Jet Set Radio Future

By Sterling Sanders

I know what you're saying, "Wow, another Sega title?" Let me just tell you that Sega -- as a company -- is on the top of its game, arguably the company has never looked better; nor had a better outlook upon their future than now. While many have questioned whether they should've abandoned their hardware efforts, they've turned around and proved themselves as a publisher - mid-stride - with out breaking a sweat. They now seem to be moving flawlessly through their previously determined game plan (which I might add seems to be set perfectly), and have created and developed a leading third party roll in each console. Sega's division of their hit titles amongst the 3 systems is quite impressive, not to mention the fact that each of the games has turned out to be something special, and well, this one is no different.

Welcome ladies and gentlemen to the next venture into the world of cel shading. While Jet Set Radio Future is merely a sequel to its Dreamcast predecessor, it expands - just a sequel should do - upon every aspect of game; from gameplay, to graphics, to control, to camera work (we'll get to this later). All-in-all this game surely impressive and it certainly lives up to and surpasses the standard of its name. Sega's got another hit title on their hands, and they'd just like to welcome you.

The first obvious improvement of the once highly acclaimed Jet Set game is the graphical content. While the previous title was acclaimed for its new graphical rendition coupled with a flamboyant artistic style, JSRF sets a new precedent. JSRF takes obvious influence from the Japanese animation culture. Not only in character design, but in the environment content as well. Often you'll feel as if you've been transported to the market scene in Ghost in the Shell (including the people running wild, but minus the heavy artillery); or the opening sequence of Akira in NeoTokyo. From the people on the street, to the din-sum stands, to the similar look of the buildings; its all creates a cohesive feel of expression, and accents the overall urban scheme to a 'T'. Especially the similarities are recognized when playing the in the night levels, where to darkness of the buildings are lit up and accented by the striking neon lights, signs and wires strung throughout the city skies. Taking largely from the now reinvented image of Sega, Smilebit has done a fantastic job on its increase of visual power.

Not only is this impressive, but the addition of each levels interactivity makes the feat even more impressive. This vast and urban world is instilled with loads of inconspicuous yet highly trickable elements. Everything from ramps, to curbs, to power lines, to rails, to extra platforms, etc. turn into elements of amazing design right in front of your eyes. The levels here have been created to help accentuate their interactivity, along with the graphical content, and positioning of graffiti sites. They have made the environments actually look 'better' with graffiti on then than if it weren't there. Where in the first title, the elements of graph pieces, tags and burns were somewhat subtle in terms of placement, they still stood out, and at times looked out of place. Here each element looks right at home, as if they were built to be there - well, they were.

At first, the idea of adding a graffiti element to the game was quite radical - mostly because it's illegal - but Sega has opted to go with a general disclaimer of how they do not support graffiti as an illegal act on the load. With vibrant colors, and crazy designs, the Hip Hop influenced style is much more prevalent in this sequel. JSRF improves upon its predecessor even more with considerably better special effects, linked in turn with more highly defined catchy textures. The concrete now 'looks' like concrete, grittiness, bumps and all. Add to this the pretentious sparks from grinds, batman like flash - and sound - effects of the guards when painted, the fog-like effects of the spray paint, as well as certain other amazing looking elements (gasoline-like spray paint flames), and you just have to marvel at its creation.

JSRF has become a much smoother motion game than its precursor effort. Most of this is due in fact to the considerably increased frame-rate. Overall this makes the game flow with a much smoother pace and look. The elements seem to occur with less 'jerkiness' then the last title, and the game looks and feels quite impressive when you pull off a large line of tricks and tags in a row - when you're in the zone. JSTR's overall style surely gets an "A" for its effort, I was quite skeptical about how well, or much they could improve upon the look of the terrific game we knew on the ill-fated DC.

The story from here is simple enough, the Rokkaku Corporation (ro-ko-ku) has just about come to rule over Tokyo in the year 2024. They control just about everything you could think of including the - so called - protectors of our society, the police. Even though they've gained control of Tokyo, they still can't stop the rampant anarchy of renegade gangs that skate on blades representing and protecting their turf by tagging just about everything in sight. Yet the vainglorious corporation wants to put a stop on all crime, meaning they're coming after the only delegate of self expression and savior Tokyo has left, the gangs. Professor K now returns to this episode to narrate and help keep the plot lines moving, while playing some of the illest vibes you've ever heard.

