26 reviews liked by Krombopulos_MK


My first thought was that Bomb Rush Cyberfunk was just going to be a straight spiritual successor to Jet Set Radio Future (which would have been a letdown considering my three weeks of original Jet Set Radio prep), but I'm pleasantly surprised by the blend of mechanics presented! In reality, Bomb Rush Cyberfunk takes the overall structure and aesthetic from Future while borrowing more heavily from original Jet Set Radio's tight level design and intricate scoring mechanics, and dare I say, actually improves upon certain aspects. It does have a few underdeveloped features as a result of its experimentation, but overall, not a bad first attempt by Team Reptile!

One issue that apparently escaped my notice the first time around (I replayed Future recently just to confirm this) was that Future's extremely linear and stretched-out levels resulted in tons of backtracking upon missing objectives/falling off the stage, and led to fairly rigid approaches that really tried my patience upon additional loops. This is fortunately not the case with Bomb Rush Cyberfunk: levels are generally a lot more open with many more shortcuts and are spaced apart carefully to where traversal feels much more free-form. It more closely resembles original Jet Set Radio, especially when you consider how its momentum mechanics complement this design. Future made the speed fairly easy to obtain: jump onto a rail regardless of your momentum, then keep mashing trick to accelerate and never slow down. On the other hand, original Jet Set Radio became well-known for how slow your character would move about unless you actively utilized rails and grindable walls to speed up, and Bomb Rush Cyberfunk takes a modern twist: you need to maintain momentum by either rail grinding and leaning into corners for speed boosts, or by using grounded manuals combined with boost (refreshed from performing tricks) to retain speed.

The momentum mechanics go hand-in-hand with the game's combo system. After thoroughly exploring levels to spray graffiti spots for "rep" and completing subsequent score and movement-tech challenges from opposing crew members, your crew must finally confront opposing crews in a crew battle, outscoring them with trick combos in their own territory. The scoring and trick system improvises upon both original Jet Set Radio and Future: in both games, the safest way to score trick points was abusing infinite grind loops and repeating the same tricks/movement over and over. However, Bomb Rush Cyberfunk turns this on its head: you don't get tons of points for doing the same tricks ad-nauseam (since trick value decreases and eventually levels off when used more and more). Instead, the main key to getting points is increasing the multiplier by utilizing unique features of the stage: that is, leaning into tight corners on grindable rails, wall-riding billboards, and going up half-pipe ramps (which are improved over the original game since you can manual up ramps and then air boost off into manuals/rail and wall-grinds, so they can function as part of a combo). The key word is "unique," since utilizing the same set-piece in a held combo will not give additional multipliers, and the same goes for graffiti spots that can now also be resprayed as one-time trick bonuses during continuous combos. As a result, the trick and multiplier staling incentivizes players to fully explore and utilize every set-piece present upon the open stages to create massive combos, made easier thanks to the mid-air dash (which also lets you alter airborne momentum once) and the manual. The only downside here is that the game's circumstances never become difficult enough to necessitate this trick optimization; the story crew battles are pretty easy and I was leapfrogging them using the above strategy (i.e. while other crews were floundering around several hundred thousand, I was well beyond a couple million in score), so unless players are trying to crack the tougher post-game score barriers for optional characters/achievements, they may never need to lean on these strategies at all.

The lack of difficulty serves as a microcosm of this game's unfortunate trend: Bomb Rush Cyberfunk certainly innovates upon many features from the Jet Set Radio games, but I find a few to be undercooked or lacking in execution. The combat's one example: it's not a bad idea in theory (using tricks to both deal damage and maintain score/momentum) and in fact has been proposed before, but its implementation leaves something to be desired. Attacking enemies feels like it has little impact because of the muffled sound-effects, akin to slapping a wet sock on a table. Also, most enemies can be defeated with a single grounded attack into an immediate "corkscrew" jump and then spray-painted in the air. While this graffiti coup de grâce never gets old, it does feel quite difficult in practice comboing in and out of this linearizing technique (since you need to be standing and off your skates to execute, breaking any combo potential), so combat never really flows and the mandatory combat sections in-story feel somewhat superfluous.

