What did you enjoy most about Bomb Rush Cyberfunk? What would you like to see included in a sequel? Please share your thoughts on your experience below!
As a kid, a disc with JSRF and a racing game mysteriously appeared in my collection, just the disc in one of those paper and plastic sleeves. What a blessing that was... Still wonder to this day how it ended up there. And no I'm not committing into adulthood to lying about stealing it, but having worked at a record store... That sleeve is suspicious. Maybe someone was too scared to hold onto it, worked for me! Another nice thing about uniform stats btw.: Everything is designed around very specific capabilities.
Wow! This looks amazing! JSRF is easily one of my all time favourites games, and this appears to be just as good. Been waiting over 20 years for them to make JSR3. Recently, I heard they are finally making a new version of JSR and look forward to its release. In the meantime, this looks like it could keep me occupied. Typical, it's like when you wait for a bus, and two show up at the same. It appears JSR and BRC are the two buses. 😂
Something that would be cool for a trick system in a more fantasy-based game like this: Different tricks have different beneficial effects. Max-speed boost, a burst of acceleration, a boost to a jump within the next 3 seconds, a multi to the score on the next few tricks, bullet reflection, I'm sure they could think of even more. Even with few inputs, maybe trick combos could lead to such effects. And what if they were interactive? Let's say the trick where you hold your skates out to the side gives extra points if a wall-ride is initiated during it, a spin onto a grind continues the motion for a special spin-grind, stuff like that.
Hmm I like where those ideas are headed. But do you think they may too tightly couple the trick to the benefit such that the player loses a bit of freedom in terms of how they want play? E.g., I must do X trick to get a jump boost but I'd rather do Y.
@@BinaryPixelGaming Right, if it ends up feeling limiting I suppose they could lean into non-linear paths. Let's say there's 2 ramps, taking a speed burst on either leads to 2 individual paths, while doing tricks that don't cause a speed burst leads you to yet 2 more paths where you may get to exploit benefits you got for choosing something different than the speed burst. Maybe one trick ends with an explosion upon landing, sending you down yet another path, each balanced to be roughly as beneficial depending on the style you like. There could maybe also be ways to reach those other paths without having to do the specific trick, let's say you take a side path that spits you back out there with a natural burst of speed from physics or a booster pad. And for the latter example, let's say landing any trick on an explosive barrel opens up that path too. Holding skates out to the side before wall ride could change your trajectory instead of simply adding points to it, the less it's x is just better than y the more free it becomes. i think like this you are then engaged and deliberate either by choosing the right path for the tricks you wanna do or the right tricks for the path you wanna take. That still is a compromise that can only be mitigated, i usually have 2 modes or somewhere in between playing these games: 1. How do I squeeze max points out of every moment as far as I can manage or 2. how do I make it look awesome. Ideally both are accounted for in design imo, if someone thinks x combo on y path looks amazing it ought to be possible in a game about style.
This game feels like what I expected JSRF to play like all those years ago. BRC hits that sweet spot by having the graffiti mechanics of the original Jet Set and the actual extreme sports part play more like Tony Hawk. One thing I always hated about Future was the neutered graffiti mechanics and the less Japanese inspired environments. I think they could afford to make the game cheaper but it is what it is. I think anybody waiting for the new Jet Set should absolutely play this though. It immediately feels right the moment you play it.
What did you enjoy most about Bomb Rush Cyberfunk? What would you like to see included in a sequel? Please share your thoughts on your experience below!
As a kid, a disc with JSRF and a racing game mysteriously appeared in my collection, just the disc in one of those paper and plastic sleeves.
What a blessing that was... Still wonder to this day how it ended up there.
And no I'm not committing into adulthood to lying about stealing it, but having worked at a record store... That sleeve is suspicious. Maybe someone was too scared to hold onto it, worked for me! Another nice thing about uniform stats btw.: Everything is designed around very specific capabilities.
Wow! This looks amazing! JSRF is easily one of my all time favourites games, and this appears to be just as good. Been waiting over 20 years for them to make JSR3. Recently, I heard they are finally making a new version of JSR and look forward to its release. In the meantime, this looks like it could keep me occupied. Typical, it's like when you wait for a bus, and two show up at the same. It appears JSR and BRC are the two buses. 😂
For sure. Here's hoping Sega does the JSR remake justice.
Great, thorough, review. Thank you.
Very informative review. I was gonna wait for a sale but you made me go buy it, thank you.
Glad I could help! Hopefully you've been enjoying the experience so far.
@@BinaryPixelGaming 10 hours in ands it's pretty great
just beat it. The game is so fire
been adding my own music and characters
Nice! Playing with the mods on PC?
@@BinaryPixelGaming yessir looking for characters and stuff now
Something that would be cool for a trick system in a more fantasy-based game like this:
Different tricks have different beneficial effects. Max-speed boost, a burst of acceleration, a boost to a jump within the next 3 seconds, a multi to the score on the next few tricks, bullet reflection, I'm sure they could think of even more. Even with few inputs, maybe trick combos could lead to such effects. And what if they were interactive? Let's say the trick where you hold your skates out to the side gives extra points if a wall-ride is initiated during it, a spin onto a grind continues the motion for a special spin-grind, stuff like that.
Hmm I like where those ideas are headed. But do you think they may too tightly couple the trick to the benefit such that the player loses a bit of freedom in terms of how they want play? E.g., I must do X trick to get a jump boost but I'd rather do Y.
@@BinaryPixelGaming Right, if it ends up feeling limiting I suppose they could lean into non-linear paths.
Let's say there's 2 ramps, taking a speed burst on either leads to 2 individual paths, while doing tricks that don't cause a speed burst leads you to yet 2 more paths where you may get to exploit benefits you got for choosing something different than the speed burst. Maybe one trick ends with an explosion upon landing, sending you down yet another path, each balanced to be roughly as beneficial depending on the style you like.
There could maybe also be ways to reach those other paths without having to do the specific trick, let's say you take a side path that spits you back out there with a natural burst of speed from physics or a booster pad. And for the latter example, let's say landing any trick on an explosive barrel opens up that path too.
Holding skates out to the side before wall ride could change your trajectory instead of simply adding points to it, the less it's x is just better than y the more free it becomes.
i think like this you are then engaged and deliberate either by choosing the right path for the tricks you wanna do or the right tricks for the path you wanna take.
That still is a compromise that can only be mitigated, i usually have 2 modes or somewhere in between playing these games: 1. How do I squeeze max points out of every moment as far as I can manage or 2. how do I make it look awesome. Ideally both are accounted for in design imo, if someone thinks x combo on y path looks amazing it ought to be possible in a game about style.
Nice review!
A flip phone with modern GPS 😂
This game feels like what I expected JSRF to play like all those years ago.
BRC hits that sweet spot by having the graffiti mechanics of the original Jet Set and the actual extreme sports part play more like Tony Hawk. One thing I always hated about Future was the neutered graffiti mechanics and the less Japanese inspired environments.
I think they could afford to make the game cheaper but it is what it is. I think anybody waiting for the new Jet Set should absolutely play this though. It immediately feels right the moment you play it.
Amazing game bad price
Worth imo. Just wish it had a longer campaign