The game will also release on PC in 2022 via Steam. It also looks great though and Switch fans should be excited as this is a timed console exclusive. Even the way the characters move in cutscenes looks the same.
From the skating, to the cel-shaded visuals, to the graffiti and music, it almost pushes past homage. While it isn’t technically a Jet Set Radio title, Bomb Rush Cyberfunk draws more than a little inspiration from it. The team behind Bomb Rush Cyberfunk hope to at least scratch an itch for those missing the series. Want to skate around the city with him? Not happening. Want to play Beat in the new Super Monkey Ball ports? That can happen.
Bomb rush cyberfunk characters series#
It feels like at this point the most Sega is willing to invest in the series are a few cameos. A port of the original game made the rounds back in 2012 but nearly a decade later we haven’t even seen ports of the sequel, let alone anything new. That’s not what Cyberfunk is about.If you’re a big Jet Set Radio fan, there hasn’t been a lot to look forward to in recent years. On the contrary, Halo Infinite recently went viral for its poor fruit physics because players have become so used to having every single item in the world perfectly tailored to the endless possibilities of how they play. It’s definitely impressive that when you kill a deer in Red Dead Redemption 2, its carcass remains in the world, slowly rotting, until either you deal with it or another event interferes with it - this is also the case with the object physics and ability to interact with the smallest of details in many other triple-A games produced today. The game also seeks to let you interact with the world in the best possible way. Cyberfunk has breakneck movement, an explosion of colours, energetic grinding, and from the short gameplay trailer we’ve seen, it seeks to integrate actual gameplay into how it tells its story, rather than the typical gameplay-cutscene-gameplay rhythm games often fall victim to. I love that they strive to tell deeper, more meaningful stories as serious pieces of art these days, but games that embrace being a toy, that make you wish your PS5 came in frosted purple plastic, will always have a special place in my heart. Some games are better suited to photorealism, of course, but making people crunch for a month so that your video game rope is the ropiest rope that ever did rope is pretty ropey behaviour.Ĭyberfunk is a throwback to when games were fun. It needs to be just like a movie, because there is no greater compliment you can pay the auteurs of the industry than to compare their game to a film.
It embraces a ‘90s aesthetic in a way triple-A games would be terrified of doing - everything at the top end of the industry needs to be photorealistic. Related: Twelve Minutes' Biggest Issue Isn't You-Know-What, It's The Storytellingīomb Rush Cyberfunk does not suffer from this lack of ambition. We heap endless praise on them for painstakingly crafting horse testicles that shrink in the cold or t-shirts that lift over characters’ heads just like what mine does in real life, but are they really getting any more creative? Narratively, they explore more moral grey areas and try to construct moving stories beyond killamajig simulators, but even that is getting stale with Sony’s blockbuster farm falling back on an increasingly predictable formula. Games are startlingly unambitious these days.