JoJo's Bizarre Adventure: Eyes of Heaven
JoJo's Bizarre Adventure: Eyes of Heaven (ジョジョの奇妙な冒険 アイズオブヘブン, JoJo no Kimyō na Bōken Aizu Obu Hebun) is a tag team fighting game based on the JoJo's Bizarre Adventure franchise, developed by CyberConnect2 and published by Bandai Namco Entertainment exclusively for the PlayStation 3 and PlayStation 4.
The game features 52 playable characters (53 with first print bonus), ranging from Phantom Blood to JoJolion. It was announced in the January 15, 2015 issue of Famitsu and was presented at Jump Festa 2015. A demo was presented at Jump Festa 2015 with 7 characters: Joseph Joestar, Caesar Zeppeli, Rudol von Stroheim, Jotaro Kujo, Noriaki Kakyoin, Josuke Higashikata, and Diego Brando. It was released afterwards on PSN for PS4 only.[3]
The game was released on December 17, 2015 in Japan, June 28, 2016 in North America, and July 1, 2016 in Europe.[2]
Gameplay
Overview
Eyes of Heaven is a 3D action brawler, described as Stylish Tag JoJo Action (スタイリッシュタッグジョジョアクション, Sutairisshu Taggu JoJo Akushon), set in relatively large arenas based on locations in the JoJo's Bizarre Adventure manga.
The format of the game involves four characters in a 2 vs 2 battle. Players may pick a single character to control as well as a second character that may be controlled by either a CPU or a second human player if playing online to fight the enemy team. While the game allows for four players to battle each other in teams online, there is no local multiplayer.
Jotaro Kujo and his Part 4 self, Enrico Pucci and his New Moon form, and Diego Brando and Alternate Diego cannot team up with each other.
Basics
During a match, each team has to deplete the enemy team's health gauges first before the end of the round. Characters have three health gauges which are depleted in succession until the character is "Retired", and knocked out of the fight. Offensively, the characters have access to basic attacks and their own special skills. For basic attacks, all characters have Normal Attacks used to string basic combos, a Powerful Attack used to knock opponents away or deliver strong finishers to Normal Attack combos, and a slow but unblockable Takedown Attack unleashed when Powerful Attack is held, delivering a red-flashing strike that crumples targets and leaves them open to follow-up attacks.
Special skills usually take the form of unique, powerful abilities that can initiate larger scale attacks and inflict greater damage to opponents, but can also prepare/provide a number of advantages and bonuses when used. Each character usually has one skill they can occasionally perform that has notably more potent effects or damage compared to others, but also a greater cooldown. All special skills are subject to cooldowns during which a character cannot perform them again, though various buffs can increase cooldown speed. Certain skills have cooldown gauges that also serve to display secondary elements, such as how many times a skill can be used before being placed on cooldown, and the length of an effect or enhanced state.
Defensively speaking, a player can either put up a guard that blocks attacks to greatly reduce the damage taken and potentially counter, or dodge in any cardinal direction with a fast but short Quickstep. Aside from evasion, Quickstepping can also be used to cancel out of attacks or certain skills in order to extend ground combos, or interrupt an unsafe maneuver. Jumping can also be used to cancel out of combos in a similar manner. While putting up a guard is generally the fastest and safest defensive option and does not expend stamina, it has an innate durability indicated by the color of the guard gradually shifting from white to yellow to red. If too much guard damage is sustained in a short period of time, a Guard Break will occur, leaving the defender completely vulnerable for a few seconds and unable to act. Guards are also vulnerable to the aforementioned Takedown Attacks, which function as the game's equivalent to "throws".
All characters (except Alt. World Diego & N'Doul) possess the ability to Homing Dash, allowing them to charge forward or toward their lock-on targets in short bursts at the cost of stamina in order to quickly close distance. Upon making contact, the target will stagger as if hit by an attack, which combined with the ability to cancel out of Homing Dashes using Normal Attacks (known as "Homing Dash Attacks"), grant a relatively easy method of starting combos. Homing Dashes can also be used to create distance and escape danger.
