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Recent reviews by DevilHunterWolf

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Showing 1-10 of 35 entries
1 person found this review helpful
0.0 hrs on record
**FOR HISTORICAL PINBALL EXPERIENCE, NOT FOR NEWBIES**

I hate to say this but this pack almost put me off Zaccaria Pinball entirely. This was my first step into their tables back when there was only 27 of them and "Retro" doesn't quite explain the full situation. First off, these are not original Zaccaria tables. That's the Electro Mechanical and Solid State tables that don't have "Retro", "Deluxe", "EM+" or (insert year) after their name. These Retro category tables are instead taken right from pinball history. Think more of the 50s era of pinball rather than 70s and onward. From that standpoint, these are really neat to have in the library! There's not much as much demand for vintage pinball layouts compared to the common one you see pretty much everywhere: two outlanes, two inlanes, two slingshots, and one flipper gap. These vintage designs can end up with flippers, slingshots, bumpers, and gaps in all the places you don't expect. It's an experimental era of pinball before it found its real stride.

The price and number of tables can look very appealing and the first thought may be that these could still be fun. That first thought won't last long and if this is all you've got in the library, you might feel let down. If you're looking to test out Zaccaria Pinball, this pack isn't it. Additionally, these Retro tables come free with their real table counterpart. If you buy an actual Electro Mechanical and Solid State recreation table, the Retro version comes with it. That's the best way to experience these: seeing what the original was and then what could have been if Zaccaria existed in the 50s.

If you want a taste of vintage style pinball, this will definitely hit that mark. If that's *all* you're looking for in digital pinball, this pack will serve that very specific need well. But for everyone else, I'd just experience these as extras and for a quick trip back in time between other tables. Recommended but only in the looser definition. More of a middle "Neither" for this specific pack if Steam had that rating.
Posted 22 November, 2025.
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15 people found this review helpful
2
61.7 hrs on record (34.9 hrs at review time)
First things first: go try the game. It's free to download, the Time Machine table is unlocked for full play and the rest are score limited. Don't look at packs. Don't look at prices. Just go try it out. Once you've played it and seen what it has to offer, then you can look at what you're interested in unlocking. Now onto the rest of the review.

Zaccaria as a pinball company was more well known overseas than stateside compared to names like Bally and Williams. As such, chances are low that these tables are recognizable to US audiences from their original heyday. But that's the great thing about digital pinball: getting to experience more pinball! Not only has Magic Pixel digitally recreated original Zaccaria tables but they've also used the themes to create new tables to represent designs outside of Zaccaria's original run. The table categories reach as early as the days of "Flipper" labeled flippers with random layouts and as recent as the modern LCD era with complex table layouts. The selection ends up feeling like a museum of pinball where you can freely step between eras of machine designs, including some from Magic Pixel's own history. And with the new EM+ table category to fill a gap between scaled back simpler designs and modern features and flair, there's bound to be something here that appeals to everyone.

For those that play on virtual cabinets, cabinet support is included and all you have to do is set what monitor has what (playfield, backbox, DMD/LCD display). Just a note to turn off Steam Cloud saves if you plan to play on a cabinet but also elsewhere so that the settings remain for that device. For those that are interested in customizing the experience, the Bronze Pack DLC is highly recommended (usually included in a Starter Pack). If you've played another pinball app and wished you could change the room or table's brightness, that's the one for you. You can even go as far as to change the table physics and ball size if you really want to. VR support is a separate DLC but it's a one time unlock and applies to all table purchases current and future; no separate VR specific tables to buy or double dip for.

