It was 2003. Capcom was basically on fire, but in a good way. They were taking massive risks with the "Capcom Five," a series of GameCube exclusives meant to redefine the company. Among them was Viewtiful Joe, a neon-soaked, cel-shaded love letter to sentai tokusatsu films. It was stylish. It was hard as nails. But when the game eventually made its way to the PlayStation 2 in 2004, Capcom decided to sweeten the deal with something that, frankly, felt like a fever dream at the time: they put Dante from Devil May Cry in the game as a fully playable character.
This wasn't just some low-effort skin or a palette swap. It was a complete overhaul.
Honestly, it’s easy to forget how weird this felt. In the early 2000s, crossovers weren't the ubiquitous "multiverse" events they are now. Seeing the Son of Sparda shrinking down to chibi-sized proportions to punch out robots in a 2D side-scroller was an event. It was the kind of thing you'd read about in a magazine and think it was a prank. But it happened, and it actually worked remarkably well because the DNA of both franchises—style, precision, and a certain brand of cocky arrogance—was identical.
The PlayStation 2 Port That Changed Everything
When the GameCube version of Viewtiful Joe launched, it was a critical darling but a bit of a niche hit. It had that "PlatinumGames" energy before Platinum even existed (it was developed by Clover Studio, led by Hideki Kamiya). When the PS2 port was announced, Nintendo fans felt a bit betrayed, but PS2 owners got the last laugh because they got Dante.
The story explanation for Dante showing up is hilariously thin, which fits the vibe perfectly. Basically, Dante and Trish are at the movies, and Dante gets sucked into Movieland just like Joe did. That’s it. That is the entire narrative justification. It doesn’t need more. Once you unlock him, the game replaces Joe with Dante in every cutscene, and Capcom actually went to the trouble of re-writing the dialogue to fit Dante’s personality.
Instead of Joe’s "Henshin-a-go-go, baby!" we got Dante’s signature swagger. The interaction between Dante and Captain Blue is gold. You’ve got this legendary demon hunter treating a movie superhero like a weird old man, and the game just leans into the absurdity. It’s a masterclass in how to do a guest character without breaking the immersion of the world, even if that world is a literal movie screen.
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How Dante Actually Plays in Viewtiful Joe
If you’ve played Viewtiful Joe, you know the VFX Powers are the core of the game. Slow, Zoom, and Mach Speed. You might think Dante would just use these the same way Joe does, but Clover Studio added some subtle tweaks that made him feel like he was ripped straight out of Devil May Cry 1.
First off, his weapons. Instead of Joe’s punches and kicks, Dante uses Force Edge and his twin pistols, Ebony and Ivory. His Mach Speed power is particularly cool because instead of just creating after-images, he starts glowing with purple electricity, mimicking his Devil Trigger. He doesn't have a "V-Watch"; he just has his own innate demonic power.
His gameplay style is slightly more aggressive. Because he has a sword, his reach is different. His guns allow for some ranged chip damage that Joe can't really replicate in the same way. But the real kicker? The difficulty. Playing as Dante is generally considered "Hard Mode" by the community. He takes more damage than Joe, and his VFX meter drains at a different rate. You can't just mash your way through. You have to play with the same "Smokin' Sexy Style" precision that Devil May Cry demands.
Why This Crossover Matters More Than You Think
You have to remember who directed these games. Hideki Kamiya directed the original Resident Evil 2, then he directed Devil May Cry, and then he moved on to Viewtiful Joe. To him, Dante wasn't just a corporate mascot; he was his "son." Putting Dante in Joe’s world was a way for Kamiya to bridge his two greatest creations.
- It proved that the "Stylish Action" genre could work in 2D.
- It set the stage for later crossovers like Marvel vs. Capcom 3.
- It gave Viewtiful Joe a second life on a more popular console.
There’s a specific kind of magic when a developer isn't afraid to poke fun at their own legacy. In one of the boss fights, Dante faces off against Alastor—who is a literal living sword in Devil May Cry but appears here as a lightning-wielding rival character. The dialogue is full of nods to the fans. It’s a "if you know, you know" situation that makes the player feel like they're in on the joke.
