what’s presented in the manga, it’s also fairly compressed due to the size of
the character roster. Additionally, different characters will have their own
liberties taken so that their stories include a certain number of fights. As
such, playing through multiple stories allows you get a different perspective on
the events and going in with a familiarity of the story can be rewarding. Someone
looking for a perfectly accurate adaptation through one character’s point of
view won’t find it here, but that’s okay, as some of the altered story paths
can be fairly entertaining in their own right.
Speaking of faithfulness, this game is a
visual treat, with eye-catching artwork lifted directly from the manga and colorful
sprites that perfectly capture the spirit of the unique and diverse cast of
characters. One notable exception is Midler, who received a complete redesign,
by Hirohiko Araki himself, compared with her mostly unseen manga counterpart.
Backgrounds are also rendered to help each location feel unique from one
another. The animations are incredibly fluid and feature plenty of small
details that fit each character, including pulsating lights, while allowing
attacks to feel like they have the right weight. I also noticed an instance of
3D effects, specifically when Hol Horse performs one of his Super moves, that,
while a little dated, breaks the fourth wall in a rather impressive way. When
characters are defeated by a Super move, the background will also change to show
an illustration from the manga, but altered to reflect the type of move that
defeated them.
Midler received a (canon) redesign for this game. |
The music is also fantastic, with unique
themes for each character that match them very well and are pretty memorable even
outside the game. A couple that stand out the most are the themes for Alessi
and Devo, though one other piece I liked was the one that plays during a scripted
encounter with N’Doul and during the scene where Jotaro and co. find DIO’s
coffin.
Combat is fairly straightforward, but has
unique touches to reflect the source material and add a new spin to fighting
games. The controls are simple, with three buttons for light, medium and heavy
attacks and a fourth button that turns the character’s Stand on and off.
Stands are actually where the combat
derives most of its depth. Depending on the character’s individual Stand,
activating them augments the User’s offensive and defensive capabilities for
the duration, which can occasionally include enhancements such as double
jumping. Having a Stand active also allows access to different special moves or
alters the behavior of others. For instance, when Jotaro attacks, his Stand, Star
Platinum, will appear and attack independently of Jotaro, allowing him to freely
move about. When Star Platinum is activated, however, the two will move
together and the special attacks will deal more damage. It’s also possible to “release”
certain Stands and control them independently of the User, but the User can’t
move, leaving them vulnerable to attack.
One crucial aspect, however, is that any
damage dealt to the Stand is also dealt to the User. This adds an element of
risk to using Stands, especially since plenty of attacks put some distance
between the Stands and their Users. Tying into this, the player has to keep of track
of not just their Vitality and Super Combo gauges, but also a Stand gauge,
which depletes the more damage a Stand takes while active. If this gauge
depletes, a Stand Crash will occur, temporarily paralyzing the User and leaving
them completely wide open for any attack. The Stand gauge refills over time,
but only if the Stand isn’t active. If two moves of the same intensity occur simultaneously
and collide, it will initiate a “Blazing Fists” match, prompting both players
to mash the attack buttons to see who will win the duel and deal damage.
The biggest advantage to Stands is the
fact that they’re unique to each character, giving them wildly different
offensive and defensive options. This includes characters who have a more passive
Stand, like Hol Horse’s gun Stand, Emperor, that introduce special mechanics. Depending
on the individual characters for different strategies opens up a good amount of
depth and allows players to adjust their approach when fighting against different
characters. Like in the series, it’s not necessarily the ability of the Stand,
but how the User wields it.
When there are characters with similar Stands,
like Jotaro and DIO, there’s still some variety in their playstyles and the
behaviors of their moves. In their case, Jotaro is more focused on delivering quick
and powerful blows while DIO is more focused on misdirection and has the
ability to teleport.
Jotaro and DIO are similar, but have vastly different strategies. |
With such strategic depth, it’s
fortunate that the move lists aren’t very lengthy and are fairly easy to
memorize. Since the game was developed by the same team as the Street
Fighter III series, special moves are simple button combinations similar to
the Street Fighter series and use the same visual language. This helps
make the characters easy to pick up and still leave room for different skill
ceilings.
I’ll also mention that the disc has its
own Option menu where you can adjust different settings for the two games included.
If you’re looking to set things like the difficulty, number of rounds, damage
output, time limit and the starting amount of the Super Combo gauge, you’ll
have to go through here. There are also additional audio and visual options, as
well as the ability to alter the controls. You’ll also have to use the main
screen of the disc to manually save your progress in either game, including
unlockables.