Each time a health bar is depleted, it will "Break", and the character is temporarily knocked down before being able to resume fighting, permanently preventing them from restoring health past that point but also granting them temporary invincibility and therefore a chance to recover. For some characters, special effects may take place when they reach certain health levels.
Below the health gauge is a stamina gauge that displays how much a character can take action within a given period of time. Actions such as Quickstepping, Homing Dashing, jumping, and executing skills deplete stamina, and stamina is generally lost at a much faster rate than it is regenerated. Once empty, the stamina gauge will turn red and characters are unable to execute any actions aside from Normal and Powerful attacks, and guarding for a brief period until the gauge refills completely. Jump-canceling combos also depletes a very large portion of the stamina gauge, and holding a Homing Dash rapidly drains stamina beyond the initial cost in exchange for extending its distance. While stamina will slowly recover on its own, standing still also greatly increases the regeneration rate (though guarding will inversely slow it down). Certain passive skills on specific characters deplete stamina while active, and some even require a full gauge to even use. In all, the presence of stamina is both a deterrent for haphazard aggression and a means to limit a given character's ability to maintain an overbearing offensive, such as reckless Quickstepping or Homing Dashing.
Style Actions
All characters possess a Style Action, a singular special ability that predominantly acts as their main skill or unique gimmick, and is often representative of their Style and abilities as a fighter. For some characters, such as Rudol von Stroheim or Koichi Hirose, a Style Action takes the form of core abilities integral to their playstyle; for others such as Jotaro Kujo or Giorno Giovanna, their Style Actions may take the form of limited-use, tremendously powerful abilities that accessorize or augment their skill set without being necessary to function. While all Style Actions have little commonality, as their roles and utility differ between the playable characters, they ultimately share the trait of being important in how every fighter operates in combat when used to their full potential.
Advanced Mechanics
If a character is hit from behind, it is registered as a Backstab, increasing the damage dealt to them. Similarly, if a character is interrupted with an attack while they themselves are attacking or in the middle of a combo, a Combo Breaker will occur and grant an amount of Dual Heat Gauge to the offender.
Other abilities available to all characters are a Flash Burst and Flash Cancels, which are signified by a purple light and two smaller green lights by the player character's portrait, respectively. A Flash Burst will cause the character to pose with a 'burst' of light, breaking them out of enemy combos by granting them invincibility and sending attackers flying; Flash Cancels instantly cancel a character's attack, including special skills, in order to open up more opportunities to extend combos. When a Flash Burst or Cancel is used, there is a long cooldown before they can be used again.
Both teams have a Dual Heat Gauge with six different sections that fill when dealing or taking damage, using special skills and abilities, or performing other tasks such as destroying stage objects. When one section of the gauge is filled, a team can activate a Dual Combo (デュアルコンボ, Dyuaru Konbo), entering a timed state where all stats are given a boost (attack damage, defense, movement speed, cooldown speed, etc). During a Dual Combo, the team can fill a special gauge by landing attacks on the enemy team before the timer runs out in order to perform a special cinematic Dual Combo Finish, further damaging opponents whilst restoring some health as a bonus reward. When three sections are filled, a team can then perform Dual Heat Attacks (デュアルヒートアタック, Dyuaru Hīto Attaku), causing the characters to pose before charging forward, cloaked in a red aura. If the charging character successfully connects with an opponent, a special cinematic joint attack will initiate, dealing massive damage to the target. Each time the Dual Heat Gauge is filled completely, it will reset but become more difficult to fill each time. Certain match-ups contain special animations and dialogue between two characters, mostly between allies in the form of unique, fully animated and cinematic Dual Heat Attacks. However, these have no effect on gameplay aside from altering the angles and distance opponents are sent when struck by a DHA.
