
DREAMCAST
Publisher: Sega
Reviewed by Ben Hopper of GameCritics
1/18/01
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Discussion Forum
First
Impressions:
Sega's
first-party titles for the Sega Dreamcast have one undeniable quality
unique to them: They turn heads and raise eyebrows. The reason for
this is quite simple -- Sega likes to shoot for the stars in attempting
to achieve a new level of cool. Games like Crazy Taxi and Space
Channel 5 were loud, fast and unrelenting, and each took a fresh,
in-your-face approach to established genres -- almost to the point
where it seemed a new genre was created. But if there was anything
negative about those games, it was the arcade-style presentation
and gameplay, which made for somewhat linear experiences. Each game
was a feast for the senses the first time around, but they seemed
to sour just a bit with every subsequent session.
Jet Grind Radio is like the love child of Crazy Taxi and Space Channel
5. Take Taxi's gameplay, Channel 5's visual flair, and the music
from both games, and you basically have Jet Grind Radio. Though
the game can get repetitive, and the frustration factor is higher
than it should be, Jet Grind fares much better in the long run than
its would-be parents. Sometimes the gameplay has a hard time living
up to the graphics and music (which are phenomonal), not to mention
a reckless attitude so explosive the game can hardly contain it.
As a result, Jet Grind doesn't play quite as fun as it looks, but
it's still hard not to have a good time anyway. Graphics:
Worthy
of special mention are the game's stellar 3-D visuals, which are
rendered in cel animation form -- giving the game a look and style
completely different from anything else out there. Jet Grind's
game world is convincing and fun as a result of the colorful and
ambitious graphics.
Sound/Music:
It's
been a while since I've played a game in which the graphics and
music are so dependent on each other -- they really go far together
in establishing Jet Grind Radio's unique flavor. The soundtrack
is a combination of an original score and licensed tracks. Of
the two, the original stuff is the most inventive and enhances
the game more, but some of the pop tunes work well, too.
Gameplay:
It
all starts up just fine, serving up a full platter of Professor
K, the DJ of Jet Set Radio -- a pirate radio station that functions
to free the masses with music. This Professor K looks kinda cool,
and he succeeds in charging the game with a quick burst of energy,
but a little of this guy goes a long way. His later appearances
throughout the game grow really tiresome as he rarely says anything
sensical or provocative (much less funny), but we get to know
this character much better than any of the others, so the game
is able to get away with using him as an anchor. Once we're rid
of the good professor though, the actual playing of Jet Grind
Radio commences. You start the game by recruiting members into
your gang, the GGs, so you can combat the other roller-blading,
graffiti-spraying bad boys and girls for control of Tokyo. Building
up your gang is done through events called "rival showdowns,"
and it's a good way to start. You get wanna-be hip-hopper guys
and freaky girls to join you by playing a game of follow the leader.
If you can match their skills -- they're in, and they become selectable
characters. It sort of works like an in-game tutorial (although
there is a seperate tutorial feature outside of the regular game
mode). It does a good job of refining your skills, and it prepares
you for what lies ahead in the game. My only problem with it is
that you don't have any control of the recruiting process, which
quietly avoids some interesting gameplay possibilities. The game
predetermines everything for you, and you can't advance in the
game until you can aquire the next member that's lined up for
you. Like the rest of the game, it's fun, but it's also very straight
forward.
After the first two kids -- Tab and Gum -- join up, you can dive
into the core of Jet Grind Radio. From the gang's hideout (a vacated
garage) you can select from a variety of different things to do
-- a process borrowed from that horrible Dreamcast game, Speed
Devils, though it fits more neatly into Jet Grind. In the garage,
you can change your graffiti designs (or design your own through
an integrated paint program); access the Internet, where you can
download graffiti designed by gamers from all over the world and
upload your game ranking to see how your skills compare with other
Jet Grinders; save your progress or even sample some of the excellent
music in the game -- all while the gang grooves to the funky tunes.
(In fact, once the GGs are maxed out with members, the atmosphere
in the garage is like an enormous party.) It's also from the homebase
where you hit the streets and do battle with rival gangs. The
territories of the various gangs, which sport names like the Noise
Tanks and the Poison Jam, are laid out on a city map. Once you
select which district you'd like to conquer, you pick a character
and you're off.
At first, the object of the game seems simple enough. You skate
around different parts of the city, marking your territory with
graffiti and pulling off tricks along the way. You can also pick
up Graffiti Souls -- special icons scattered throughout the levels
that unlock new graffiti designs. Then the cops come in, led by
the maniacal Captain Onishima. Of course, being the vandal that
you are, it's your job to keep as far away from the law as possible.
Initially, all the cops chasing you around is kind of light hearted
-- it reminded me a little of the Inspector always trying to catch
the Pink Panther, or the Coyote chasing after the Road Runner.