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The Tragic Lack of a Modern Port
Here is the frustrating part. As of 2026, Viewtiful Joe is still trapped on legacy hardware. You can’t buy this on Steam. You can’t play it on your PS5 or Xbox Series X without some serious emulation work. The rights are a bit of a mess, and Clover Studio is long gone, having evolved into what we now know as PlatinumGames.
Because of this, the Viewtiful Joe and Dante crossover has become a bit of a lost relic. New fans of Devil May Cry 5 might not even know this version of Dante exists. They see the red coat and the white hair, but they don't know about the time he fought a giant fire leopard in a 2D comic book world.
There have been rumors for years about a "Capcom Fighting Collection" style release for their character action games, but nothing has materialized. It’s a shame, honestly. The cel-shaded art style of Viewtiful Joe is timeless. It looks better at 4K today than most "realistic" games from 2015.
Why the Mechanics Still Hold Up
The depth of the combat system is staggering. People often mistake Viewtiful Joe for a simple brawler, but it’s actually a rhythm and puzzle game disguised as an action title. When you’re playing as Dante, you have to manage your "Style" by dodging attacks at the last possible second to trigger a "Dodge" state, which opens up enemies to massive damage.
- Slow Power: This isn't just for dodging bullets. It increases the "impact" of your hits. In Dante’s hands, a slowed-down sword slash feels like it’s cutting through reality.
- Zoom In: This unlocks a whole new move set. Dante can perform a spinning sword attack or a rapid-fire gunshot sequence that clears the screen.
- Mach Speed: This allows you to interact with the environment, like lighting fuses or hitting multiple switches at once.
The synergy between these powers and Dante’s moveset is almost perfect. It’s one of the few times a guest character felt like they actually belonged in the game’s mechanical ecosystem rather than being a bolted-on extra.
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What Most People Get Wrong About This Duo
A common misconception is that Dante is just an "easy mode" for the game. People see the sword and the guns and assume he’s broken. In reality, Dante is a glass cannon. If you don't know how to parry or use your VFX meter efficiently, you will see the "Continue?" screen more often with Dante than you ever did with Joe.
Another thing: people think this was the only time they crossed over. While this was the most significant, Joe has actually shown up in Dante’s backyard too. In Marvel vs. Capcom 3, Joe has specific dialogue for Dante, and they even share some similar animation frames as a tribute. They are inextricably linked in the Capcom canon.
Actionable Insights for Fans and Collectors
If you're looking to experience this today, you have a few specific paths. Each has its own hurdles, but for a piece of gaming history this cool, it's worth the effort.
- Track down the PS2 Physical Disc: Specifically, you need the PlayStation 2 version of Viewtiful Joe. The GameCube version—while technically superior in terms of loading times and some minor graphical effects—does not feature Dante.
- Check the "Greatest Hits" version: It’s often cheaper and contains all the same content.
- Emulation is your friend: If you have the original disc, using an emulator like PCSX2 allows you to run the game at higher resolutions. Seeing Dante in Viewtiful Joe at 1080p or 4K makes the cel-shading pop in a way that looks modern even by today's standards.
- Look for the Manga/Anime connections: There was a short-lived Viewtiful Joe anime that also captured this wacky energy, though Dante’s appearances there are more limited.
Ultimately, the crossover between Joe and Dante represents a time when Capcom was at its most experimental. It was a time when "style" wasn't just a buzzword; it was the entire mission statement. Whether we ever get a remaster or not, this remains one of the most inspired character pairings in gaming history.
If you're a fan of character action games, you owe it to yourself to see how the Son of Sparda handled the glitz and glamour of Movieland. Just remember to bring your "A" game—Joe’s world doesn’t play nice, even for a demon hunter.
Next Steps for Enthusiasts:
Start by exploring the "Clover Studio" library, particularly Okami and God Hand, to understand the design philosophy that made the Dante crossover possible. If you are playing on original hardware, prioritize finding a component cable for your PS2 to handle the high-contrast art style without the blurring of composite cables. Check out speedruns of Dante on "V-Rated" difficulty to see the absolute ceiling of what the combat system can do when pushed to its limits.