one sentence horror story: bel stuck hello kitty stickers on his face and he's been trying for high combos in millenium mall all day........... robo sweats
it's really surprising to me how much of the original control formula was kept over from jet set radio into brc, but with two additions: the jet pack and boost mechanic. these two things fix a lot of issues with how jsr played.
like, soooo much of the feel for rollerblading around in bomb rush cyberfunk feels like jet set radio, and the jumping is still perfectly floaty (for small adjustments mid-air). then add in a boost pack for horizontal boost in air, and now you can make BIG mid-air adjustments, and can make jumps and close gaps you never could in jsr. opens up so much in terms of connecting tricks and level design
and then there's the boost: a graceful gift to keep you moving. in jsr, if you lose your momentum (missing a jump and crashing down, ramming into a wall, getting jumped by police) you gotta build that momentum back up, gotta skate a little bit before you're back at full speed. a relatively realistic approach to movement, but it still feels bleh at best to slowly get your speed going again, and terrible when the cops jump you a second time as you're building back up.
bomb rush on the other hand said "Here, a resource meter. Fill it up, and never go slow again. Explore even greater movement." And it was good. At the press of a button set yourself to a solid flat speed to get going, get away, or even cross gaps you couldn't boost pack your way across alone. And filling it up can be done on the fly with trick combos, or you can stop to hit up a vending mechine for boost pods to fill it too.
so much good thought went into this game, it's so good