Adjacent to this is the heat system, a spin on original Jet Set Radio's enemy escalation during story stages. As your character goes about spraying graffiti, police forces begin to spawn in tougher waves: for example, wave one consists of simple grounded officers with batons and pistols, wave two activates turrets that home-in on the player with chains and slow their movement, and wave three brings in armored forces that can block attacks. I found most of these enemies to be mere nuisances: you can easily skate around and dodge most attacks (except for the turrets, which can be easily disabled with a single attack + spray), and since enemies can't be easily comboed for points and will respawn continuously upon defeat anyways, it's best to just ignore them as is. Again, this is fairly similar to original Jet Set Radio's strategy of outmanuevering enemies since foes there were active time sinks, so this doesn't bother me greatly. Unfortunately, this creates friction with Bomb Rush Cyberfunk's exploration, and not just in the sense that enemies will impede progress. The game requires you to swap between the three different types of movestyle for their different abilities: skateboards can ride on extendable fire hydrants to extend them vertically and reach heights, inline skates can skid on glass to shatter specific ceilings, and bikes can open special garage doors. The only way to switch between characters/movestyles is to go to checkerboard tiles and dance, but the game prohibits switching when there's "too much heat." Thus, you have to de-escalate the heat gauge by entering orange porta-potties (unmarked on the map, so hopefully you remember their locations!). However, they also lock up after a single use, so players have to either outright leave the stages or find a different porta-potty elsewhere to reopen old porta-potties for enemy despawning. I think this could have easily been improved if the heat gauge slowly decreased over time from successful enemy evasion.

Even with my criticisms, Bomb Rush Cyberfunk was definitely worth the three year wait. The story isn't anything mindblowing, but it's got some nice twists that are conveyed via these surreal platforming sequences that are a cross between the time rifts from A Hat in Time and a Psychonauts fever dream. I'm pleasantly surprised by a good chunk of the soundtrack too: Hideki Naganuma's three contributions are the obvious highlights, but other tracks like 2Mello's I Wanna Kno and Sebastian Knight's Feel the Funk more than hold their own weight. It's a good mix of upbeat sampledelia hip-hop and chill ambient tunes, with my only real complaint being the lack of guitar-heavy rock tracks like Magical Girl or Statement of Intent... RIP Guitar Vader. Finally, I more than got my playtime's worth out of 100%ing the game, considering all the hidden areas and collectibles to find and just how much fun I had figuring out new ways to string together ridiculous combos. Despite the game's various areas of improvement, I find Bomb Rush Cyberfunk to be a fantastic fresh take upon a beloved franchise that isn't just a homage to Jet Set Radio, but a love letter to classic Y2K counter-culture and skating games as a whole. If you're not a prior fan of the franchise, this might not be the game to change your mind, but if you are, then I see no reason why you wouldn't find some enjoyment out of it. It's no surprise that fans absolutely ate this up, with excitement for the franchise reaching a new fever pitch. Your move, SEGA. Let's see if you guys still understand the concept of love.

There is pretty much nothing wrong with this game, it gets exactly what it wants accomplished in the timeframe given and doesn't overstay its welcome. Play as much as you'd like and explore as much as you'd like, it's all up to you. And there is a lot to do in this game that can be as short or as long as you'd want it to be! I myself spent a good chunk of time fishing before I finally bothered finishing my climbing and flying. It's a good time, and I'd have no reservations recommending this to anyone looking for a wholesome yet adventurous experience.

Reject modernity
Embrace jagged low-poly character models

An arcade racing miracle. Delicious sound effects, killer music, rad motorcycles, perfect controls, and blistering speed. What more could you want?

I’m late to the party because it ended up taking me over a month to finish after getting distracted with real life, but I gotta say… if this is how Shinji Mikami chooses to go out, then what a way to go out indeed.

The easiest way for me to describe Hi-Fi Rush is that simply put, it just works. Melding rhythm game and character action game/spectacle fighter mechanics clicked right away for me due to the natural process of acclimating to the classic push and pull of combat; figuring out enemy behavior and deciding how to best exploit that is often linked to cycles after all, so why not pair that with choruses and motifs of classic song structure to turn the whole experience into a musical symphony? The level of detail that Tango Gameworks instills to immerse the player and keep them on beat is admirable; pulsing LED walls, bouncing hedges and trees, synced-up lasers and retractable platforms to keep the player accountable, even Chai’s audible footsteps when romping about or his idle animation of swaying and snapping his fingers to the beat are all there to make sure you never lose track of the flow of the gameplay.

