[Review] Jet Set Radio (PS3)

Having played Jet Set Radio Future in my youth, I found that the original—which I played through its HD rerelease—was full of disappointments. Future has a wonderfully smooth traversal system with tricks to increase your momentum and get around; JSR can feel like getting around is an uphill battle. Future has a large world to traverse freely; JSR is locked into levels with my least favourite video game convention: timers. Future has a more developed combat system; JSR has you futilely trying to avoid enemies while performing awful QTE sequences to paint graffiti.

Playing JSR can feel pressuring, as you run low on spray cans while relentless enemies pursue you, your eye on the timer. To be fair, the time limits are more a problem on the GBA version which I also played; however, it makes up for it with enemies being less of a hindrance. It’s also easier to gain and keep momentum on the handheld port, but you lose a lot of what this game excels at: the aesthetics.

The real reason to remember this game is its bodacious sense of style. I don’t really know if its portrayal of hip street culture is accurate or “cool”, but I think it’s a bucket of fun. The characters are endlessly jiving in their alt-fashion outfits, the graffiti is designed by real graffitists, and the music selection is famously an eclectic dream mix tape of funkyness. JSR also does an excellent job making its environments embody the essence of Japan, from the urban main streets to industrial suburbia.

We need more games like JSR: essentially a 3D platformer with unique traversal mechanics and a sharp, well-honed style. It’s just a shame that the original has been remastered when its sequel improves on it in pretty much every way, but languishes on the original Xbox (or “Xbox Zero” as I like to call it). Yo! Tight!