Zaccaria Pinball was in Early Access for a long time which they used to work on features, overall designs, and more tables. The first glance at the DLC selection will feel like it's a lot for a recently released game but these have not been rushed. While not every table may end up being a favorite, there's a lot of good layout designs and fun times to be had. As I said at the top, just go and try the different tables out. Get a feel for which table types appeal more to you. The table packs can be a bit difficult to search for but know that they do have bundles by category of table. Just piece together what you like and have some good ol' pinball fun!
Posted 6 November, 2025.
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1 person found this review helpful
0.0 hrs on record
As of September 19, 2025, this DLC has changed along with the other base game overhaul changes. It is now a new table called Viking in the style of other Deluxe releases. The artwork pieces are available from the start for full customization right away. The current description reflects this but wanted to mark a time of when this change appears to have happened compared to the older version's reviews.

I cannot say how the old wild west themed table played or how tedious piece unlocking was for it because I don't remember the old table. I likely looked at it and shrugged away as an experiment that didn't grab me. I honestly forgot it was a thing I had from the full table package. But with this new Viking table and having the pieces available immediately, this has become a more exciting table category. It's still only 1 table but it plays well and the novelty of changing the artwork makes it feel a bit like it's your personal limited edition table.

If Viking represents the new standard, I'm excited for more tables under Artwork Editor!
Posted 22 September, 2025.
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2 people found this review helpful
1
0.5 hrs on record
If you know Depth Dwellers by its reputation, well it's not entirely without merit. It's especially true when you compare it to its contemporaries. But, we're no longer in the 1990s. We can look back at this game for what it is rather than what else was out. It becomes something a bit more in that context.

First, I'd like to address the technical part. This is emulated with DOSBox Staging, an improved continuation of the original DOSBox. You're getting full screen by default but it's no longer a 320x240 sized box taking over your monitor like with most of the old DOSBox configured games. It's more like a borderless window experience and you can capture and release your mouse cursor with just a middle mouse wheel click; handy for multimonitor bouncing. And going to windowed mode with Alt+Enter also leaves you with a decent sized window rather than the aforementioned small box. It also has the benefit of Staging's CRT filter that auto adjusts to the screen size. If you like CRT filters, you may like this. If you don't, it's not very pronounced or obnoxious like some scanline filters are so it's easy to look past.

Onto the game itself. As of the time of this review, they've managed to dig up a lost version 1.73 of the game from old CDs. What that means is Depth Dwellers finally has functioning mouse control! Now, that doesn't mean circle strafing modern mouse controls. You push the mouse forward and back to move forward and backwards with left and right turning. Boost your mouse DPI a bit and you actually get a pretty responsive experience that allows for some better movement than the keyboard alone offered. The red and blue 3D glasses mode is still here and actually worked decently for me with one caveat: finding secret walls becomes nearly impossible. They tend to have a slight bit of different color on them but that's all blended together in the mix of red and blue. You're back to wall crawling trying to find the ones that open. But if you're willing to put aside secret hunting for a few minutes, you can experience a novel bit of early 3D gaming. And surprisingly, the lives system isn't a full reset on death like most first person shooters of the time. You continue on the same level with the same progress. The only loss is your weapons reset to what the episode starts you with so leave those extra weapons as spares if you want to play without the usual PC FPS save scumming.

Outside of all that... it's Depth Dwellers! Good, bad, and whatever, it's the same game. But for the cost of a shareware diskette from the local computer show, you get the full game with a proper effort to make sure it looks and plays well on a modern computer. It's obviously an old game. It's obviously not the best of its era. But it's a scrappy little game that I can't help but applaud the effort; moreso today with v1.73 than the older v1.6 or earlier. It's certainly the best version of itself and that to me was worth the $1.99 USD I dropped on it. Take a look at the gameplay video on the page and make your own determination.
Posted 28 May, 2025.
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2 people found this review helpful
1
26.5 hrs on record (19.7 hrs at review time)
This gets a recommendation from me but there are some caveats to this rating. Mostly, I'm happy to see this franchise get some attention after being essentially dormant since Defiance. While this release does not promise future remasters or remakes, I'm happy to see these games get some love. I played through Soul Reaver 1 entirely and a section of Soul Reaver 2 to get an idea of Remaster changes before reviewing.

