Video Games : JSRF- Jet Set Radio Future

In association with Amazon.com
  

from: Sega Of America, Inc.

 : JSRF- Jet Set Radio Future

Price: $45.68
Prices subject to change.



Availability: Usually ships in 1-2 business days
More Information



Amazon Maximum Age: 17 years
Amazon Minimum Age: 156 months
Binding: Video Game
EAN: 0010086640083
ESRB Age Rating: Teen
Label: Sega Of America, Inc.
Manufacturer: Sega Of America, Inc.
Platform: Xbox
Publisher: Sega Of America, Inc.
Sales Rank: 4872
Studio: Sega Of America, Inc.




Accessories: Related Items:

Editorial Review:

Amazon.com Product Description:
You say you want a revolution? The setting is Tokyo, the year 2024. Freedom is a valuable commodity, and freedom of expression even more so. The thumping beats and mean streets of the original freeform counterculture skating game Jet Grind Radio are back in Jet Set Radio Future. Featuring unique comic-style graphics, new tricks, and hot tunes, Jet Set Radio Future brings the hip skate game into a brave new world. Choose a character, strap on your rocket-powered skates, and immerse yourself in living, breathing cities filled with opportunity. Along the way, you'll compete with rival gangs, be chased by cops, and perhaps discover something unthinkable. Join up with a friend and work together to reach new places, create new attacks, and perform astounding stunts. Wherever your adventure takes you, it's all about extreme skating, extreme action, and, of course, extreme style.



Customer Reviews
Average Rating:  out of 5 stars

Rating: 5 out of 5 stars - Money Well Spent
By far, this is one of the best Xbox Games around. I bought it, and purchased the soundtrack as well because I loved it so much. This remains one of my favorite games, as I grew up in around grafitti, and that's not something usually included in a video game. The game play is innovative. What other game has such lovingly crafted cell-shading, or allows you to skate AND spraypaint?

It's easy to be immersed in this game. Anyone with a brain can tell you this game is loads of fun. I've spent hours exploring the different parts of town. There are occasional boss battles and encounters with rival grafitti gangs, but the premise of the game is mostly to throw your tags/grafitti up around town as much as possible, and pull off some neat tricks and stunts. Not to mention the fun you'll have spraying the cops. There's even some racing involved, and different tasks to do when in town, especially when you meet up with some of the other "gangs".

Personally, I don't really care for skating games. Tony Hawk gets more and more boring abd redundant each year, the first few were fun, but this is definitely something new. For each new unlockable part of town there is a set of unique challenges. Just about anything you see is accessible. Want to grind up that giant dinosaur? Go right ahead. Ever want to skate across the power lines? Have at it; the world is your oyster. You can literally spend hours just exploring and finding secrets,and looking at all the amazing things going on in town. The dialogue is funny as well.

The graphics are kind of similar to Okami or Legend of Zelda: Windwaker, in that it's cell shaded, but in an almost "Harajuku" style. Bold and vibrant colors, distinct characters with lots of funky accoutrements (like boom boxes, large headphones, funky clothes). Game play is smooth, little or no lag at all, even though this was an Xbox original game.

This isn't a violent game, no blood and guts, but instead this game is purely about sitting down with a controller and having a rewarding experience, without getting too frustrated with puzzles or getting fragged every 30 seconds. This game is lighthearted joy on a disc. It's very appealing, probably to anyone who is into the grafitti subculture/style, reads art & culture magazines like Juxtapoz and Giant Robot, and can appreciate the distinct style. Casual gamers and hardcore gamers alike have enjoyed and will continue to enjoy this treasure of a game.

Regrettably, some people just don't understand it. The people that gave this a 1 in the reviews are probably all inbred, uncultured trash with I.Q.'s under 70.

But you're a smart person, aren't you?



Rating: 1 out of 5 stars - 5 Stars Please I gave it 1 becouse I can't gave it 0
This is by much the worst game ever created the gameplay is awful and the grafics worst. Is one of the worst games out there I buy it for $2.00 and it wasn't worth it. Theres NO WAY!!!! this game is a 5 star or a 4 3 2 even a 1 this game is absolutely a 0 !!!!!!!!!. If You Have A Brain And Don't Want To Waste Your Money Please DO NOT BUY THIS GAME.



