I'm not sure what's more insane, the fact that this was pretty much Naganuma's first soundtrack or the fact that he hasn't really done much after this came out. But everyone already knows how much of a stylistic gem Jet Set Radio is, so instead I'll go into some of the lesser appreciated details that makes it a great game and try to keep my humming the bassline to a minimum. It's a game that sucks until you're good at it, which is probably the best kind of game there is. It's a real shame that the definition of "intuitive" has switched to "stuff that I get instantly" from "stuff I can pick up on easily," because I much prefer the latter. I really don't want to know everything right off that bat- the act of learning how to do things is what I'm interested in, and is one of the biggest reasons why I like video games as a medium in the first place. Jet Set Radio's rival encounters aren't only an engaging way to make you feel like you're expanding the size of your gang but also a clever method of cluing you in to shortcuts and tricks that you might not have figured out yourself. It's really fulfilling to observe them in a contained setting and then try them out in a real mission, and it's also exactly how watching someone else skate would play out in real life. The maps are initially given to you in bits and pieces, making it satisfying to use your full mastery of the physics and controls during the final few missions which each contain a full map instead of just a section. DJ Professor K is also a particularly genius inclusion. He's great at establishing and then perpetuating the level of energy that the game requires, but more importantly narrates in an aggressively present tense, propping up the setting and your active role in the story in a way you really don't see that often. I like this game too much to do anything but gloss over its pretty glaring problems. The enemies and health system are underdeveloped (they're hazards more than enemies and most of the time your best option is just tanking damage), there's a decent amount of technical problems (there's zero difference between walls you can and can't wall run on), and one really misplaced flashback section (not to mention the lamest final boss ever conceived). By all accounts, it meets my definition of a flawed masterpiece. But who cares? ROCK THAT SHIT, HOMIE!

Reviewed on Dec 09, 2021


2 Comments


2 years ago

you nailed a lot of great game design points with jsr that often go overlooked, great review

2 years ago

Thanks chief.