Being called a Remaster these days tends to put a lot of expectation on the amount of polish and that modern expectation can flop here. While Soul Reaver 1 definitely received a huge amount of polish (thanks to a fan that was hired and had their unofficial graphical updates officially integrated into the game across all these platforms), Soul Reaver 2 feels less so. The swap between Remastered and Original graphics in Soul Reaver 2 isn't as dramatic aside from character models and extra glow. However, that may be more a credit to the original assets no longer constricted on a Playstation 2. While certainly not as high fidelity as any modern game, its original graphics actually hold up better than I expected. It does unfortunately leave me feeling like Soul Reaver 2 either was a late decision to remaster or that the whole project just didn't have as much time as it could have; regardless if its true or not.

It helps to keep in mind that we're getting used to a single generational difference in a modern remaster whereas Soul Reaver 1 and 2 are much older. The source is not as modern and that's apparent when playing through these again. Make no mistake. These are a PS1 and PS2 game at their core and still play as such. They play decently well still but will feel like a step backwards if you're used to modern era games. The same goes to the quality of the sounds and voices. Thankfully, the voice acting was held to such a high standard for its time that the top tier performances out of the cast shine wonderfully. Their deliveries easily remind me why these games had such an impact on us back in the day even if the gameplay does not live up to the memories.

The Remastered package is not perfect but I appreciate the Bonus Content being preserved as well as explorable sections of cut levels from Soul Reaver 1 (in original graphics). The originally cut day and night cycle from Soul Reaver 1 is neat to see implemented here but its global timer feels more like jumps when exiting buildings rather than something organic. An option to turn it off would have been nice for those that don't enjoy it. Speaking of, there's some smaller option tweaks that I would like to have seen like a resolution option. It defaults to a 16:9 widescreen which ends up just being stretched past the left and right sides on my 16:10 monitor. Windowed mode is a quick Alt + Enter but then it looks like it's just stuck at 720p. It's one of those things that feel like this was made for consoles first and PC after (which is historically accurate for Legacy of Kain but still disappointing). Oh, and definitely keep multiple save files. I wasn't impacted by any major issues but I'm not discounting the issues others have brought up for gameplay bugs or softlocks.

PC players may feel a bit cheated here since the original releases were available for so long. That's just the great part of PC gaming: the legacy catalog. This release undoubtedly had a bigger impact on consoles that otherwise could not play these again. Taking that out of the equation, this is still a good package to pick up to play without having to worry about extra fixes or configuration. Plus, the character model updates bring a consistency between the games that obviously didn't exist going from PS1 to PS2. If you're not sold on the idea of $30 USD for a couple of old games with a new coat of paint, then by all means wait for a sale. It was worth it for me as a fan that wanted to enjoy the included extras and also support the attention to the Legacy of Kain series.
Posted 24 December, 2024.
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2 people found this review helpful
204.5 hrs on record (90.5 hrs at review time)
To preface my review, I didn't play Cyberpunk 2077 until Phantom Liberty and the 2.0 changes. I have no reference for how the game used to be. I also knew very little about the game and story before starting. I was only spoiled on the nature of Keanu Reeves' character, Johnny, and that the game has multiple endings. I otherwise came in pretty new and unfamiliar to the game aside from some of the 2.0 change complaints in user reviews (mostly about the new skill tree and enemy scaling). I was in the mood for a cyberpunk style adventure and this was all hitting the front page at the time so I picked it up.