The linkages between the main “chorus” engagements are a bit more of a mixed bag admittingly, not necessarily because they’re “bad” but rather because these sections feel quite simple when compared to the flashy combat. During the lowest points of this level traversal, Chai gets to wander about these mostly deserted linear corridors (sometimes with hidden offshoots for collectibles) and occasionally wack a couple of crates for health or gears. There’s also a good chunk of platforming involved, but it’s definitely a bit awkward at first and never quite fluid. Chai doesn’t have a lot of standard horizontal momentum but can very quickly double jump, so classic platforming feels a little more precarious than it needs to be and often requires the quick forward dash to snag that extra distance. The result is an interesting conundrum, in that it’s super easy to undershoot without the dash but also surprisingly easy to overshoot while using the dash, never quite hitting that sweet spot.

Fortunately, the difficulty does scale up as you progress further into the story, and it’s much more enjoyable once the designers get to let loose by inserting more and more specialized elements. Shoot a barrier here, smash a wall over there, grapple through a series of skyhooks or chain rocket jumps to the beat to gain height, and so on, so forth. This is all is more or less a series of scripted action sequences that could just be thought of as a more complex 3D version of Bit Trip Runner, so while I’m clearly nitpicking, I do feel like these sections could be spiced up by scattering in some overworld enemies as obstacles that could also serve as anchor points to quickly grapple towards for skilled players to retain momentum. Regardless, the best of these segments will keep you moving forward and actively tapping your foot to the beat like a playable music video, and who’s really going to complain when you get to zipline and dodge hanging containers to Inazawa Chainsaw?

If there’s any real complaints that I have, it’s that Hi-Fi Rush's combat almost feels a bit too straightforward. There are two main components to this, and I’ll be deferring to a few other reviews I’ve read because I am more or less a noob at character action games (though I did still clear story mode on Hard difficulty despite this being the first character action game that I have ever beat, whatever that might be worth) and I think their perspectives added a lot to what I think could be touched upon in future works.

Firstly, Hi-Fi Rush has a few too many fail-safes in my opinion. The easiest way to explain this one is that positioning is unfortunately not very important in the grand scheme of combat. I’m going to agree with GoufyGoggs here to some degree: because enemy attacks are tied to the beat, and parrying actually cancels any of Chai’s attacks regardless of animation length or exact timing during the animation length, it’s fairly doable for players to auto-pilot by mashing attacks to wail on enemies (since the game doesn’t really punish you for attacking off beat as is) and correctly parry in time according to the given audio/visual cues as hinted by the background tracks to avoid taking damage at all. If this isn’t up your avenue though, it’s also pretty easy to cheese combat. Since enemy attacks lock-on and are telegraphed with quite a generous window, it’s pretty simple to continually dodge attacks by mashing the fast and high double jump or dashing to the beat in a circle around enemies, and then spamming your buddies’ assists to soften up opponents/tear through their super armor gauge because as CheesyChip has brought up, there’s not much of a cooldown, even without using the relevant support cooldown chips. It then becomes pretty trivial to lock onto enemies to go for the kill, by using the quick Magnet Grab to close distance as long as Chai’s looking in the proper direction, or if they’re close enough, abusing the generous attack magnetism (as pointed out by ProudLittleSeal here) to segue into a combo. I think these gaps could have been somewhat closed up if your attacks were more committal and couldn’t instantly be cancelled by parry (at least making the first few frames of the animation non-cancellable), if more enemy attacks were homing/adjustable so you couldn’t dodge everything by just mashing jump and dash, and if the support character cooldown was lengthened just a tad. To sum this up, Hi-Fi Rush’s combat is very honest about what it is and what to expect, which is why streamlining the combat to this degree makes it that much more basic when you’re willing to actively break and exploit the systems.

Secondly, while Hi-Fi Rush certainly provides a lot of room for creativity regarding combo potential, I’m not sure if the circumstances necessitate experimentation or for that matter, really encourage it. There are a lot of purchasable flashy standard combos that can be quite helpful with all different types of range and animations, but you don’t really need most of these combos when the grapple and dash will help you close distances and chain most combos as is and your standard bread and butter combos will get you through anyways if you’re not actively chasing high scores; even Rhythm Master difficulty of dropping below a C with the rhythm gauge shouldn’t be an issue as long as you’re landing all your hits and parrying/dodging most attacks. As pointed out by CheesyChip, these purchases are often pretty pricey and those gears can instead be used to purchase permanent upgrades like increased life gauge capacity, a health tank to revive Chai if he runs out of health, or Reverb Gauge increases to allow for stronger Special Attacks (which also will rack up a pretty penny). The actual levels will give you just enough gears for the necessities or to swap/try out a few attacks, and you can sell unused attacks if you need money in a pinch, though optimal level scrounging usually won’t provide enough to tackle both causes at once and you can’t grind levels with replays during the first run of story mode. That said, this concern is at least alleviated if you clear challenges on the Rewards board for gears (and this was in fact my main income during the latter half of the game), though it’s rather annoying that you can’t check up on your task progress in-between levels without exiting to the main menu and loading back into the hideout before returning to checkpoints. I also freely admit that my money was most likely not well spent on upgrading the chips and buying additional chip slots, which I found rather underwhelming since most of the chip upgrades were simple 10%/20%/30% stat upgrades (depending on the level the chip was upgraded to and however many slots it took up) and it was often more fruitful trying out new special attacks or focusing on the other permanent upgrades.