Moreover, the battle arena contains interactive items the characters can freely use for a number of goals. These include objects that can be thrown or trapped depending on the character, and stage-specific gimmicks such as knocking enemies down onto spikes to deal bonus damage and resting at a cafe to replenish health. Among the many stage objects are destructible red boxes containing temporary power-ups, such as attack and defense boosts, instantaneous cooldowns to all abilities, and even Dual Combo and DHA charges.
Soul Succession
When a member of a team is Retired, their partner will be powered up to balance the number disadvantage under a Soul Succession (also referred to as "Inherited Will" in some descriptions). Soul Successions grant the character in question an extra purple health bar that will slowly deplete over time, and incredible power-ups to movement speed, skill cooldown speed, and attack damage, as well as super armor when attacking. All unused Dual Combo charges are unavailable for the rest of the match, while charges of Dual Heat Attacks are converted into Soul Succession charges. However, in rare scenarios where both fighters are defeated at the exact same time, no Soul Succession will occur and the match will end immediately.
Exclusively in 2v2 online mode, when a player is Retired on either team, that character becomes a "Vision" who cannot receive or deal any further damage, and is only allowed access to one skill from their movelist and no other attacks. Whenever a Vision receives or lands an attack, the respective target is temporarily knocked down, allowing the Vision only to disrupt players on the other team.
Battle Styles
Like in All-Star Battle, characters are categorized by Battle Styles which change how each character plays in the game, as well as their different strengths and weaknesses. "Ripple User" (波紋使い, Hamon-tsukai), "Vampire" (吸血鬼, Kyūketsuki), "Mode" (
Also new in Eyes of Heaven is that characters that were previously classified in All-Star Battle as having one Battle Style but displayed abilities of another are now classified as having two Battle Styles. For example, Old Joseph Joestar is now classed as both a Ripple User and a Stand User, while in the previous game he was only classified as a Stand User who happened to have Ripple-based abilities and attacks as well.
Cast
Voice Actor(s):
Masashi Sugawara
Voice Actor(s):
Ayako Kawasumi
Voice Actor(s):
Taketora
Voice Actor(s):
Tamio Ohki
Voice Actor(s):
Hiroaki Tajiri
Voice Actor(s):
Itaru Yamamoto
Voice Actor(s):
Keiji Hirai
Voice Actor(s):
Masaru Suzuki
Voice Actor(s):
Kenji Nomura
Voice Actor(s):
Hidetoshi Nakamura
Voice Actor(s):
Yutaka Nakano
Voice Actor(s):
Katsumi Cho
Voice Actor(s):
Shinji Kawada
Takuya Kirimoto
Voice Actor(s):
Ikue Ohtani
Voice Actor(s):
Masaya Onosaka
Voice Actor(s):
Banjo Ginga
Voice Actor(s):
Junichi Suwabe
Tsutomu Kashiwakura
Voice Actor(s):
Ryō Hirohashi
Voice Actor(s):
Yuko Sato
Voice Actor(s):
Bin Shimada
Voice Actor(s):
Kazunari Tanaka
Voice Actor(s):
Taiki Matsuno
Voice Actor(s):
Daisuke Matsubara
Voice Actor(s):
Miho Hino
Voice Actor(s):
Makoto Naruse
Misa Watanabe
Asami Imai
Hisao Egawa
Voice Actor(s):
Taiten Kusunoki
Voice Actor(s):
Kazuya Nakai
Voice Actor(s):
Takuma Terashima
Voice Actor(s):
Shinya Fukumatsu
Voice Actor(s):
Kenji Nojima
Voice Actor(s):
Tatsuhisa Suzuki
Voice Actor(s):
Norihisa Mori
Voice Actor(s):
Akira Ishida
Voice Actor(s):
Takaya Kuroda
Voice Actor(s):
Naoya Uchida
Voice Actor(s):
Hiro Shimono
Yasunori Masutani
Voice Actor(s):
Takako Honda
Voice Actor(s):
Junko Kitanishi
Voice Actor(s):
Ryoko Shiraishi
Voice Actor(s):
Kosuke Toriumi
Voice Actor(s):
Takaya Hashi
Voice Actor(s):
Tamotsu Nishiwaki
Voice Actor(s):
