I’ve played Jet Set Radio. I have NOT played Jet Set Radio Future (YET). Just so you have an idea of where I’m coming from.

Bomb Rush Cyberfunk is a mic drop / slam dunk / Cat 7 earthquake of a game. A spiritual successor in every sense of the word.

Where Jet Set Radio was floaty and imprecise, Bomb Rush Cyberfunk is ultra-responsive, snappy, and butter smooth; THIS is what I dreamed of Jet Set Radio controlling like before I’d played it.

Air control is greatly improved with a “boost,” allowing players to alter their trajectory midair; half-pipes now launch you into the stratosphere; you can put away your skates and WALK.

They’re small, but all these QoL features really add up. It’s too easy to fall into a trancelike groove. The immaculate flow of BRC is mesmerizing, weaving together neo-megalopolitan favelas, monolithic hypermalls, dizzyingly tall skyscraper jungles, intersecting in a Mirror’s Edge / Sonic Adventure 2 playground; an urban obstacle course that’s as much fun to learn as it is to master.

This is the game Arcane Kids WANTED to make. In another universe, Perfect Stride would’ve been another generation’s Skate 3. Good grief, and alas.

More than nostalgia, however, I believe your enjoyment of this game hinges entirely on if you’re feeling the vibes or not. Bomb Rush Cyberfunk isn't that long (probably less than 10 hours) but if you’re in that groove – racking up combos, scouring each and every alleyway for hidden goodies, or just exploring at your own pace – chances are, you might be spending a lot more time chilling with your buds before you go All City.

I loved finishing the story mode and being able to really soak in the world and atmosphere afterwards. Your final objective: hang out. Being able to really appreciate the smaller details in the environments was a treat. Have you ever watched your crewmates after you switch characters at a Cypher? They’ll take turns dancing! Lovely Dreamcast-era janky mocap dances are the feather in this game’s proverbial cap… well, that and the low-poly cel-shaded character models. Each character design is fantastic, although that goes without saying. My favorites were Bel and Shine, although Red would be a shoo-in, too. EEASSSYYY!!!

I’ve seen many people call the story forgettable and bad, and I’m here to tell you those people are wrong – objectively. Not that Jet Set Radio’s story needs to be one-upped anyways, but the way some people talk about this game left me wondering if players were expecting Jet Set Radio or, uh… some mutant amalgamation of sixth generation action-platforming games. If you’re playing Bomb Rush Cyberfunk and expect a narrative as refined and tight as its traversal, you’ll be sorely disappointed. It’s still a complex, character-driven story; an important foil to the flat, nominal designs of JSR. BRC is more Ghost in the Shell, in contrast to Jet Set Radio’s FLCL-brand comic book mischief and mayhem.

One reviewer went so far as to say that BRC doesn’t add anything new to “the conversation”. Like HUH? What conversation? Does every game need to be a conversation nowadays? Not every game needs to be some intertextual response to another or needs to “push the medium forward” to be good. Games don’t need to be original or even improve upon existing iterations of a thing to be good. Everyone is allowed to criticize the game but I feel like people’s criticisms should probably also be scrutinized, because calling a game like Bomb Rush Cyberfunk bad for being derivative (or a “copycat,”) is not the revelation you’re hoping it is. Who do they think this game is for anyways?

Even so, there are some misfires that inhibit the experience overall. The combat seems like a universal complaint. Normally, I wouldn’t care too much about this, but I do feel that combat is the one lackluster component that – were it done right – would’ve bumped this game up to a perfect score. It’s disappointing because the turrets, helicopters, and [spoiler alert] METAL GEAR REX aren’t bad enemies at all! They make use of the game's core mechanics (namely, graffiti, and rail-grinding in Metal Gear Rex’s case) and can actually be a fun challenge when attempting to keep up a combo. Fighting human enemies is when it falls apart. There’s no easy way to deal with these guys besides avoiding them, which I suppose is the point. They’re supposed to be obstacles more than enemies… except for when the game forces you into unavoidable combat encounters during story events. Bogus.

Could be improved in a few ways: 1) Just weighter impact SFX. Seriously. I think a lot of it boils down to how unsatisfying it feels to hit enemies. Hitting turrets and helicopters and bouncing off ‘em like a pinball is great as is. 2) Human enemies maybe need to be weaker? They feel way too spongy. There’s no actual combat ”combos” you can pull off when fighting so it’s all button mashing anyways. It shouldn’t take ten hits to defeat one! At least give them a health bar. 3) I know it’s already piss easy to keep a combo going, but maybe the game should keep your combo going while you’ve got heat on you, even if you’re not doing a manual… actually, I don’t know. Maybe that would make it TOO easy. There’s gotta be a better way to marry the immaculate flow of combos and the heat system. I don't really know about this one.

Smaller gripes / suggestions:

1. The phone camera is hilarious and fun, but I would still love a traditional photo mode!
2. It would be nice if you could zoom out when looking at the map.
3. Markers for collectibles post-story would be greatly appreciated!
4. You should be able to turn off the cutscenes for when your heat level goes up.
5. You should also be able to change skates/skateboards/bikes at Cypher squares.
6. I’d like a button to fast-forward or replay songs without navigating to the phone first.
7. An option to make your own in-game playlist would be appreciated.
8. More of a wish than a suggestion, but people are already making a mod that allows cooperative online play, and I think it would be super dope if that was officially supported and implemented by the devs.

I’ve had the soundtrack on repeat for days. I like the song that goes ASS ASS ASS ASS ASS.

I bestow Bomb Rush Cyberfunk with the highest of accolades: a game I keep installed on my PC and play every now and again because I like how the movement feels.

Reviewed on Aug 30, 2023


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