Nevertheless, I found that these areas of improvement were ultimately minor blemishes during my overall time spent; while I’ve spent a good chunk of time nitpicking systems and sections that could be even better with some touchups here and there, the core concepts and general execution absolutely kept me hooked. Aside from a strange glitch where my dodges failed to register during specific defense sequences of the final boss (forcing me to have to complete the ending segment of the final boss on Normal mode, where the glitch was inexplicably missing), Hi-Fi Rush was a thrill ride that I didn’t want to get off. The vibrant cel-shaded visuals, the clean and easy to grasp combat alongside rocking tunes that are more than happy to reward you for paying attention to the underlying rhythm, and a colorful and focused cast of characters with plenty of dad jokes, jovial banter, and layers upon layers of development and personality… I could go on and on about why this was such a memorable experience for me. Kudos to Tango for having the balls to shadow drop the game within the first month of the year, because as I see it, most major releases of 2023 will have trouble matching up to this.

Hi-Fi Rush is a game that feels so alive, and it feels damn good to have been alive taking in this breath of fresh air. As usual, I look forward to Shinji Mikami’s future endeavors if this is the level of creativity and cohesion that can be expected from him simply producing. And even if there is no next time, here’s hoping that Hi-Fi Rush will encourage many more greats to come with its unabashed charm and unapologetic sincerity.

Dig.

Sell.

Upgrade.

Repeat.

This game (as well as its sequel) has such a perfect, blissful gameplay loop. It's so simple, but so beautiful in its simplicity.

It's been almost 9 years since the last Donkey Kong Country game has been released, so I imagine that like all great classics, an indie market rose to meet the demand of nostalgic favorites that AAA developers have since neglected. Kaze and the Wild Masks definitely scratches that itch, especially if you liked playing as Dixie Kong in Donkey Kong Country 2, but as much fun as I had during its four hour runtime, I do find it to be rather generic and derivative. Derivative in fact, to the extent to where I can point to Kaze's levels and note the striking similarities to exact levels in the Donkey Kong Country franchise. Here are some examples:

- Ropes of Hope is basically Forest Frenzy; you jump and hang onto vertical ropes, sliding up and down to dodge aerial foes.

- Lights On Lights Off is the Kaze equivalent of Stop & Go Station; here, you activate light switches to temporarily disable otherwise invincible crab enemies that block the path.

- Toxic Lake can be thought of as the first part of Toxic Tower, where you have to quickly jump up platforms and hoops to avoid becoming engulfed by the rising green death water.

- Ride to Heaven is budget Trick Track Trek; it's the Kaze variant of the singular moving platform odyssey, dodging floating enemies along the way (though without the falling goons from the rafters like Trick Track Trek).

- Sprint of Spirits is essentially bastardized Haunted Hall; here, Dragon Mask Kaze automatically runs to the right while being chased by some evil ghostie vegetable, with red switches speeding up the possessed produce while blue switches will freeze it for a moment.

I do find it flattering of course, that Kaze is clearly influenced by Donkey Kong Country, but I also think it is a bit absurd that I can literally highlight specific elements as direct replicates of DKC level features. Slingshots in Kaze are the equivalents of barrel cannons, with some marked as automatically firing while others have to be timed. The masks can be thought of as animal buddies, with the shark mask essentially a better Engarde that can also swim up and down diagonally and the hawk mask as analogous to Squawks (tap A to flutter against gravity and X to launch an attack similar to Squawks' nut projectile). The exception is the lizard mask, though this also has a counterpart in DKC as the minecart, turning levels into an autorunner where you just have to jump (and occasionally dive) at the right time. Even the collectibles are reminiscent of the DKC games, down to the KAZE letters (like that of the golden KONG letters), though I do think that secrets are a lot easier to find in Kaze than the main games, with basically no incentive to revisit them since there are no external rewards to be found (while bonus rooms in DKC provide plenty of bananas, coins, and extra lives to give you that little rush).