I really have to complement Sega on their choice of musical direction here, FINALLY, we have a soundtrack worthy of listening to without the game. Through the last few games, heck last ten games I've played, the continuous droning of guitar power cords, and the generic poppy techno samples ran inordinately through the my ear drums. Its not often we are treated to the presence of 'real' artists gracing the efforts of our video game world - though it is becoming more evident in the industry. Songs like "Concept of Love" by Tears of Technology are exactly what I was looking for. Thanks to the musical director Hideki Naganuma - recently known from Wavemaster's - we have been treated to a score of sound that's a motley collection of hip hop, techno, and jungle. As the original sound director for the first title, he set a precedent that pleased me, as I'm sure a lot of other gamers to good sound - even though the Japanese soundtrack had a better selection than the American one.

Many of the artists in this game may not be known to you, some of them hail from the recently closed record label Grand Royal - owned by the Beastie Boys. Mike D actually appears on 5 of the songs as a member of the Latch Brothers, with the other artists Tick, and Wag - they represent and cover the urban feel perfectly; they seem offset the soundtrack in the correct direction. Since the label has now closed, this title will represent their final work as a company. The tracks are manned, created, and remixed by the GR artists; Bran Van 3k, The Prunes, and BS 2000. Hip Hop and America are not the only musical/cultural influences however. The soundtrack for JSRF represents a culmination of European, American, and Japanese artists are styles of music. We are graced with artists such as, Bis, Cibo Matto, Scapegoat Wax, and Russell Simins, all of which create the proper feel and vibe for the game. Each fits their category well and they provide an overwhelming satisfaction to the ear. While some of these artists may be unknown to you, I can assure you they all do quality work and are very good especially in this game. Both Sega and Smilebit should be thanked for their efforts to improve the music in video games - while sonic was a little better, this game surely puts all others to rest when it comes to the sound-check.

The gameplay elements of JSRF are simple enough, you begin your journey as a kid named Yoyo who's dream is to become a member of the GG gang from the previous titles. The characters returning this time are the lead two from the previous game, Corn and Gum. Later through challenges, races, and trick attempts, you will acquire some familiar characters, along with some new ones. Just as in the first title, each has their strengths and weaknesses, so you'll usually end up choosing which characters best fit your style, both in look and play. The missions scheme is for the most part simple, you are given set tasks such as; reclaiming GG turf, claiming rival gang turfs, beating down the police, and the occasional challenge for a new character. There's also a multiplayer split screen mode that can be somewhat entertaining, as you can race, and tag against your friends, but the main event still remains the most entertaining. Overall this hasn't changed much from the previous title, though Smilebit has included more exploration missions and has cut down on the amount of time attacks such as in the last game.

What once again makes this title fun is the control scheme, while quite simple in can be used in completely unique and complex ways. Surprisingly the Xbox controller was not a hindrance at all. It might take adjustment for some, but in the end, the controller - even though it could be better - works fairly well and comfortably. Just as in JSR/JGR you are able to jump, grind, and tag walls, new to the scheme is the ability to skate backwards, and to boost (by lighting spray cans on fire). These two elements alone create a whole new world of possibilities that make JSRF a much more extensive experience.

While the controls are tight, the graphics are amazing, and the sound is outta this world, the camera is still a pesky bugger that needs attending too. Because of the 3D environment games are set into today, the view of you characters has yet to be perfected. The problem here lies in the fact that for the most part you can see you're characters from any angle. So even though they might give you movement of the camera, it still becomes difficult to keep your sense of orientation along with seeing and recognizing any on coming action. It seems to be a troubling problem in many games today because it's taking away from the aspects of the game; after a bit it becomes nature to flip the camera in the direction your facing with the trigger, but that's one more element that could present annoyance. The camera certainly does a better job tracking your movements than JSR/JGR ever did, but it still presents a problem that needs to be attended to. In the more confined spaces, the awkward angles the cameras swing to often distort you're perception of things.

As far as JSRF is concerned, the game is positioned to be one of the leading titles on the Xbox today, and with good reason. JSRF is simply a great effort from Sega and Smilebit. Most game developers should take note of this title; its style, development technique, and take influence of it - including how it's a well done sequel. JSRF truly represents the new image and style of the now redefined, new and improved Sega, they should be proud of all their efforts - in particular - this one. Since the development of Fear Effect cel shading has taken off and has been advanced an amazing amount; JSRF is proof that. With its unique and inventive style, Jet Set Radio Future is yet another representation of the new ideas in the gaming industry, and just like all before it, it should be supported; don't let a title like this go to waste