I really enjoyed my time with Cyberpunk 2077. Gun play is solid and I personally didn't find any particular issue with the 2.0 skill tree or the enemy scaling but that could be down to my own build and play style. While there are some restrictions to how the main character, V, is able to be personality wise as they are an established and voiced character, I never felt like one play style could be less viable than another (such as stealth vs guns blazing). And even though the Phantom Liberty content is telegraphed in the mission journal, I wasn't paying too much attention to it as I figured it was an end game expansion. I was caught off guard when I was doing a mission and all of a sudden the title drop of Phantom Liberty hit. It seems to have been integrated into the main game fairly well with extra dialog options for your in game acquaintances after things start going down in the DLC. The only real overall negative I have is that the driving is terrible on mouse and keyboard. First person view inside the cars tend to be limited with a lot of the interior in the way (motorcycles were much better), there isn't an on hood or from license plate view like many games offer, and the third person chase camera will not follow if you even slightly move the mouse at all. I get the feeling the focus was on being able to drive and shoot at the same time but that was needed so infrequently that I would have preferred the focus to be just solid driving. It's a shame because the fluidity of the city and lack of loading screens while getting around can really pull you in. But later on I leaned more toward just using the fast travel stations I found while driving around, especially when I'd have to cross to opposite corners of the map for different missions. I certainly praise the vehicle delivery system when I still had a bit of distance to cover.

And now for the big one to talk about: bugs. I will say that in the beginning, the game was very stable and bug free. I was pretty impressed after hearing the bad word of mouth for so long. However, I did start to see some things later. Phantom Liberty's content was definitely the most problematic with animations not lining up or breaking out of sequence. I recall in particular a scene where someone tilt their car seat back to avoid being seen and they kept popping back up at the standard driving position during the cutscene. And I don't know if it was Phantom Liberty kicking it off or just the number of hours I'd played to get there but I started seeing more animation breaking and people spawning hovering in midair. It was infrequent enough to not be a problem for me but it definitely all seemed to really kick off once I hit new content. Earlier on, the few crashes I had were after quitting the game when it didn't matter. But after playing for about 50 to 60 hours, I did get a couple of crashes while playing. One kicked me to the desktop with the standard "game has flatlined" error but another completely locked up the game to the point where even Task Manager couldn't take priority over the game's window and I had to restart the computer. A more gameplay impacting one was a perk that turned on optic camouflage while crouch running. Without spoiling, there is an item in Phantom Liberty that takes its spot during the mission. It would break the optic camouflage perk until I refunded it (for free thankfully) and unlocked it again. Also had issues where the use of said spoiler item would prevent me from opening the inventory or map unless I saved and reloaded. Is this all 2.0 related issues or just Phantom Liberty? Hard to say since they were released hand in hand. No softlocks and nothing frequent enough to stop me playing but just know there are likely bugs to work around.

I can definitely recommend this game. I had a good time being a merc in Night City and really found myself getting caught up in the characters and the story. It wasn't "me" in Night City but V was a decent foil for my adventure and they handle themselves well enough to how I wanted to play the game. Just set your expectations for a few open world bugs and you may enjoy roaming, hacking, shooting, and whatever else in Cyberpunk 2077's world. It's a pretty good experience!
Posted 20 October, 2023.
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4 people found this review helpful
3.8 hrs on record (1.8 hrs at review time)
I've been primarily gaming on a Steam Deck lately so when I saw this game was Verified and looked to be a current day recreation of Freelancer, I was ready to give it a try. But immediately I have to say this: this game has issues. Quick note: I have not played any of the other Starpoint Gemini games as they weren't quite what I wanted for a space sim. Starpoint Gemini 3 is the first one to grab my attention.

I'll give some credit to the devs attempting to make a space sim work on controller. That is not an easy task and in the old days, it was usually still paired with some keyboard shortcuts. For the most part, using a controller functions well! But, the snap movements for good space fighting are still better suited to mouse aiming than an analog stick. That's unfortunately not the end of the issues. I know voice acting enjoyment can be subjective but I personally couldn't latch onto the characters I was introduced to. The closest character I liked was the ship AI, ADAH, but even her performance was too overblown. Combine that with animation that doesn't quite match up well and this is just rough to enjoy the moments not spent flying. The rest of the game looks very nice! The actual space and world look great in my opinion. That's why it's a bit of a let down when the characters stick out as much as they do.

