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REVIEW VIEWTIFUL JOE: RED HOT RUMBLE |
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PUBLISHER
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CAPCOM
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DEVELOPER
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CLOVER STUDIOS
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GENRE
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BEAT-'EM-UP
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PLAYERS
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1-4
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PRICE
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£29.99
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RELEASE DATE
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OUT NOW
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Red Hot Rumble is an incredibly fun title,
and what’s more its rather wacky nature
lends itself extremely well to the pick-upand-
play world of portable gaming. It all
really depends on
how much aspirin
you’re willing to
consume.
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SCORE
28/APR/06 |
82% |
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In the Play office, where the magic really
happens, people share their iTunes
playlists via a network system. It means
that lazy sods don’t have to bring in their
own music and other people can show how
cool they are by having a playlist that includes
nothing but really trendy tracks from some
Scottish rock act. Luke Smith’s playlist,
‘Bossed’, is fairly agreeable on the whole,
with some Bob Dylan and Bruce Springsteen
acting as the notable highlights – nothing too
adventurous, but enough going on to warrant
a listen. It’s biggest asset though, is how it
works as a perfect antidote to a couple of
hours play on, Viewtiful Joe: Red Hot Rumble,
the single busiest, most hectic beat-’em-up
we’re ever likely to play on PSP.
You’ll forgive our long-winded intro, as after
playing the aforementioned game we were
inspired to at least try and be original. Rather
than do what is fast becoming typical by just
porting one of the extremely energetic and
challenging Viewtiful Joe platformers from
PS2, Capcom’s Clover Studio has come up
with something different. It’s a beat-’em-up,
sure, but one that still feels like the previous
Viewtiful Joe games. You can slow down
time, go to mach speed, traverse platforms,
pick up power-ups, kick barrels about...
y’know, stuff you aren’t usually able to do in
a straight fighter. Of course, we wouldn’t be
doing our jobs properly if we didn’t say that
it owes quite a chunk to both the excellent
Power Stone and Nintendo’s Super Smash
Bros Melee (the last remark shall be stricken
from the record), but
even with that in mind,
Red Hot Rumble still feels
remarkably new. There are
a few reasons for this...
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The term ‘stunning’
is often bandied around without much
consideration, but for Red Hot Rumble it truly
fits. Amping up the already-sharp style of the
franchise, Clover Studio has really achieved
something here, with your eyes constantly
forced to bravely shield your brain from a
terrific use of colour and animation. From the
naturally fun opening intro, to the monotone
loading screen, from the manic menu to the
insanity of the competition, the game whizzes
and whirls its way around some tremendous
presentation with commendable pizzazz and
an inexorable variety. The PSP will no doubt
one day have games with better graphics,
indeed they might already exist, but we doubt
any will ever look as good as this.
Perhaps the most impressive part of the
game is how Clover Studio has managed to
so successfully marry the unique style of the
Viewtiful Joe franchise to a similarly unusual
type of game, it never feeling anything less
than completely natural. Even before now
the story and characters of Viewtiful Joe
have really stood out, but here they take on
a life of their own, enriching the game with
their funky sensibilities and brazen attitudes.
The previous games’ narratives, revolving
around our hero getting sucked into a movie
starring his idol Captain Blue, have certainly
ensured that the quirkiness of Joe himself
has been well communicated, but Red Hot
Rumble’s central premise of having a variety
of superpowered types (Dante included)
audition to be the next Captain Blue means
that so much more personality is injected
into the title – something crucial to a game
that relies a lot on charm alone. Combine
this with the hundreds of throwaway
delightful elements and phrases that litter
the game and you’ve got something that
can cut a smile right across your face.
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There are a vast amount of modes in
Red Hot Rumble – notably a multi-player
one, which is where the longevity will
inevitably stem from – but really, aside
from the minimal Trial mode, they’re just
different ways to play the same game. Not
necessarily a bad thing, as the game has
more than enough on offer to keep you
interested. Each ‘audition’ is broken down
into three or four scenes wherein you’re
either competing against other wannabe
heroes in a straight fight, gem-collecting,
platform-jumping, bad-guy-bashing, or,
well, something else that should feel a bit
peculiar but isn’t. All the action happens at
such an incredible rate; you start wondering
how you’re ever expected to keep up,
but due to some intuitive controls and
some clear objectives, you get used to the
remorseless insanity surprisingly quickly. It
can be challenging stuff as well, sometimes
frustratingly so, but
the bite-sized sections
always mean that an
end is in sight, and
the kinetic gameplay
guarantees you won’t
mind getting there
at all.
Concessions have been made though,
and unfortunately the excellent ’Joe combat
we’ve come to know-and-love has been
substituted for a diluted, lighter version, and
whilst the game is good fun to play there is a
lack of depth here. Add that to the fact that
its thoroughly hectic nature will leave your
head pounding for a week, and it becomes
a slightly less appealing title than it might
have otherwise been. Still, that won’t stop
us recommending such a light-hearted and
amiably boisterous title – just make sure
you can hack onto the Play iTunes network
once you’re done.
Aaron Asadi
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