Akeno Watanabe
Voice Actor(s):
Takashi Kondo
Voice Actor(s):
Hirofumi Nojima
Voice Actor(s):
Mitsuru Ogata
Voice Actor(s):
Hoko Kuwashima
Voice Actor(s):
Yasuhiko Kawazu
Voice Actor(s):
Kazuhiro Yamaji
Voice Actor(s):
Megumi Toyoguchi
Voice Actor(s):
Hiroko Yasumoto
Voice Actor(s):
Ken Narita
Voice Actor(s):
Taku Yashiro
Voice Actor(s):
Eri Kitamura
Voice Actor(s):
Jurota Kosugi
Voice Actor(s):
Saori Hayami
Voice Actor(s):
Yuka Iguchi
Voice Actor(s):
Masaya Matsukaze
Voice Actor(s):
Sota Arai
Voice Actor(s):
Kanehira Yamamoto
Voice Actor(s):
Satoshi Tsuruoka
Voice Actor(s):
Sayaka Hirao
Voice Actor(s):
Shunsuke Kanie
Toru Okawa
Story Mode
The game features an original storyline supervised by Hirohiko Araki[4] and centers around a major timeline and universal interference within the JoJo universe affecting characters across all arcs, as well as the Saint's Corpse Parts.
The Story Mode includes a level system and ability tree for each character, and each playable character levels up using XP earned from Story Mode battles and missions, up to Lv. 50. Characters are originally available within the Story Mode with an incomplete set of techniques and lowered stats. These parameters can be unlocked by fighting with them and using the point rewards gained from levels to unlock a technique or improve the character's various stats in the tree. Stats such as health and attack strength automatically grow upon a character leveling up, and require no points.
Aside from recovering skills and abilities that were otherwise already available to the character as part of their core moveset, the ability tree also features upgrades granting exclusive enhancements not available in the standard Free Battle. Among these upgrades are reducing stamina consumption, reducing the cooldown on Flash Bursts and Flash Cancels, and increasing the effectiveness and duration of abilities beyond their normal limit. As a result, playable characters are functionally inferior to their Free Battle counterparts at Lv. 1, but eventually grow to surpass them in all areas when the tree is complete. <tabber> Chapter 1= Chapter 1: Stardust Crusaders (Stardust Crusaders, Stardust Crusaders) }}
|Stands|
}}
Non-Playable
Stages
Stages are designed as large, dynamic 3D environments with varying altitudes. Much like All-Star Battle, most contain gimmicks, hazards, and situation finishes. When a certain Situation Finish is performed on the correct character on the corresponding stage, a colored manga panel is displayed.
Joestar Mansion (ジョースター邸, Jōsutā-tei)
- Stage Gimmick 1: Zombies may grab any combatant near a broken window, inflicting damage and leaving the victim open to attacks.
- Stage Gimmick 2: Throughout the match, fire will slowly break out within the mansion, inflicting gradual damage on those caught in the blaze.
- Situation Finish: The defeated combatant is thrown onto the statue of the goddess of love, recreating Dio's first defeat.
Air Supplena Island (エア・サプレーナ島, Ea Sapurēna-tō)
- Stage Gimmick: The spikes on the stage inflict gradual damage to all combatants except Ripple users (while they have Ripple Gauge remaining) and immortal characters (vampires and Pillar Men). If a combatant is knocked onto the spikes, they will take considerable damage.
Nightmare World (
- Stage Gimmick: Death Thirteen occasionally appears and attacks the players. The Stand has a health bar of its own, and can thus be attacked and temporarily banished by combatants.
Cairo Rooftops (カイロ市街屋上, Kairo Shigai Okujō): Cairo
- Stage Gimmick: If a combatant is knocked into the neon "AIR" sign, each letter of the sign will independently malfunction and fall forward, dealing additional damage to the victim and anybody underneath.
