You are on page 1of 4

GioGio's Bizarre Adventure

GioGio's Bizarre Adventure, known in Japan as JoJo no Kimyō na Bōken: Ōgon

GioGio's Bizarre Adventure
no Kaze,[a] 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 Vento Aureo, 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

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.

Contents Cover art, featuring Giorno and

Mista, and the Stands Sex Pistols
Gameplay and King Crimson
Development and release
Developer(s) Capcom
Publisher(s) Capcom
Artist(s) Hirohiko Araki
External links Series JoJo's Bizarre
Platform(s) PlayStation 2

Gameplay Release JP: July 25, 2002

Genre(s) Action-adventure
GioGio's Bizarre Adventure is an
action-adventure game in which the Mode(s) Single-player
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]
A battle, in which Bucciarati(right)
uses his Stand to attack Giorno(left). 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 dif
ferent levels.[6]

Development and release

GioGio's Bizarre Adventure was developed by Capcom. It is based on Vento Aureo, 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 titledJoJo'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
Series creator Hirohiko Araki
title character. The game was shown at Sony Computer Entertainment Europe's PlayStation
provided artwork for the
Experience expo in August 2002, and was available for the public to play.[10] At E3 2002, it game.
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]

George Walter from the Official UK PlayStation 2 Reception
Magazine thought the gameplay felt "samey", but said Review score
that the creative use of various kinds of Stands
Publication Score
prevented the game from feeling repetitive.[4] David
Smith at IGN thought the game seemed like a "rather Famitsu 31/40[13]
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

Critics enjoyed the game's visuals.[2][4][5][6][8][14] Entertainment Weekly's Adam B. Vary thought the game did a good job at
recreating the look and feel of the original manga.[14] 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 Vento Aureo manga, and that it seemed mostly targeted towards people
who already were fans ofJoJo's Bizarre Adventure.[8]

a. JoJo no Kimyō na Bōken: Ōgon no Kaze(Japanese: ジョジョの奇妙な冒険黄金の旋風, "JoJo's Bizarre Adventure:
Golden Whirlwind")

1. Bramwell, Tom (2002-08-24). "ECTS 2002 - Capcom"(
Eurogamer. Gamer Network. Archived (
les/ects2002_capcom)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 (
22/e3-2002-jojos-bizarre-adventure)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. p. 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"(
e). IGN. Ziff Davis. Archived (
ojos-bizarre-adventure)from the original on 2017-03-13. Retrieved 2017-03-13.
6. Gerstmann, Jeff (2002-05-24). "E3 2002: Jojo's Bizarre Adventure impressions"(
3-2002-jojos-bizarre-adventure-impressions/1100-2867896/) . GameSpot. CBS Interactive. Archived (https://web.arch
2867896/) from the original on 2016-04-10. Retrieved 2017-03-13.
7. "Jojo's Bizarre Adventure Ads"( IGN. Ziff Davis.
2002-07-15. Archived (
zarre-adventure-ads) 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]" (
8049). Famitsu (in Japanese). Enterbrain. Archived (
.famit the original on 2017-03-12. Retrieved 2017-03-12.
9. Perry, Douglass C. (2002-08-29)."ECTS 2002: Capcom Booth Report"(
2002-capcom-booth-report). IGN. Ziff Davis. Archived (
com/articles/2002/08/29/ects-2002-capcom-booth-report)from the original on 2017-03-13. Retrieved 2017-03-13.
10. "ECTS 2002: The PlayStation Experience"(
nce). IGN. Ziff Davis. 2002-08-30. Archived (
s/2002/08/30/ects-2002-the-playstation-experience)from the original on 2017-03-13. Retrieved 2017-03-13.
11. Bramwell, Tom (2002-12-11). "Capcom revises dates"( Eurogamer.
Gamer Network. Archived (
6972) from the original on 2017-03-13. Retrieved 2017-03-13.
12. Reed, Kristan (2003-05-02)."E3 2003: Capcom's line-up"(
3). Eurogamer. Gamer Network. Archived (
articles/news020503capcome3)from the original on 2017-03-13. Retrieved 2017-03-13.
13. "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.
14. Vary, Adam B. (2003-02-07)."First Look" ( Entertainment Weekly. Time
Inc. Archived ( .com/article/2003/02/07/first-look-2/)from the
original on 2017-03-12. Retrieved 2017-03-12.

External links
Official website (archived July 13, 2002)(in Japanese)

Retrieved from "


This page was last edited on 24 January 2018, at 00:23.

Text is available under theCreative Commons Attribution-ShareAlike License ; additional terms may apply. By using this
site, you agree to the Terms of Use and Privacy Policy. Wikipedia® is a registered trademark of theWikimedia
Foundation, Inc., a non-profit organization.