And more problems come in. I'd see occasional hitches and pauses during in-engine cutscenes or when using the cruise drive to travel quickly across distances. This doesn't seem to be a Steam Deck only issue from what I've read of others experience. I also once saw a cutscene that was going from out in space to into a bar where almost nothing loaded. At first I thought it was just the environment but no! Not even the talking characters were visible! Only a couple background characters were loaded in and just floating in a void of nothing. Reloading the save and starting the cutscene again fixed it but still didn't make for a good impression. I tried to keep pushing forward to at least get out of the "tutorial" area. Next problem was trying to open the star chart to plot a course. The controller doesn't work to move and select anything. The touchscreen "works" but it thought the screen was sideways so the cursor doesn't match up with where you're touching. So, I flew to a random navpoint already on radar and was thrown into a challenge(?) against a swarm of drones with the goal to survive for 2 minutes. There were so many enemies that even locking a target basically did nothing among the sea of red arrows pointing all around. If I was moving, they zipped out of my crosshairs. If I stopped, the swarm would rail away at my shields. I decided to give mouse and keyboard a try to see if I'd have a better overall experience and... nothing. The game doesn't work with mouse and keyboard on the Steam Deck. I don't know why but the keyboard is ignored completely and the mouse is locked into the center of the screen.

I wanted to like this. It's clearly meant to be another Freelancer and I like the idea. It looks so good when you're out in space and I actually like the idea of the AI piloting a drone to go into derelict ships and other areas. It gives you a sort of on foot experience to break up just flying. But this is not a good experience on the Steam Deck and I'm not sure where the blame is. Is it rushed support for verification? Is it the game itself? I don't know. But I know I can't recommend this, at least for Steam Deck users. Maybe some time I can try the game again on a standard gaming PC but I also know the characters and world has not grabbed me at this time so I'm not looking forward to it.
Posted 10 September, 2023.
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9 people found this review helpful
1 person found this review funny
46.2 hrs on record (6.2 hrs at review time)
I had to be in the right mindset for this game. Quick background, I come from the Wing Commander era of space sims. You had quite a bit of control and a bit of management but otherwise it was gameplay that might seem too simple in today's grand space simulations. My long time favorite is Wing Commander Privateer so when I hear of a game that is exactly a modern version of that, I'm all for it. The first time I booted it up, I went through the flight tutorial and decided the game wasn't for me. I wasn't feeling the cowboy twang soundtrack, the fake corporate sponsor messages, and the fact it had an auto-chase function for space fights. Recently I got in the mood to play another Privateer or Freelancer kind of game. I first tried a game that was heavily following the design of Freelancer. But that particular space sim's third entry just... lacked. It just did not have any real personality and nothing was particularly noteworthy despite nailing the design and open space feel of Freelancer. Disappointed, I decided to try Rebel Galaxy Outlaw again and I'm glad I did.

This is not your modern space sim. Rebel Galaxy Outlaw is your old school "simpler" space sim. The trade off is that this game has a lot of personality to it! I may have been turned off initially by the soundtrack and fake commercialism but I greatly appreciate it after the experience with the other game. I am also likely a bit biased toward this game because it is following Wing Commander Privateer's design document almost to the letter. You start with a low end trading ship complete with a single laser as its only gun just like Privateer's start. Depending on the difficulty you select, this will either be an okay laser with a color coded radar or full "Old School" with a worse laser and a gray color only radar that doesn't show you if someone is friend or foe. Your difficulty also determines what gameplay assistance you can expect. The standard difficulty lets you access the auto-chase and assisted aiming where going down to the "Old School" difficulty removes it all. You can also choose somewhere in the middle by turning off aim assist and not using auto-chase. While the difficulty pacing remains the same, I like the options are there to either appeal to old hands that have done this before or newcomers that may not have the flight experience.