Then the paratroopers armed with machine guns come in, then the
riot cops with tear gas, then the helicopters, then the tanks
-- the whole tone of the game seemed to change as the cops went
from bumbling fools with billy clubs to a military strike force.
It's no fun tagging the side of a bus when a helicopter is behind
you launching sidewinders, neither is covering a billboard with
graffiti while a tank bombards you with shells. This jarring violence
contridicted the game's cartoony appearance -- Jet Grind lost
some of its charm for me when I realized that the authorities
were out for blood.
Naturally, the game is trying to depict an oppressive society
-- one in which the gangs are the only truly free citizens --
but should that come at the expense of the energetic, innocent
spirit we see at the beginning? I felt the developers missed an
opportunity at giving the game a big injection of humor by exploiting
the relationship between the gangs and the cops, which might have
worked as a love-hate thing -- a both-sides-needing-each-other
deal. Instead, the police are a bunch of trigger-happy, militant
bastards that would rather shoot first and ask questions never.
The game even delves further into the realm of the strangely serious
by eventually ditching the cops all together in favor of gansters
and hired thugs who like to scream, "Die!"
Enjoyment:
I
guess all of this allows for more action than the game would have
otherwise had with a lighter tone. That wouldn't normally be a
problem for me, but the slippery controls and confused game camera
turn the hectic action into one of the more aggrevating confrontations
I've had with a game in quite some time. I don't like how control
of the camera is given to the player instead of the computer choosing
the most optimal point of view. Furthermore, I don't like how
the camera control shares the same button with the spraying paint
action. When things get hairy and you're trying to make a quick
escape, the perspective can get messy in a heartbeat. Correcting
the viewpoint with the camera button will put the camera behind
the player, unless you're near a wall -- then it moves to an overhead
view. If you're near a graffiti point while you're trying to fix
the camera, you'll switch the tagging perspective -- not the sort
of situation you want to be in when a group of mercenaries are
hot on your tail, or if you're teetering on the ledge of a tall
building.
Another factor that contributes to that throw-your-controller-against-the-wall
feeling is the amount of trial and error that goes into clearing
any given stage. I felt that this was especially unfair when you
consider how the game doesn't allow much room for error. Sometimes
it can take a dozen tries before you discover where you're supposed
to go or what exactly needs to be accomplished, and it only gets
worse as the difficulty increases. The game might even cheat a
little to further your anger -- like when the game cuts away while
you're in the middle of a crucial jump to catch a rail in-between
skyscrapers, just to show the reaction of the group of psycho
killers you just escaped.
All in all though, the nice variety in the gameplay makes the
journey worthwhile. For instance, after you take over another
gang's turf, you then have to run them out of town by chasing
each member down and tagging them with paint. I would have liked
to have seen the rival gangs fight back in these cases instead
of just running away from you, but it was still one of the moments
in the game that I looked forward to. Other welcome breaks in
the action come in the form of free runs through the city streets
and one-on-one friendly races.
Jet Grind Radio is never so difficult that all seems hopeless,
nor is it so frustrating that it discourages you from playing.
It's the kind of game at which you want to keep plugging away
until you beat it, and even then you'll have to play it again
to pick up stuff you missed the first time around. I liked some
of the story development, though the many subplots seemed to slow
the game down at points.
Multiplayer:
N/A
Overall
Impression:
Jet
Grind Radio shows us a new and fun visual style and combines it
with great music and fast gameplay to create one hell of an initial
thrill. There are a lot of things to do within the game, but sometimes
it's more concerned with overloading your eyes and ears with color
and sound than it is with trying new things gameplay-wise. You
could even say it relies a little too much on the graphics and
music instead of giving more depth to the game world and refining
the suspect game camera. This is not to say that the graphics
and music aren't worthy of such attention (because they are),
but there were times in Jet Grind Radio when it needed just a
touch more emphasis on making the game geniunely fun rather than
making it just look fun. However, its high energy and outlandish
vision are able to cover up for any holes a finicky gamer like
me might find. Ultimately, Jet Grind Radio is another distinctive
title from Sega, and one that could define what next generation
games are all about.
Marketing
Efforts Towards Women:
Despite
the gang environment that's so prevalent in the game, Jet Grind
Radio deals with violence in an interesting way. The point of
the game isn't to directly confront violent oppression, but to
indirectly show defiance through art and music. Females might
find this approach a refreshing change of pace from the normal
3-D action game. Women will also appreciate the many selectable
female characters in Jet Grind Radio, who look just as cool and
play just as well as the guys. In fact, I think the females are
represented in a much stronger light than the male characters.
The guys are all cut out of the same goof-ball, hip-hop culture
mold, while the girls seem to have their own style, both in their
appearance and in their independent disposition.
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