- Situation Finish: The defeated combatant is sent crashing into a water tower, recreating Kakyoin's death scene. If Kakyoin himself is the combatant in question, the manga panel showing his death appears, and his body remains for the rest of the match.
Morioh (杜王町, Moriō-cho)
- Stage Gimmick 1: Certain characters may ride Rohan's motorcycle and perform offensive maneuvers on it, allowing for surprise attacks and quick traversal of the map. The bike can otherwise be picked up and thrown as an explosive, inflicting heavy damage and setting the target area on fire.
- Stage Gimmick 2: Café Deux Magots serves an espresso or other refreshment to any combatant who stops by at the glowing table, restoring their health.
- Situation Finish: The last defeated combatant finds themselves in Ghost Girl's Alley, where the hands of the dead drag them off into the unknown, recreating Yoshikage Kira's final defeat.
Boyoyoing Cape (ボヨヨン岬, Boyoyon Misaki): Morioh
- Stage Gimmick 1: Combatants that fall off the cliff are bounced across the stage to safety by Echoes ACT2's onomatopoeia, similarly to how Koichi saved Yukako.
- Stage Gimmick 2: Bouncing onomatopoeia created by Echoes ACT2 can bounce combatants to various locations around the stage.
- Stage Gimmick 3: Sizzling onomatopoeia created by Echoes ACT2 can damage and knock back combatants who touch it, potentially into other onomatopoeia. They will also attract Kira's Sheer Heart Attack if it strays too close.
Naples Station (ネアポリス駅, Neaporisu Eki): Naples
- Stage Gimmick 1: Prosciutto will occasionally patrol the area, attacking anyone who comes near him with The Grateful Dead. Prosciutto's presence also slows all mortal combatants down to a walk due to his Stand's aging ability. Ice trays found scattered around the stage can nullify the aging effect. Prosciutto has a health bar of his own, and can be attacked and defeated by combatants.
- Stage Gimmick 2: Once Prosciutto is defeated, Pesci will occasionally exit the train and attempt to snare combatants with Beach Boy. Any combatant caught by Pesci's hook will be left vulnerable to opponents and may eventually be slammed into the side of the train.
Colosseum (コロッセオ, Korosseo): Rome
- Stage Gimmick 1: Mr.President's key can be found somewhere within the stage. Any combatant who picks it up can enter the wandering Coco Jumbo, restoring their health and healing any status ailments.
- Stage Gimmick 2: Chariot Requiem occasionally appears and causes any who enter its range to fall asleep, leaving them vulnerable to attacks. Requiem's accompanying light source will linger behind a random combatant, frequently switching between combatants. Destroying the light source will temporarily banish Requiem.
Green Dolphin Street Prison (G.D.st 刑務所, Gurīn Dorufin Sutorīto Keimusho)
- Stage Gimmick 1: Money can be found scattered across the stage. If a combatant gathers enough money, they can pay Gwess to have Goo Goo Dolls shrink their opponents. Shrunken characters take more damage, move slower, and are unable to attack or guard, but are able to enter grates throughout the map in order to teleport and escape attackers.
- Stage Gimmick 2: Emporio frequently appears in various trash cans around the stage and offers his hand, allowing combatants to teleport between trash cans via Burning Down the House.
- Stage Gimmick 3: Limp Bizkit occasionally summons an invisible zombie alligator onto the stage, attacking anyone in its way. The alligator has its own health bar and can be defeated.
Cape Canaveral (ケープ・カナベラル, Kēpu Kanaberaru): Kennedy Space Center
- Stage Gimmick: After some time has passed, the gravity of the stage shifts, turning the stage sideways and completely changing the playable area.
Rocky Mountains Village (ロッキー山脈麓の村, Rokkī-sanmyaku Fumoto no Mura)
- Stage Gimmick: Dinosaurs created by Scary Monsters roam the stage and may attack combatants. They have their own health bars and can be defeated with ease.
