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.

Reviewed on Aug 23, 2023


4 Comments


8 months ago

excellent breakdown, i think you hit the nail on the head with every point made here. the difficulty feels especially silly because there's really only one crew battle in the entire game that puts up a fight for more than 15 seconds and it's just because that crew's territory makes it harder to thoughtlessly rack up multipliers, lol

(also i'm reasonably sure you can revisit the same bathroom after visiting a different bathroom in the same level. I used this trick in millennium square since it's got two easily accessible ones)

8 months ago

@jobosno: Thanks man, I read your review earlier as well and I'm glad we're in agreement! It is a bit of a shame that there's no score-attack mode (akin to the Jet Graffiti optional missions in original Jet Set Radio/Future) for players to further test their skills under time-limits. And thanks for letting me know about using different bathrooms to unlock previously used bathrooms, didn't know about that trick.

7 months ago

Great review, I should clearly let myself write longer posts haha. Love your insight on how the combat is so antithetical to the gameplay! Police are like flies and seem to exist to try and break your combo and lock in your character. Dealing with them interrupts gameplay, the attacks feel spammy and meaningless, and there's rarely any point bothering when it just increases their presence/annoyance - especially when you're stuck on a long rail and can't speed up to avoid getting shot.

I loved the video you linked, the missing puzzle piece - turning combat and the police into a part of your comboing, using them as an abstract extension of the level makes a ton of sense. The police turrets already kinda do that since they can act as platforms and assist reaching a few areas without you having to swap character so it would be great to be able to get say police helicopters called in so you can trick off the landing rails between them or use it to reach new areas. A police 'writer' unit that can grind rails and chase you down would be so much more exciting to have to out-run! They were half way there between Rietfeld and Faux.

Also loved the dream sections, some of the best level design since it was so intentional and unrestricted like the city regions. I'd totally fork out for a DLC set of challenge maps in DJ Cyber's dream world to have an excuse to try all the characters and cosmetics. Speaking of - why is customisation so laborious? Sure the idea of switching outfits to ditch police is cute, but changing any cosmetic / character / gear each requires it's own physical place to go to with an unskippable cutscene to load the menu.

7 months ago

@Klaustrix: Thanks! To further clarify my thoughts regarding combat, I think the optimal outcomes would have either been to remove combat entirely (similar to what they did in original Jet Set Radio, where you're incentivized to avoid forces as much as possible since most enemies are invulnerable and even certain enemies that can be sprayed provide meager point bonuses and can be easily avoided anyways) or to the point of the linked documentary, provide an easily accessible channel to defeat enemies while mid-combo. Unfortunately, Bomb Rush Cyberfunk is somewhere in-between these two extremes, because like you said, turrets actually do serve a purpose in letting you reach higher graffitis but every other enemy just interferes in flow otherwise so combat feels a bit unfocused. If there were an easier way to preserve momentum while efficiently defeating enemies (ex: corkscrew jump + mid-air spray from and into a manual) then I could at least justify its presence somewhat.

I also agree that customization feels a bit undercooked unfortunately. There are obvious missing gameplay implications like further stratifying stats (health, air-time, turn radius, etc) between different characters and modes of transport, but aside from that, I'll add onto your point here: fully switching your load-out (including character played) gets a bit obnoxious because there's no checkerboard dance floor in the BRC hub (the one completely safe area) yet it's also the only area where you can change your gear. It didn't impact my playthrough too much since I was content mostly playing with the given vehicles and only switching characters occasionally, but the missing quality of life features here are strange. Still, can't complain too much given how there was always a dumb smile on my face throughout the whole playthrough, and just like you, I'd love to see some more challenge maps in the dream world for some crazy deconstructed levels.