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Update, it's been 12 years since I commented that and it's still true.
So it's pretty easy to see why fans of JSR wouldn't like JSRF so much. Imagine if EA listened to the complaints of people who didn't like Mirror's Edge... Mirror's Edge 2 would be complete garbage. They'd try to make it open world, spend too much time on the shooting aspect, add a lousy multiplayer mode - basically lose everything that made the original unique and alienate the fans they had.
I don't outright HATE Future, but it just wasn't that good.
JSR is most worse game i ever see guys!
JSRF have more charaters, more places to go, missions, more than 40 musics, more futuristic and much better than this one. JSR is just for kids. JSRF is for adults.
JSRF Forever!
JSRF was designed around this weird pseudo futuristic tokyo idea that was not quite futuristic, not quite modern. so you got elements of this amazing technology in modern day japan. which may sound cool if done properly, but it looks cluttered and messy.
another thing JSRF was designed around was the faster movement. you're able to boost at the push of a button, so that means larger levels with more difficult obstacles. and while not inherently bad, one of the main design choices in JSR that absolutely worked was making the level design small to give the illusion of the place being crowded and alive and jumpin. in JSRF they made the levels larger, but they didnt fill it with people. or make a majority of the places look remotely LIVABLE by normal human beings. everything was design with the rudie in mind, instead of being designed with the people in mind, and just having the rudies work around that (which absolutely SHOULD be the case).
certain character designs bug me because they contain unnecessary details for them to make sense. JSRFs character designs were strong because from one glance youre able to tell a lot about a character. and in a game where your rival gangs are all cookie cutter carbon copies of one another, that was an important thing to have, that semblance of individuality. some examples: from gums movements, facial expressions, and the small vocal lines she has, its really clear to see that she is a fend-for-herself, strong girl. in JSRF she is still that, but with the addition of cleavage and a shorter skirt??? honestly?? in JSR mew is a cutsie girl, a little mischievous (taken from the song that plays during her challenge and the fact that her whole challenge is her telling you to do dangerous things to catch her. and her idle dance movement) and a little playful. in jsrf you dont really get that from her design, and the icing on the cake is the red bra thing??? what even is that. what purpose does it serve. and if your answer is "krazy japanese fashion epic win" please shut up. in JSRF the best character design ins jazz's, i feel, because its simple and straight to the point with nothing distracting you or unnecessary details.
and then onto soundtrack. i mentioned in another thread that JSRF music just would not work in JSR because of the different feel the exude. and its true! in each game the soundtrack is trying to compliment the atmosphere and setting. thats why, in story mode of JSRF, you wont hear the track "everybody jump around" play in benten. since benten is the city of the night, youre going to hear songs that are very club oriented, like yappie feet, miller ball breakers, electric toothbrush, etc. the same thing applied to JSRF during the story portion. only instead of changing the soundtrack from specific area to specific area, they changed the soundtrack during each chapter. which is cool i guess, but after you ebat the game, youre kinda stuck listening to the same 5-10 songs over and over and over again and that gets really really boring. as for individual tracks, the games weak point is the over abundance of remixed tracks it uses from JSR. and while they are good trakcs in and of itself, you can tell they were riding on the coat tails of JSRs cult success. i would get into the latch brothers and why i feel their music was the absolute weakest choice to put in the game, but that would be like....spergin out about music theory and stuff. ill just simply say: they dont know how to properly structure a song. there is no buildup to a climax, there is just beginnng, middle, middle, middle, middle, end. and its boring. they ruined the bran van 3000 song, and the BS2000 song, just to throw some examples off the top of my head.
in terms of design and overall aesthetic, JSR did everything right, and took care to do everything right. JSRF tried for that, and its still a good game, but it falls short on some really string, necessary points and even fails to hit some entirely. ive said this for about 10 years now but JSRF just doesnt have any soul, whereas JSR feels alive.
of course this is all somewhat subjective. yall are allowed to disagree, but this all comes from a knowledge of how design works and flows when it comes to game design.
edit: another point i want to make is with your characters use of force. in JSR you didnt have any boss battles but at the very end of the game, so your graffiti wasnt used as a weapon, it was used as a way to assert your stance on all the crazy zenigata-esque ♥♥♥♥ the cops threw at you. and that in itself was a strong message. and that reflected in the story. a simple story, but a strong message that resonates with you and makes you think.
in JSRF your graffiti is a weapon, and im talking about those parts of the game where youre fenced off with hayashi and have to spray him and his police lackeys. for what reason? they took a playful feature you could do during stages from JSR and made it a lot more aggressive, i feel. and it takes away from the idea that youre just a bunch of kids doing what you want to do, and even if the police tell you to stop and waist tax payer money on tanks to stop you, youre going to keep doing what you love because ♥♥♥♥ IT youre a rudie. it would have felt a lot stronger, personally, if it was still a playful thing you could do during levels, rather than pulling you aside to a fenced off area and forcing you to do it.