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I'm not quite sure what a Smilebit is, personally. But if they
could bottle and sell it, game developers worldwide would undoubtedly
be compelled to unanimously declare a new favorite beverage, because
in Jet Grind Radio, this team has unquestionably displayed that
they indeed have "the stuff." The Juice. Mad Skillz,
Or, if you prefer something less vague, these kids have talent.
Granted, we've been telling you that since the very first time
we witnessed it in motion at last year's Fall TGS. Of course,
we had no clue that the video-only display would have led to such
a phenomenal title, but we'll call that sense of utter amazement
and curiosity gamer's intuition. Why? Because despite a flood
of titles on both Dreamcast and other platforms, Jet Grind Radio
stands out as the most original, distinct, enjoyable title you
will play this year.
No, gang, your eyes don't deceive you. There are a lot of titles
vying for your money this year, but no game even comes close to
delivering something this fresh, this incredibly hip while simultaneously
being this playable. Nearly everything about this title is a testament
to the heart of game design and creation. Let us sit back and
appreciate its goodness.
I've already gone to great lengths to try to show you guys why
JGR was the bomb in our explosive week-long feature, but in case
you missed it, I'll try to break it down yet again. First of all,
you can't help but notice the visuals. This game looks sooo good.
It has the type of look that makes non-gamers can't help but be
impressed with how cool it is. Jet Grind Radio's cell-shading
technology will undoubtedly be one of the most frequently imitated
graphical trends of the next few years. With no less than four
titles already jumping on the bandwagon, including Sega's long-time
rival Namco, and upon checking out the game, you can easily see
why. JGR looks like a moving cartoon, and every character, right
down to the police dogs, is practically overflowing with personality
that you can't but help but appreciate. This is easily one of
the best-looking next-generation titles we've had the pleasure
of playing, and unlike almost every other game on the market this
fall, it also manages to have a look all its own. From the characters
themselves, to the wacky animations that drive them, I am totally
in love.
And true to Sega form, Smilebit has made sure that the gameplay
lives up to the outstanding visual efforts with an intuitive control
scheme and level design that is absolutely mind-boggling. For
those of you who have caught Tony Hawk fever, I'm sure you're
familiar with the type of levels that are built to skate, and
how new, more impressive combos seem to magically appear to you
with each passing hour of gameplay. Jet Grind is built from the
same stuff, and the more we play, the more we find ourselves perfecting
our skill. The single player game itself is about 8-10 hours long
your first time through, which isn't exactly a marathon, but thankfully,
upon beating the game's various sections, you're granted access
to the game levels for everything from one-on-one races to freestyle
skating for points to timed tagging sessions across the whole
of any of one of the game's massive levels.
Not only does this give you a chance to perfect your technique,
but it also adds a ton to the game's replay value, as it is basically
two games in one. The first is driven by the free-formed in-line
skating action we mentioned above, and the other is a story driven
action game with killer characters and a mysterious plot that
will keep you guessing 'till the end. In fact, Jet Grind's single
player game has even more in the way of twists and turns than
the Japanese original, as the added levels are worked into the
plot with ease. It is pretty awesome.
On top of that, the tagging elements add a lot to the game, both
in that you can try to collect all the game's included tags, which
are hidden throughout the levels, and you can create and import
your own tags, or even download an image from the web. We spent
countless hours hopping around the web looking for the perfect
image, and aspiring artists are sure to find this feature a welcome
addition, as they can plaster the cityscape with their handiwork.
And, to round off this package, the game offers up an incredible
soundtrack that, despite being bastardized by Rob Zombie in its
domestic release (how could you, guys? REALLY?), it still shines
as one of the best videogame soundtracks ever. The combination
of original music and some cool licensed tracks comes together
as one of the most unique collections I have ever heard. It's
so good, in fact, I actually went out of my way to acquire the
tracks for my CD player. Geeky, I know -- but when you hear it,
I'm willing to bet that you'll be hopping on Napster with the
hopes that someone, somewhere can hook you up.
It all comes together as a really impressive package. In fact,
I find it hard to find faults with this game. The one obvious
problem it has would have to be the camera. In certain situations,
it can completely lose its mind and focus on the most unplayable
angles possible. But even this passes, as you soon learn not only
what type of movements make the camera flip out, but how the levels
are constructed, and the camera ceases to be a real problem after
about 2-3 hours of play. Still, it is annoying to begin with,
and is one of the worst systems I have seen in a 3D game when
it wants to be. The problem comes in when the game refuses to
use a chase camera. Sometimes, Jet Grind Radio will switch to
a top down or side view of the character for no good reason, and
unless you know the level, you will blow a jump completely, which
can prove to be pretty annoying at times. I'm guessing Smilebit
set things up this way for two reasons: 1.) Because they wanted
to show of the characters and what they were doing and 2.) that
they gave gamers a "camera center" button, which theoretically
gives you a chance to correct any perceived problems. The only
thing is, the camera button is the same left trigger that is used
for tagging, which makes no sense. The Dreamcast controller only
uses one of the four main buttons, and I still can't figure out
why on earth SoA didn't change the control scheme a bit to get
around this issue. It's not a game-killer or anything, but it's
certainly bit unfortunate.
Outside this, however, there is little to complain about when
it comes to Jet Grind Radio. I still remember how a few months
ago, a Sega employee asked me to give them one word that summed
up why this game was so special. My answer? Style. Unlike 99.9%
of the other games coming out this winter, Jet Grind Radio isn't
trying to suck the life out of a long-running franchise, or make
a quick buck of a license. It truly is an original creation, and
you can see this distinctness shine through in every aspect of
the game, from the way the characters each have their own set
of be-bopping moves for any given situation, to the way each level
is pack with tons and tons of tiny details. Smilebit set out to
give Sega fanatics a completely new experience with this title,
and they came through in a big, big way. This is the type of game
that makes me proud to be a Dreamcast owner. It has everything
you'd expect out of a AAA product, and it has it in spades. When
all of your PlayStation-worshipping friends try to tell you that
Dreamcast is dead, smack them upside the head with this game.
It is, without a doubt, the biggest breath of fresh air to sweep
through gaming in a good long while, and no Dreamcast owner's
library would be complete without it. Now where's my online sequel?
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