GioGio's Bizarre Adventure

GioGio's Bizarre Adventure, known in Japan as JoJo no Kimyō na Bōken: Ōgon no Kaze,[lower-alpha 1] is an action-adventure video game developed and published by Capcom for the PlayStation 2 on July 25, 2002 in Japan. It is based on Golden Wind, the fifth part of Hirohiko Araki's manga series JoJo's Bizarre Adventure. The player controls characters from the manga, and fight enemies in 3D environments using both physical attacks, and special combination moves performed by spirit-like "Stand" characters released from the player character's body.

GioGio's Bizarre Adventure
Cover art, featuring Giorno and Mista, and the Stands Sex Pistols and King Crimson
Developer(s)Capcom
Publisher(s)Capcom
Artist(s)Hirohiko Araki
Composer(s)Mitsuhiko Takano
SeriesJoJo's Bizarre Adventure
Platform(s)PlayStation 2
Release
  • JP: July 25, 2002
The Best
  • JP: September 20, 2009
Genre(s)Action-adventure
Mode(s)Single-player

To recreate the art style used in the manga, Capcom developed a graphics technique called Artistoon, with which the game renders cel-shaded graphics; additionally, Araki's art was featured in the game. Capcom planned to release the game in North America and Europe, but after delays, it ended up not getting released outside Japan. Critics praised the game's visuals and presentation, commenting on how it recreated the look of the manga well, while the gameplay was met by mixed opinions.

Gameplay

A battle, in which Bucciarati (right) uses his Stand to attack Giorno (left).

GioGio's Bizarre Adventure is an action-adventure game in which the player duels against enemies in 3D environments,[1] controlling several characters who each have their own sets of moves:[2] Giorno Giovanna, Bruno Bucciarati, Guido Mista, Narancia Ghirga, Pannacotta Fugo, Leone Abbacchio, and Trish Una.[3] The battle system includes physical attacks such as kicking and punching, and the ability to dodge attacks by rolling;[4][5] physical attacks are performed through a single-button input, and can be chained into a combination attack by pressing repeatedly.[5]

Additionally, the player can release a spirit-like "Stand" character from the player character's body,[2] through which they can perform special combination moves, which are more powerful.[4] The Stands require energy to be used, which is drained whenever the Stand itself gets hit by an enemy, but recharges over time. Battles differ depending on the layout of the arena they are fought in, as well as the Stand abilities of the opponent: for instance, Bucciarati can use his Stand, Sticky Fingers, to create zippers in the walls, and enter holes within to avoid attacks. When the player wins a battle, they receive points and are graded based on their performance, which unlocks items in the game's art gallery mode. The game uses 3D and 2D cutscenes, which come in the form of exposition between battles, and slow-motion, mid-battle cutscenes,[5] such as one showing the player's Stand punching out the enemy's teeth.[4] In addition to fighting, the player has secondary objectives they can fulfill in the different levels.[6]

Development and release

Series creator Hirohiko Araki provided artwork for the game.

GioGio's Bizarre Adventure was developed by Capcom. It is based on Golden Wind, the fifth part of Hirohiko Araki's manga series JoJo's Bizarre Adventure, and features artwork by Araki.[2][7] To recreate the art style of the manga, Capcom developed a technique called Artistoon, which is used to render cel-shaded graphics.[4] Capcom published the game in Japan on July 25, 2002 for the PlayStation 2, with a budget-priced re-release following on September 20, 2007.[8]

Capcom also announced North American and European releases of the game,[5][9] and showcased it at the 2002 edition of the annual Electronic Entertainment Expo (E3).[2] The North American version was to be titled JoJo's Bizarre Adventure, while the European version was announced to be titled GioGio's Bizarre Adventure in August 2002.[9] This change in naming was on the request of Araki, who wanted an Italian spelling in order to stay true to the title character. The game was shown at Sony Computer Entertainment Europe's PlayStation Experience expo in August 2002, and was available for the public to play.[10] At E3 2002, it was announced for an October 2002 release in the West,[2] but was delayed to December 2002, and then again to February 14, 2003.[11] By May 2003, it had not been released outside Japan, and was not listed as part of Capcom's game lineup for E3 2003, leading Eurogamer to speculate that the Western release had been cancelled.[12] An English fan translation was released in 2018, however.[13]

Reception

Reception
Review score
PublicationScore
Famitsu31/40[14]

George Walter from the Official UK PlayStation 2 Magazine thought the gameplay felt "samey", but said that the creative use of various kinds of Stands prevented the game from feeling repetitive.[4] David Smith at IGN thought the game seemed like a "rather basic action experience", with a set of offensive moves that felt limited, and said that while it at first is fun to use Stand abilities, the novelty of it eventually fades. He still considered it a "must-buy" for people who like the manga, but otherwise not something one would want to import a Japanese copy of immediately.[5]