As it stands, Kaze is fun enough for a first romp, but it lacks the depth that the DKC games really exemplify for me to justify going back for replays or speedrun/no-damage achievements. Enemy placement feels a bit more haphazard at times, and doesn't really provide me enough opportunities to build up momentum by spinning into clusters of enemies. For that matter, you also can't control your aerial height after bouncing off of enemies in Kaze (whereas in DKC you can either soft bounce by not holding down jump as you land on enemies, or boost off them by holding/tapping jump), which is a bit of a shame. There just aren't enough opportunities to really utilize any interesting speedrun tech outside of mashing spin with few lasting consequences (as compared to DKC's stagnation state if you come to the end of your roll animation). It also doesn't help that even within specific worlds, you'll find a ton of different environments that don't necessarily make sense (such as a desert sands level in the ice world) and thus gives off this sense of copy & pasted designs throughout the game, especially when you compare Kaze's lack of distinct theming in worlds and rather generic soundtrack to the immersive set design and environmental theming and level elements across the many wild landscapes of the series to the tunes of David Wise. There just aren't enough wrinkles to really shake up level approaches and difficulty, and the atmosphere can't hold a candle to the main series.

If you're desperate for a taste of the old times and have five bucks to spare during a sale, then you could do a lot worse than Kaze. Otherwise, I'd recommend going back to the Donkey Kong Country games or playing a 2D platformer that's inspired enough by the formula but also manages to inject its own personality into the game while providing distinct theming and atmosphere, such as Rayman Legends. As fun of a little diversion as Kaze was, I cannot sincerely say that it manages to come out on its own as anything more than a clone without the underlying details that made the originals it was inspired by so great.

This review contains spoilers

I was hoping for a Last of Us 2 sense of dour self seriousness, with the scale of Shadow of the Colossus, a sprinkle of the challenging Baby Souls-like gameplay of Jedi Fallen Order, and the urgency of what a one-shot camera and 'Ragnarok' subtitle imply.

Instead, it's basically just Marvel's Guardians of the Galaxy redo. Same kind of ragtag motley crüe. Similar late 2000s PC wallpaper aesthetic. Similiar kind of after school special writing and tone. Similiar repetitive gameplay. Same meta fakeout credits scene at one point.

My expectations aside, playing this just felt like a chore. The way the gameplay loop is set up. Get some dialogue about how killing is bad. Leap over a rock. Press O to shimmy through a wall. Swing a weapon to nonchalantly dismember some googly monsters while your companions tell you if you're on fire or not. Leave combat arena. Do a light puzzle, get a shiny do-dad. Repeat.

And sure, that's generally how video games go. But because of the slavish devotion to the one shot camera, the game has this very long, drawn out feel. The in-game walk n talks are expository dumps and always feels calculated and robotic, never naturalistic anf in step with the rhythm of the game. The fast travel feels that way too, always timed to end when the convo dies. And the game just feels like it's artificiality padded, all the little elemental puzzles in my way feel there to keep me around another hour. There's no fluidity to the combat.

This would he fine for me if the story was good but it's just as rigid and cliche as the game itself. No surprises. Every line that's walked feels like the perfect script one writes in their head when one imagines themselves after the therapy the plan to take one day. Kratos' authentic edge has been smoothed completely out. He says all the right things and feels all the right things. Atreus misbehaves but all in the good ways one would like their rebellious child to misbehave. Sure, he strays from the path, but he's quick to see the err of his ways and reign himself back in. Freya's rage toned down as well, and what could have been an interesting dramatic web to untangle becomes just another edge sanded away to make room for a simplistic stop the bad man story. The bad man being Odin, another character completely underwritten. There's just no edge to any of this. It feels utterly without consequence.

A bone-chilling indie horror game that preys on every software developer’s greatest fear - releasing an unfinished debug build to production. Pupperazzi’s release number is permanently branded on the screen, the developer flashes the same studio logo twice during startup, PlayStation button prompts sneak their way into the Xbox version, dogs can walk on water, poster textures are wrapped around rocks, and crouching arbitrarily changes between two different buttons. It’s already a nightmare, and then you find out everyone in the game talks like they’re posting your least favourite Reddit thread. Good God, man.

1 hour in:
oh man this game goofy as hell




10 hours in:
NAHNAH NANANANANANANANA KATAMARI DAMACY