On a Wednesday afternoon in late July, 15 seconds of footage took Twitter by storm. With over 100,000 likes and 45,000 retweets, the short but sweet musical sting for Team Reptile’s Bomb Rush Cyberfunk whipped up the collective nostalgia of Jet Set Radio fans into a powerful frenzy.
Managing director Tim Remmers hadn’t underestimated the appetite of the community behind Sega’s long-forgotten series. Still, the small Dutch studio’s expectations were blown out of the water as the teaser quickly became one of the top Twitter game announcements of all time, nearly equalling EA’s Skate 4 reveal. “That’s not what we expected,” notes Remmers, who has been fighting his email backlog ever since.
The response to the trailer has been a source of validation for Team Reptile, which has been working on the game for a while without any outside feedback. “It’s been almost 20 years since the last Jet Set Radio game, and we’re all grasping for anything that looks like it or feels like it,” says game director Dion Koster. “It could have happened ten years earlier, but we had to be ready for it.”
The commercial and competitive success of projectile-fighting precursor Lethal League Blaze demanded a lot of the studio’s attention, but it also gave Team Reptile the confidence and the resources to embark on this ambitious project, one the studio’s been working up to for a long time. “We kept believing that it was bigger than games,” adds Koster. “Like, you’re grabbing people that don’t even play games, you’re grabbing people that just enjoy the street culture.”
Bu hikaye Edge dergisinin November 2020 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber ? Giriş Yap
Bu hikaye Edge dergisinin November 2020 sayısından alınmıştır.
Start your 7-day Magzter GOLD free trial to access thousands of curated premium stories, and 9,000+ magazines and newspapers.
Already a subscriber? Giriş Yap
BONAPARTE: A MECHANIZED REVOLUTION
No sooner have we stepped into the boots of royal guard Bonaparte than we’re faced with a life-altering decision.
TOWERS OF AGHASBA
Watch Towers Of Aghasba in action and it feels vast. Given your activities range from deepwater dives to climbing up cliffs or lumbering beasts, and from nurturing plants or building settlements to pinging arrows at the undead, it’s hard to get a bead on the game’s limits.
THE STONE OF MADNESS
The makers of Blasphemous return to religion and insanity
Vampire Survivors
As Vampire Survivors expanded through early access and then its two first DLCs, it gained arenas, characters and weapons, but the formula remained unchanged.
Devil May Cry
The Resident Evil 4 that never was, and the Soulslike precursor we never saw coming
Dragon Age: The Veilguard
With Dragon Age: The Veilguard, BioWare has made a deeply self-conscious game, visibly inspired by some of the best-loved ideas from Dragon Age and Mass Effect.
SKATE STORY
Hades is a halfpipe
SID MEIER'S CIVILIZATION VII
Firaxis rethinks who makes history, and how it unfolds
FINAL FANTASY VII: REBIRTH
Remaking an iconic game was daunting enough then the developers faced the difficult second entry
THUNDER LOTUS
How Spirit farer's developer tripled in size without tearing itself apart