Both games are also compatible with the
Jump Pack, which you can insert into the Dreamcast controller to add rumble. I
highly recommend playing this way, as it adds a sense of power when Stands are
activated and increases the weight behind Stand Crashes. On a very minor
note, the VMU will display the JoJo logo while playing.
Now that I’ve described the JoJo’s
Bizarre Adventure package in general terms, let’s dive into the individual
games.
The first game, JoJo’s Venture,
is a port of the 1998 arcade game, known originally as JoJo’s Bizarre Adventure
in Japan. It includes 13 playable characters, including three secret unlockable
characters: Jotaro, Joseph, Polnareff, Kakyoin, Avdol, Iggy (Iggi), Devo (D’Bo),
Chaka (Chaca), Midler, Alessi (Alessy), DIO, Proud Lineage Joseph (JoJo) and
Shadow DIO. There are also four playable modes: Arcade, Versus, Training and
Survival.
As far as the different modes are
concerned, it’s fairly standard fighting game fare. Arcade is basically the
Story mode, Versus allows two players to go head-to-head and Training acts as a
practice space against a CPU opponent with adjustable behavior. Survival stands
out, as the player fights an infinite wave of CPU opponents until they lose; Vitality
refills between each match and Super Combo is maintained.
What makes JoJo’s Venture stand
out, then, is the presentation. The character select screen is reminiscent of a
comic book, with characters taking up differently-sized panels and some onomatopoeia
for flair. Different moves may also cause onomatopoeia to appear onscreen and
illustrations from the manga occasionally pop in. There’s also very catchy
music, Japanese voice acting and backgrounds that fit with each character. I noticed
that the background stage is chosen at random, but since there are no gimmicks
between them it doesn’t really matter.
One thing to note is that it’s possible
to change the colors of the character you select, but this is determined by
which button you press when you make the selection. For example, if you’re someone
like me who likes to play using the default colors, then you’d press X.
The other game, JoJo’s Bizarre Adventure, originally released in 1999 as JoJo’s Bizarre Adventure: Heritage for the Future in Japan, is a port of the updated version of JoJo’s Venture. It includes eight new playable characters, including four new secret unlockable characters: Hol Horse, Pet Shop (Petshop), Mariah (Mahrahia), Vanilla Ice (Iced), Anubis Polnareff (Black Polnareff), Rubber Soul (Robber Soul), Khan (Kan), Hol Horse & Boingo (Hol Horse & Voing) and Fearless Kakyoin (New Kakyoin). As a side note, it was also the sixth and final game released for the CPS-3 board in the arcade.
The other game, JoJo’s Bizarre Adventure, originally released in 1999 as JoJo’s Bizarre Adventure: Heritage for the Future in Japan, is a port of the updated version of JoJo’s Venture. It includes eight new playable characters, including four new secret unlockable characters: Hol Horse, Pet Shop (Petshop), Mariah (Mahrahia), Vanilla Ice (Iced), Anubis Polnareff (Black Polnareff), Rubber Soul (Robber Soul), Khan (Kan), Hol Horse & Boingo (Hol Horse & Voing) and Fearless Kakyoin (New Kakyoin). As a side note, it was also the sixth and final game released for the CPS-3 board in the arcade.
Compared to the base game, this updated
version feels far more substantial and has a significantly upgraded presentation.
The announcer sounds more enthusiastic, the VS screen is flashier and the Start
screen has more oomph, not to mention the expanded character roster. To accommodate
all of the characters, the character select screen now overlays two manga
volumes and gives each character their own panel. Additionally, the HUD (or
Cockpit as the pause menu calls it) is cleaner and has new graphics.
The playable modes have also received an
upgrade. Selecting Arcade now shows Daniel J. D’Arby, who gives you the option
between playing a Story mode or the new Challenge mode, which replaces Survival
and operates a little differently. You now fight through a set number of
characters instead of an infinite number and you get to choose between whether
your Vitality or Super Combo gauge refills between rounds; you’re also scored
based on your overall performance. There’s also a new unlockable Alessi mode, which
allows you to set special conditions where players control the characters as
children during a match.
Daniel J. D'Arby now shows up when you select Arcade. |
I noticed a specific change made to the
Challenge mode that felt more dramatic than the original Survival. Instead of
displaying a character portrait between rounds to indicate who you’re fighting,
the screen turns black and the opponent’s theme starts playing. Play enough
times and you can eventually figure out who your opponent is just from the
theme, which creates a stronger emotional reaction while also making the music
overall more memorable.
