Est. 1998
Playing Out of Control Gaming

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PREVIEW

Untitled Jet Set Radio Game

The graffiti crew skates back, this time across an open Tokyo.

Anticipation HYPED

I still remember the first time I saw Jet Set Radio move. Cel-shaded before any of us had the word for it, a city that looked like a comic book someone had spray-painted over, and a soundtrack that did not sound like anything else on the Dreamcast. It was the most confident thing Sega put out in that doomed, brilliant final stretch, and then it was gone. A cult sequel on the Xbox, a re-release here and there, and two decades of fans asking the same question. When is the crew coming home.

So here it is. Sega announced a brand new Jet Set Radio as part of its revival slate, and the line that made me sit up was not the trailer. It was the confirmation that the original creators are back on it. Not a licence handed to an outside studio to approximate the vibe, but the people who built the vibe in the first place. That matters more than any screenshot.

What Sega is describing is bigger than the arcade-score structure of the original. The pitch is counter-culture as a place: an open-world Tokyo you skate through, a rebellion movement you build, fans you win over, friends you pull into the crew. That is the part I keep turning over. Jet Set Radio worked because it was tight. Bounded levels, a clock, a rival gang, a beat. Open worlds have a way of taking a sharp idea and spreading it thin across a map full of collectibles.

I want to be clear that I am not worried about whether it will look good. The original creators understand that the art style is the whole game, and nobody gets that wrong twice. What I am watching is whether the freedom of an open city keeps the friction that made grinding a rail past the cops feel like getting away with something. Take away the pressure and you are left with a very pretty skating sandbox, and I have played enough of those.

What We're Watching
  • Whether the open-world Tokyo keeps the original’s pressure and friction, or dilutes the score-chase into a collectible sandbox.
  • How much of the original creative team is genuinely steering it versus consulting.
  • The soundtrack. Hideki Naganuma’s work was half the identity; the new game lives or dies on whether the music has the same nerve.
  • Platforms. A Switch 2 and PC release would put it in front of the widest retro-literate audience.
Previews cover unreleased or in-development games. No score is given until the final review.