Higashikata House (東方家, Higashikata-ke): Morioh
- Stage Gimmick: Tsurugi occasionally opens the hatch to the house's basement and allows a combatant to rest there, restoring their health and healing any status ailments.
- Cairo Overpass:
The overpass where Jotaro Kujo defeats DIO. A section of the bridge is destroyed, and an overturned oil tanker blocks the other side. The stage serves as the backdrop for the first battle in Story Mode, but is otherwise inaccessible. - Cairo Streets and Cairo Airport appear in cutscenes during the game's Story Mode. These locations cannot be selected or used as battlegrounds.
- Philadelphia Coastline appears in cutscenes during the game's Story Mode. This location cannot be selected or used as a battleground.
- Cairo Overpass (Over Heaven Space):
The overpass where Jotaro Kujo defeats DIO in the original universe. Heaven-Attained DIO transports this overpass into Over Heaven Space for his final battle against Jotaro and Jolyne. Having been ripped from its proper universe, portions of the road are torn off and suspended in midair as platforms. The stage serves as the backdrop for the final battle in Story Mode, but is otherwise inaccessible. - An empty variation of Over Heaven Space appears in cutscenes during the game's Story Mode. This location cannot be selected or used as a battleground.
Trophies
Gallery
Expand/Collapse All
Soundtrack
The game's soundtrack was composed by Chikayo Fukuda.
Unused Content
All-Star Battle Sequel
- The game may have originally been intended to be a sequel to All-Star Battle, as a few unused files in the game's data and the main folder directory for sound effects and music are titled "ASB2" and "All-Star Battle Project".
- DIO's original Great Heat Attack from ASB with his road roller model was left intact, as well as files for his GHA's unique interaction with Jotaro despite the attack no longer appearing in Eyes of Heaven.
- Some characters have new voices recorded for Stand Clashes (Rush Mode) which was featured in ASB, but is not a feature in Eyes of Heaven.
- All characters have unused cut-in reactions of them looking shocked. These appeared in ASB after Joseph's "Next you're going to say..." counter-taunts, but this technique is not in EoH.
- The streets of Cairo was going to be an additional playable stage like the stage featured in ASB, rather than only the rooftops of buildings in Cairo. The Philadelphia Coastline from ASB is also mentioned in the files, but only appears in Story Mode.
Characters, Costumes, and Stages
- An interview details the process that went into deciding what characters to feature in the game, with the developer saying that there were 160 characters put up for consideration and the list was gradually narrowed down to the 52 that made it into the game.[5]
- Leone Abbacchio made it into beta testing, but there were difficulties in making Moody Blues viable in gameplay, particularly with how they planned on making it replay other characters' attacks. His model remains in the game and he appears in an image in the credits of the story mode.
- Ringo Roadagain, Tarkus, Bruford, various denizens of Morioh, and others were also considered as characters.
- Prosciutto has a separate model in the same folder as playable characters in addition to the model that appears in the Naples Station stage, suggesting that he might have been intended to be playable.
- The Inspector from Phantom Blood as well as King Nothing and Yotsuyu Yagiyama from JoJolion have unused models.
- Unused panels similar to stage hazards and gimmicks can be found in the game files for Norisuke Higashikata IV and Yotsuyu Yagiyama, hinting at a possible scrapped stage gimmick involving their encounter in the Norisuke Higashikata, Tsurugi Higashikata, and Yotsuyu Yagiyama (story arc).
- Part 6 Jotaro has several unused voice clips and interactions with other characters within the game's data, suggesting he was intended to either be an alternate costume for Part 4 Jotaro or a separate character altogether. There is also an unused image of his shocked face which all the other characters have, including Tequila Joseph and Weather Report (Wes Bluemarine).[6] In the actual game, he only appears in an image in the credits. Unlike Abbacchio, his model is not included in the game's data.