Rating: 5 out of 5 stars - I gaming Experience, not just a game.
I will make this short since I am sure it will not be seen very often since the last review I noticed was a couple years ago.

Lets be real. Today, eat console game you see that has a sports theme, besides one made by Nintendo, sports a medicore soundtrack, same dark and bland color theme, and does esentially the same thing. Jet Set Radio Future puts you into the shoes, or rollor blades, of someone and something a bit different. Sporting an excellent soundtrack you make your way around a huge city inspired by Current Day Pop Tokyo. The Colors used are bright and exciting and you can be assured when you play at least one thing in the game will give you a smile. The moves are simple enough to do and actually rather limited but that isnt the point of the game. You get points for moves but what you will find yourself doing most is either spraypainting walls for an objective or merely skating around while looking at the massive amount of detail that the developer put into this game. I would recommend this game to child or Adult alike. It is different and it is fun. I have logged over 70 hours in the game. Thats more than some multi-disked RPG games (FF7 took me 37 hours).

My personal experience on this game is very positive. I almost feel I owe it this review for the days I was able to spend on it. Days where life beats you down a knotch and you need a smile. This game, to this day, puts a big smile on my face when I play it. I just love it. How can you not? A developer created a game that is upbeat, positive, and extremely entertaining without using blood, gore, evil, or anything negetive found in most games now adays. Dont get me wrong, I am an advid Silent Hill Fanatic so I know my share of dark games, but sometimes you want to explore the polor opposite of things and Jet Grind Radio Future is always an awesome way to do it.



Rating: 2 out of 5 stars - disaster
The Xbox never impressed me, and this is one of many games that shows me why the system was so weak:

The game is pretty awful, overall. The music is terrible. It's just a bunch of techno beats that we've all heard from better games. COUNTLESS other games, in fact. The game gets boring really fast. Skating around the same people all the time is pretty boring. Skip this game.



Rating: 3 out of 5 stars - Excellent visuals, a top-notch soundtrack, godawful controls
The sequel to one of the Dreamcast's few honestly meaningful hits, Jet Set Radio Future takes the mechanics, visuals and all around style established by its proud poppa, Jet Grind Radio, ports them over to Microsoft's platform, and ties in a few new bits and pieces in the interest of keeping things fresh. It's been a few years since I played the original, but the impression it left on me was largely a good one, particularly on the graphics and audio fronts. I don't remember it as being an overly difficult game to pick up and learn, and although it wasn't the lengthiest adventure in the world, I'd often find myself slowing my momentum mid-stride so I could breathe in the atmosphere and enjoy my surroundings. It was such a gorgeous melting pot of cultures, one couldn't help but appreciate it in that respect alone.

The story of this sequel isn't all that remarkable, but honestly neither was that of the first game. You play as one of the three founding members of the GGs, one of half a dozen rollerblade-adorned street gangs fighting for territorial rights to the whole of Tokyo. The ultimate goal is to fill the streets with your crew's graffiti, slowly assimilating members of the other gangs along the way, until the entire underground knows and respects your crew. It's more than a little reminiscent of the original, where the locations were different but the eventual goal was exactly the same. The two storylines are almost dreamily interconnected, with several returning characters, none of whom seem to have any recollection of the events of the first game or their relationship with the others. One character whose role is bulked up this time around is DJ Professor K, the voice of "Jet Set Radio," an underground pirate radio station which provided the tunes and the news updates in the Dreamcast edition, but never really took much of a role in the actual goings on. In JSRF, the professor moves from a supporting role to something a little more proactive. His broadcasts are much more pointedly directed to the GGs, and are your only real indication of where you should be and what you should be doing at any given time.

While neither game in the series has much in the way of an epic storyline, at the very least the actual gameplay experience of the first was enough to keep me coming back for more. No matter how much of the game you'd completed, it was always a blast to play. I wish I could say the same for the sequel, but it seems to have grown both too simple and too complicated for its own good. Something as basic as grinding a rail, for instance, was never much of a problem in the first game. You jumped in the air, and if you happened to be within spitting distance of a grindable object when you landed, your character was automatically bumped over to it and began grinding along. It was simple, yet effective and didn't cause too many headaches at the time. For the sequel, however, the programmers have really bumped up the number of rails in any given map, which makes actually navigating from point A to point B much more of a nightmare. I can't even begin to count the number of times I'd be trying to reach a difficult spot on the map, would jump away from the rail in an attempt to land on said spot, would visibly land on the spot I was aiming for, and would watch my character automatically clamp onto the rail again and sail away into the abyss. After about fifteen minutes, I was screaming for the simple, one button grind functionality that was done to perfection in the Tony Hawk's Pro Skater series, which is funny because it was precisely this kind of problem that led Neversoft to introduce the ability to actually climb off your board and roam freely around the map. JSRF's grinding system is far too simple and mistake-prone for its own good.

