Some Thoughts on Jet Set Radio

There’s many titles out there that people call “underrated”, regardless of whether they are or not. And honestly, I don’t think Jet Set Radio is one of them, many call it a good, fun game, and it got appropriate praise on its release.

However, I think there’s some cool stuff about it that isn’t quite as talked about and got me thinking after watching the little documentary that came with the game.

Product of its Time: In Style and Message

One part that stood out to me is when they talked about JSR in context of the time period it was released. I think that many who’ve played it can tell it feels like a proverbial 90s time capsule, thanks to the punchy style of its music and art, but it’s also an interesting example of what the 90s development era was like, too. The core of JSR is freedom of expression, even if that expression is a bit contrarian. The in-game actions of a bunch of teens expressing themselves through skating around, having fun, gaining members, avoiding a very overzealous government/SWAT force, and chasing out gangs or spraying graffiti may be one way. But another way is in a sense through the creators themselves going against the grain of the current trend of 90s gaming development in goals for presentation and character design.

Not only did they do this by opting to make a game that fully embraces a cartoony style of cel-shaded graphics instead of using 3D to have deeper realism, but also by making characters that are deliberately about being more as “icons” in their style, instead of a a more realistic character with in-depth backstories or other traits.

What I love about it is that aiming for these goals didn’t result in a pretentious product as it could have easily been, or something that is all style with no substance. Sure it has anti-establishment kids and going “against the grain”, but while these are all elements, the stylistic approach is still done with respect to having an expressive game in the way you play and progress. The reason the character are against the main government and establishment isn’t done as some edgy “Fuck the police” message, but because they’re just out to have fun and express themselves; rarely are you deliberately going after anyone out of violence or antagonism. Whether in gameplay or story, things are kept simple, stylish, and easily replayable with a set goal in mind.

Non-Violent But Still Action-Packed

What I find this also leads to is a very interesting presentation of non-violent gameplay without sacrificing action. Usually when I think of non-violent options within gaming, it’s done by talking things out through dialogue, sneaking past enemies, or choosing a tranq gun instead of heavy artillery. Instead, JSR’s gameplay is non-violent by the very nature of its progression.

You can pick and choose your graffiti or make your own, have a wide array of expressive and colorful characters to choose from as you unlock them, and your goals are very simple; gain points by doing tricks, marking spots, and avoiding trouble with the Rokkaku group or Captain Onishima.

There is still violence in that Onishima sends out SWAT troops after you, but you don’t fight back or are given the option to, it’s not in character with the gameplay goals or the character’s implied goals, either. You’re always supposed to be moving and grooving, and this way of handling conflict represents that core as well. Even when facing Onishima or other gangs face to face, you tag their backs to humiliate them and run them out (with rival gangs) or stop them in their tracks out of humiliation (Onishima, later enemies/final boss).

So while I don’t think it’s an underrated experience, I really appreciate that Jet Set Radio does a fantastic job presenting a stylish, simple experience that’s very sure of itself without being pretentious or too overt with some of its underlying values. What do you guys think of it, or its sequel, Jet Set Radio Future, and how it differs from JSR in either underlying values or overtly in its gameplay?