Critics enjoyed the game's visuals.[2][4][5][6][8][15] Entertainment Weekly's Adam B. Vary thought the game did a good job at recreating the look and feel of the original manga.[15] Walter called the game's visuals "gorgeous" and "striking", and thought that they were what would get people from places where the manga had not yet become popular interested in the game.[4] Eurogamer's Tom Bramwell described the visuals as distinctive, and at times reminiscent of Jet Set Radio.[1] Smith called GioGio's Bizarre Adventure among the most faithful manga-to-video game adaptations he had seen, praising the 3D recreation of the manga's artwork, and said that its use of effects such as speed lines and visual katakana sound effects made it feel familiar. He noted that the environments looked "a little crude" and with blurry textures if one looked at details up close, but that they looked impressive from a distance.[5] Reviewers at Famitsu also enjoyed how the game reproduced the look of the manga in 3D, but noted that the presentation of the story felt insufficient for people who have not read the Golden Wind manga, and that it seemed mostly targeted towards people who already were fans of JoJo's Bizarre Adventure.[8]

Notes

  1. Japanese: ジョジョの奇妙な冒険 黄金 (おうごん)旋風 (かぜ), "JoJo's Bizarre Adventure: Golden Wind"
gollark: You probably can't verify "actual-person-ness" without some sort of centralized authority... unless you have some kind of convoluted web of trust mechanism but I'm sure that could be abused horribly.
gollark: Centralized bad.
gollark: Yes, exactly.
gollark: What people would *like*, I suppose, is "each actual person gets some fixed amount of coins per day", but there's no way to enforce that cryptographically.
gollark: Yes, I agree, although the alternative seems to be pretty much be "burn electricity and computing power for new stuff".

References

  1. Bramwell, Tom (2002-08-24). "ECTS 2002 - Capcom". Eurogamer. Gamer Network. Archived from the original on 2017-03-13. Retrieved 2017-03-13.
  2. "E3 2002: Jojo's Bizarre Adventure". IGN. Ziff Davis. 2002-05-22. Archived from the original on 2017-03-13. Retrieved 2017-03-13.
  3. ジョジョの奇妙な冒険 黄金の旋風 (Manual) (in Japanese). Capcom. 2002-07-25. pp. 16–22.
  4. Walter, George (September 2002). "Take a Stand!". Official UK PlayStation 2 Magazine. No. 24. Future plc. p. 52.
  5. Smith, David (2002-07-25). "Jojo's Bizarre Adventure". IGN. Ziff Davis. Archived from the original on 2017-03-13. Retrieved 2017-03-13.
  6. Gerstmann, Jeff (2002-05-24). "E3 2002: Jojo's Bizarre Adventure impressions". GameSpot. CBS Interactive. Archived from the original on 2016-04-10. Retrieved 2017-03-13.
  7. "Jojo's Bizarre Adventure Ads". IGN. Ziff Davis. 2002-07-15. Archived from the original on 2017-03-13. Retrieved 2017-03-13.
  8. "ジョジョの奇妙な冒険 黄金の旋風 まとめ [PS2]". Famitsu (in Japanese). Enterbrain. Archived from the original on 2017-03-12. Retrieved 2017-03-12.
  9. Perry, Douglass C. (2002-08-29). "ECTS 2002: Capcom Booth Report". IGN. Ziff Davis. Archived from the original on 2017-03-13. Retrieved 2017-03-13.
  10. "ECTS 2002: The PlayStation Experience". IGN. Ziff Davis. 2002-08-30. Archived from the original on 2017-03-13. Retrieved 2017-03-13.
  11. Bramwell, Tom (2002-12-11). "Capcom revises dates". Eurogamer. Gamer Network. Archived from the original on 2017-03-13. Retrieved 2017-03-13.
  12. Reed, Kristan (2003-05-02). "E3 2003: Capcom's line-up". Eurogamer. Gamer Network. Archived from the original on 2017-03-13. Retrieved 2017-03-13.
  13. Jojo's Colored Adventure Team (2018-10-20). "It's Here!". Facebook. Facebook. Archived from the original on 2018-10-20. Retrieved 2018-10-10.
  14. プレイステーション2 - ジョジョの奇妙な冒険 黄金の旋風. Weekly Famitsu (in Japanese). No. 915. Enterbrain. 2006-06-30. p. 93.
  15. Vary, Adam B. (2003-02-07). "First Look". Entertainment Weekly. Time Inc. Archived from the original on 2017-03-12. Retrieved 2017-03-12.

This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.