Just like with Wing Commander Privateer, don't expect a lot of flash and glory. You are a working pilot. You need to spend time earning credits and making small upgrades to your ship. Rush into danger and you'll be blown out of the sky without a second thought from pirates or radicals. It's a slow satisfaction and Rebel Galaxy Outlaw always lets you know the expected difficulty of each mission before you accept it. Even main story line missions have the same warning if you look within the universe equivalent PDA. If you get blown up, try again to see if your luck is better or abandon the mission to try something else. Clearing out minefields, shuttling cargo in-system, or just answering random distress calls as you travel around can offer rewards without getting too heavy. Thankfully there is the quick travel Autopilot or you can travel at Sublight speed if you prefer to stay immersed listening to the radio as you travel around.

tl;dr This is not a heavy space sim and it's not full of flashy set pieces. This is a game you either kick back and ride the waves between calm and space battles for a few hours or you come back in small increments to do a few missions at a time. Play it slow. Don't rush to an endpoint. And if you keep an open mind, the game's world just might pull you in.
Posted 6 September, 2023.
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21 people found this review helpful
1
1.2 hrs on record
This was originally described to me as a spiritual successor to Jet Set Radio with music by Hideki Naganuma. I initially picked it up when it was still in Early Access. My first impressions were bad. Got easily lost, had arbitrary "wait in jail" punishments when caught by authorities, and just didn't have the right feel. And Naganuma's contribution was two songs, neither of which played through my brief time with the game. No problem, though! Early Access means it still had time to improve and I told myself I'd give it another chance once it was done. After getting the itch to play more Jet Set Radio like games after a particular recent game release, I decided I would give Hover another chance. And my opinion has not improved.

For reference, I played on the Steam Deck. At first I couldn't navigate the menu. I used the touchscreen to go into the options in case there was an odd "enable joystick" option (I've come across that before). And that's when the controller cursor showed up. Yup, cursor driven controller navigation. But whatever. Higher profile games have been guilty of that. The game defaulted to an Xbox controller. Cool! ... except none of the buttons were listed by their actual names in the input menu. Button0, Button1, Axis1, etc were all generically listed. Not a good sign. But I continued on and deleted my old save (character and team) and started fresh since it had been so long. The initial impressions didn't get better. No voice acting or little vocal quips from the characters talking to you. And the issues continue with a prominent and correctly displayed "Press Y to skip dialog" on screen but the character telling you the tutorial says "button2" or "#menu".

After getting past the initial laboratory tutorial, I'm popped out into the world. The game points me to a character to talk to who I believe is supposed to be the leader of the group I'm joining. And they basically tell me they hate me immediately. Insert text chatter from other characters trying to make it a joke. And that's it. Well, it's open world so I just start running around trying to find where I'm going and do some tricks. Insert text chatter from a character I never met praising my skill and giving me an ability chip to improve hacking. ... what hacking? Whatever, I'm sure it's something later. I close the chat box and keep going. Insert same character further impressed I could parkour for a minute without failing and I'm given another ability chip to improve hacking. Did I mention neither of these text boxes go away on their own because they're not voice acted?

This game failed to grab me twice. Your abilities and skills are tried to chips and level ups from an XP system, the interface looks like it wants to be an MMO, and forces random online multiplayer by default (turned off in settings). Maybe the city is impressive if you can find your way out of the less impressive and cramped garbage dump / sewer area but you don't get a "wow!" feeling starting at the lower levels in the trash and waste. The original Kickstarter video said this is an inspiration combination of Mirror's Edge and Jet Set Radio. It fails the Mirror's Edge idea by not having clearly defined pathways. And while there may be free movement with a dedicated "hold to perform tricks and grinds" button, this also fails how Jet Set Radio had well defined play areas and used its color choices to help point you in ways to go. Hover decided to go all in on a multiplayer experience with no barriers. In theory, that sounds like a cool idea but this really needed a reeled in first hour or something to get you properly introduced to characters, get used to all the base mechanics, and immerse into the world before unleashing the player into that much freedom. As it is, the assumed online multiplayer means there's no initial direction and everything keeps going at its own pace regardless of your own. You just exist rather than feel a part of the world. Doesn't help when you start off as a generic clone person, either.