I think my main problem with the control system is twofold. For one, far too many elements are automated, to the point that I never felt like I was fully in control of my character. Secondly, I felt like JSRF far too accurately represents the physical act of skating, and all of its downfalls and limitations. It's one thing to simulate the sense of speed, balance and adrenaline that I'm sure a great rollerblade pro feels every time he's on wheels, but it's something else entirely to handicap your gamers just for the sake of simulation. If you'll pardon the repeated comparisons, this is a translation that I felt the Tony Hawk's Pro Skater series had absolutely nailed down. All of the sensations of actually riding a skateboard are there; speed, control, balance, restraint... but very few of the really bothersome limitations made the leap. When you order your rider to stop moving on an incline, it's understood that you don't want him to move again on his own. JSRF sends you slowly sliding down the hill. There's no such thing as a nuance of control in this game, at least as far as the basic commands are concerned. Jumping, grinding, standing still, moving forward, whatever... they all feel over-analyzed and needlessly nitpicked. Where's the fun in moving at incredible speeds if your character steers like a boat in mud?

Now, with all that said, I'm actually a fan of a few aspects of the control scheme and the newly introduced gameplay mechanics. One of the more imaginative additions is the combo system, which works like a sort of hybrid action / sports / music game. You've got the fast pace and loose grip on reality of an action game (like the sky-high jumps in Tony Hawk, there's no way some of Jet Set's tricks are physically possible), the balance and strategy of a good sports game (planning where you'll jump after the rail ends, in the hopes of continuing your combo) and the timing and universal coordination of a great music game (you've got to time your manual tricks while grinding or grabbing air so that they land precisely along with the beat). Fully realized, it's a truly inspiring little addition, although it's such a small part of the big picture that it's likely to go completely overlooked in most people's books.

As I'd alluded to earlier, the two areas that needed the least attention were the visuals and the audio, both of which were true shining points of the original, almost single-handedly responsible for its high profile and its accompanying success. On that front, not much has changed. This is still a visually sensational game, and although many of the environments and non-central characters seem blocky and undeveloped for the Xbox platform, the incredible strength of the character designs and art direction make up for it and then some. This is one of the most complete games I've ever seen, graphically. Everything a player could possibly get onto their screen is brilliantly detailed, with dozens of little surprises tucked away to keep the game interesting.

The audio is, on the large, a huge success. The tracks are entirely fresh, without a single tune I've ever heard on the radio, and almost exclusively excellent. Occasionally you'll stumble across a song that sticks out like a sore thumb, (one song in particular maddened me to no end... almost start-to-finish middle aged screaming Japanese woman) and that's a problem that the first game certainly didn't have, but such tracks aren't very frequent. I'd have preferred to have a functionality similar to that in Tony Hawk's Pro Skater 4, (to continue the endless comparisons) which allowed gamers to single out tracks they didn't like and eliminate them from the active rotation, but a couple bad songs are really a small price to pay considering the quality of the rest of the soundtrack.

Visual and musical choices aside, I was really let down by this game. Sega had such a firm foundation upon which to build an absolutely dynamite sequel, success seemed like a foregone conclusion... but where there's a will, I suppose, there's a way. And, much as it pains me to admit it, Sega's M.O. this generation seems to have been creating software that really isn't up to their old standards. While it's a blast to watch, Jet Set Radio Future just isn't that much fun to play most of the time, thanks to an incredibly shallow, inattentive, under-tested control scheme. The characters are difficult to identify with, since most of their brain waves appear to be flatlined, and the story is difficult to follow and non-motivating. Even if a game looks beautiful and sounds breathtaking, nobody's going to bother with it if the gameplay and controls aren't there. And that's just the case with JSRF.

see more


More Information
Browse for similar items by category:

 


HOME

Car Credit - Online Advertising - Hotel Las Vegas - Remortgages - Problem Mortgage