Since JoJo’s Bizarre Adventure is
an update to the original, there are some balance tweaks made for each
character, which includes subtle but significant changes to the behaviors of
certain moves. These changes are more noticeable if you play JoJo’s Venture
and JoJo’s Bizarre Adventure back to back like I did for this review.
Though the character roster is much
larger compared to the original, it’s somewhat disappointing that most, if not,
all of the newly unlockable characters are glorified joke characters. They’re generally
weaker than their original counterparts and while they do receive the proper
amount of attention to help differentiate them with interesting playstyles and fit
within the lore, none of them are really going to win you a fight. One example
that immediately comes to mind is Hol Horse & Boingo, who has a Super that,
while humorous, takes way too much time to play out for the damage it actually
deals.
JoJo's Bizarre Adventure has a sizeable roster. |
While I do have a lot of fun when
playing the game, there are a few blemishes that are hard to ignore. The difficulty
varies depending on how you set it in the Option menu and whether you select
the Normal or Easy control scheme (the latter allows you to activate special
moves with a single button press), but Vanilla Ice is almost always a tough
fight as a boss character. He can use his Stand, Cream, to disappear, seemingly
always when you’re about to hit him, and launches an unblockable attack from
offscreen. While these attacks are telegraphed, some are very difficult to dodge
depending on where your character is standing. He also has two Super Combos
where he attacks from offscreen in a pattern, but this pattern is random and you’re
unsure which Super he’s using until it actually starts, since they have the
same opening animation. On top of this, Vanilla Ice’s attacks can hit like a
truck and his Supers can hit multiple times if you’re not careful.
The player can overcome Vanilla Ice if
they learn how to effectively dodge his attacks and learn to attack and try to Stand
Crash him the very second that he reappears. However, from my own observations,
it’s objectively more difficult to defeat him as Joseph, solely due to his
hitbox. To elaborate, when Joseph kneels, his body still sits higher than other
characters. This makes him susceptible to Vanilla Ice’s attack from the middle
of the screen, an attack that every other character is able to dodge by kneeling.
It got so bad that I ended up switching to Easy controls to cheese the win just
so I could actually unlock Proud Lineage Joseph.
There’s also a very notable issue with
character balancing within the JoJo’s Bizarre Adventure update. Out of
all the characters, Pet Shop is easily the most powerful, likely by accident
while trying to stay true to the series. Like Iggy, he has a smaller hitbox,
which makes hitting him more difficult. Unlike Iggy, however, Pet Shop can fly
without any sense of fatigue, meaning he can hug the top of the screen and
still get off attacks. He even has an infinite, though it’s hard to pull off
without significant practice. Due to such a significant oversight on the
developer’s part, we personally soft banned Pet Shop after playing with him a
couple times and I wouldn’t be surprised if anyone else picking this game up
immediately did the same.
Pet Shop is too powerful. |
One other, perhaps minor, issue relates
to the character select screen. More specifically, it feels impatient, since
after 30 seconds (we timed it) the game locks in your decision whether you’re
ready or not. This isn’t so bad in JoJo’s Venture, where the roster is fairly
small, but with the complete roster of 22 characters in JoJo’s Bizarre
Adventure, and how the secret characters are accessed, it occasionally doesn’t
feel like enough time. It would probably help if they had at least included a visible
timer on that screen. Also, the text was sometimes hard to read during the
story due to the specific blue used to render it.
There’s also one piece of legacy trivia
worth bringing up. The current Japanese voice actor of Vanilla Ice, Sho Hayami,
actually first voiced the character in this game. To put that in perspective, that’s about 17 years between the release of JoJo’s Venture (1998) and the character’s
appearance in the “The Mist of Emptiness, Vanilla Ice” three-parter in the Stardust
Crusaders: Battle in Egypt anime (2015).
Taking the two games individually, the JoJo’s
Bizarre Adventure update is the superior version of the game, with a vastly
improved presentation and a variety of interesting characters with unique
abilities that add their own layer of strategic depth. As a whole, JoJo’s
Bizarre Adventure is a fun, not to mention good, fighting game on the
Dreamcast that manages to stand the test of time and still be fun over 20 years
later. If you can afford the surprisingly high price tag to add this to your
physical collection, I’d say it’s worth every penny. Fans of the JoJo’s
Bizarre Adventure franchise will instantly find something to like about
this game, but I’d say that even someone going in completely blind like those
in 1999 can still have a good time just on the mechanics and presentation
alone.
No comments:
Post a Comment