Jet Set Radio Reborn

Jet Set Radio Reborn would be a third-person action platformer/skating game for all current-gen systems, the long-awaited third installment in the Jet Set Radio series developed by Smilebit, a division of Sega.

My love for the age-old Jet Set Radio franchise started very recently when I got Jet Set Radio HD on Xbox, and instantly fell in love with the creative soundtrack, engaging graphics, and interesting gameplay concept.

This made me feel surprised that there have only ever been two Jet Set Radio games, and the second one, Jet Set Radio Future, was made over a decade ago. Ideas started flying through my head for what a new JSR would be like, and my favorite idea is what this page is going to be!

As ever, it would have spectacular music composed mainly by Hideki Naganuma, who's actually been looking to compose a new JSR for years. However, it would also feature other bands and composers, with both original tracks and remixes of old ones to fit the new theme of the game.

Also, it would maintain the unique gameplay seen throughout the series, fixing any issues with controls or physics. It would also contain a mix of specialized game mechanics to make it interesting and immersive.

Yet, the most significant change will be that JSRR will have much more of a focus on story than the other two, as well as more grounding in modern-day culture and technology.

(Special thanks to Hideki Naganuma, main composer for the JSR series, for rallying fans on Twitter for a new JSR and talking with me on Twitter as well!)

Gameplay Fixes
I'd like to start this section by outwardly apologizing if I mention a gameplay feature that has been added to the series or changed in Jet Set Radio Future. I haven't gotten to play that title yet, although I would very much like to (hey Sega, JSRF HD maybe? Just saying.). So, if I mention an aspect of gameplay that's already been covered, bear that in mind.

Going off of the original JSR, one of the gameplay issues I noticed the most is that jumping, both standard jumping and trick jumping, didn't have quite as much gravity as it should have. I found it somewhat easy to overshoot a jump to a small target, and in many cases, it would cause me to take fall damage when I was high up in the air. Therefore, this game's jumping would be less floaty, and would provide more of a sense of weight to the player while still permitting a large distance to be covered. Otherwise, the level design would have to be much more compressed and less comfortable.