- The special Heritage for the Future outfits for Jotaro and Polnareff from All-Star Battle were not included. In ASB, their filenames were "3jtr51" and "3pln21". In the data of Eyes of Heaven, the filenames for the new costumes for Jotaro and Polnareff do not replace these numbers but come after them. For example, after "3pln11", the next outfit for Polnareff is "3pln31" rather than "3pln21".
- Similarly, Pannacotta Fugo's outfit from Purple Haze Feedback was removed in Eyes of Heaven. It was previously named "5fgo11", but the costumes in EoH skip from "5fgo01" (regular) to "5fgo21" (new costume of his younger appearance).
- All characters have voices for GoGoGo Finishers recorded despite the mechanic only appearing in the first and second demos of the game for a small number of characters, before being removed in the full game.
- Several unique voice lines of characters reacting to their partner getting Retired in battle are included in the files, but only a few can be heard in the game.[7]
- A few generic battle intros and unique interactions for some characters were not used.
- Costumes up to "Special Costume O" were listed. The character with the highest amount of costumes in game is Jolyne, who only has up to "Special Costume H".
- There is a model for an Ogre Street stage from Phantom Blood.
Modes and Gameplay
- There are voice files of the narrator saying "2P Wins", "3P Wins", and "4P Wins", suggesting that either a free-for-all mode and-or local multiplayer was planned. A glitch in the second demo activated split screen with proper tracking of the characters as well.
- Customize mode was going to have a section for Visions, which suggests the player may have been able to choose the skill they are permitted to use as a Vision, or customise it visually in some way (this is also possibly a leftover from ASB or something similar, which also had a feature named "Visions" present in its campaign mode). The player may have also been able to customize the battle interface and BGM.
- It would have been possible to select the song that plays for each character.
- The BGM section lists "Stand Original Story" and "Anime Theme Songs".
Localization
- Lisa Lisa is listed as being born in 1988 in one of the Glossary entries, despite her being born around 1888. In the original Japanese game, it is correctly listed as 1888.
- In Jean Pierre Polnareff's Ability Tree, there is a typo saying Style Action: "Hermit Purple!" effect Time Extension when instead it should say "Off comes the Armor!"
- Originally Stroheim's default outfit was the Nazi uniform, with the cyborg one being his alternate. Over in the West, the Nazi costume has been completely removed and his default outfit is now the cyborg one.[8]
- In the Support Items shop, the "A burning rock is falling from the sky and heading straight toward me..." item, which has the effect of nullifying the extra damage received from Combo Breakers, contains a major error listing its description as "Earn 2x JoJo Points after the battle."; This effect belongs to the "I'm in the prime of my life right now! Ehee hee!" item.
Trivia
- The game's cover is a homage to the cover of the seventeenth volume of the series. Moreover, several character postures directly reference artwork and other famous drawings by Araki.
- CyberConnect2's CEO, Hiroshi Matsuyama, stated the game will have no paid DLC or microtransactions after the criticism of All-Star Battle's Campaign Mode.[4]
- Joseph has a model without Caesar's headband for story mode, but it is not usable in any other modes.
- In the Japanese version of the game, Emporio's Chicago Cubs shirt has the iconic bear replaced with a gorilla. Meanwhile, in the international release, any reference to the baseball team was removed.
See also
- All-Star Battle
- Heritage for the Future
- GioGio's Bizarre Adventure
- Phantom Blood (PS2 Game)
- Eyes of Heaven Tournament
References
- ↑ JoJo’s Bizarre Adventure: Eyes of Heaven launches June 28 in the Americas
- ↑ 2.0 2.1 BANDAI NAMCO Europe's tweet
- ↑ JoJo’s Bizarre Adventure: Eyes of Heaven demo hits PS4 in Japan
- ↑ 4.0 4.1 Ultra Jump August 2015
- ↑ Ultra Jump 2016 Issue 1: Interview with Hiroshi Matsuyama
- ↑ Unused Part 6 Jotaro Content
- ↑ Partner Death Interactions (& Unused Voices)
- ↑ https://www.youtube.com/watch?v=zZtCvrNpkPA