tl;dr This is not a spiritual successor to Jet Set Radio. This is not a smooth and directed parkour experience like Mirror's Edge. This is a multiplayer focused game with the ability to make your own mini missions. And as the game has a few years on it, that prospect seems to be worse than when this was a fresh game with new players. Maybe if you could get a group to play together, it might be better. But I honestly can't recommend Hover as it stands on its own merit. Maybe grab the soundtrack if you like what you hear online but otherwise try out another spiritual successor or just Jet Set Radio itself.
Posted 30 August, 2023.
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2 people found this review helpful
21.5 hrs on record (5.3 hrs at review time)
There have been other games that have attempted to follow a Jet Set Radio style and didn't hit the mark. As I've been disappointed before, I kept an eye on Bomb Rush Cyberfunk but kept my expectations low. I bought it immediately after seeing the game in action. This is without a doubt a worthy game to be called a spiritual successor to Jet Set Radio. More accurately, this is a successor to Jet Set Radio Future with the more open world and no time crunch so you can explore at your own pace. As far as the feel of the game goes, I'd say it's 90% of how Jet Set Radio Future felt. There's so much that hits the mark but there's a couple things that fall a bit flat to me. First of all, the voice acting is limited to the minimum quick one word or short phrase clips like characters usually talk like in JSR. This isn't normally a bad thing but Bomb Rush Cyberfunk really could have used a voice to drive the game like there was with DJ Professor K or even when the different police chiefs from both JSR games that would arrive with a full voiced speech. It's just a bit emptier without that. The second is definitely more personal taste but the music doesn't quite have the same energy you'd get from Jet Set Radio. There are some great tracks that have the feel in here but a few just don't feel like they match up to what I expect. Again, this could be personal taste or maybe even just taking music in a slightly different curve for the year we're in but I would have swapped out a few tracks. But still a solid soundtrack in its own right!

Onto more good things. Again, this nails the feel for Jet Set Radio Future. Bomb Rush Cyberfunk does have their own touches. First is graffiti. You (thankfully) have unlimited paint. The system is a bit of a hybrid of easier painting of JSRF and the controller driven painting of JSR. You use different set patterns to paint different graffiti art. Instead of having to change them out at base and see them globally get replaced, you can spray any art you unlock along the way by following its pattern. If you don't care about which one you paint, just give the analog stick a few circles or flicks and you'll be done with it quick. But if you want to really pick every piece separately, you can do that too! And instead of paint to worry about, you have a boost meter that fills either with tricks or pickups in the world. You can use just a bit or use the whole bar. It's up to you. It's a separate resource from paint so go crazy!

Mobility overall is very good as well. You have a boost pack so you can do a mid air dash or alternatively a high jump if you're on your feet. Yes, feet. The skating is now a toggle or automatically turned on on a grind rail. If you ever got frustrated in JSR trying to line up the slippery skaters for platforming, you can just turn off the skates, line up, then go! And there's more than skates now. There's also boards and bikes. All three have their own special ability to open extra little unlocks on the map so there's still reason to swap between characters if you're going 100%. On feet has the high jump but also a slide ability to get into hard to reach places. But in short, anyone that played JSRF will fit right at home here. It's not highly technical like a pure skating game but still the arcadey skating we came to love in JSR. And I also applaud the nice quality of life changes in the grinding. If a grind rail hits a flat surface, the character won't just fall off but instead kick off the surface and turn around! Go up a pole with nowhere else to go? The character will handstand at the top while you look around and see where to jump to. In my opinion, it's all much better feeling if not just more forgiving than JSRF's grinding and speed systems.

Basically if you've got this far in the review, you probably know if you want this game. Bomb Rush Cyberfunk is a solid spiritual successor to Jet Set Radio Future. As we'll probably never see that re-released, this is as close as it's going to get and I would love to see a sequel that just brings that last 10% into the game.
Posted 23 August, 2023.
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Showing 1-10 of 35 entries