Skip to main content
  1. Home
  2. Gaming
  3. Features

RKGK mashes Hi-Fi Rush and Jet Set Radio up into one stylish game

Add as a preferred source on Google
Valah stands in front of graffiti in RKGK.
Gearbox Publishing

Like a lot of gamers, I was stunned when I learned that Xbox had shuttered Tango Gameworks earlier this month. The exceptionally talented studio had just come off a banner year where it released the critically beloved Hi-Fi Rush. Despite being labeled as a success by Xbox executives, that wasn’t enough to save Tango, which was shut down as it actively tried to pitch a sequel. It’s discouraging news that’s led to me wishing more publishers were willing to nurture creative ideas from smaller teams.

In that sense, RKGK‘s timing couldn’t be better. On its surface, the new platforming adventure from Wabisabi Games bears a striking resemblance to Hi-Fi Rush. It’s a colorful game about counterculture rebellion, and it’s all set to a high-energy soundtrack. Its graffiti gameplay hook calls to mind Jet Set Radio more than the musical action of Hi-Fi Rush, but it has the same youthful spirit that makes that game so special.

Recommended Videos

Though RKGK is much rougher around the edges than the games it’s inspired by, its development story is a hopeful one for an industry currently mired in chaos. The project, a debut from a team based in Latin America, was made with the support of Riot Games’ Underrepresented Founders Program. That donation helped a new studio find its footing and experiment in a way that will only help it grow. RKGK might not be a perfect debut, but it’s the kind of project I want to see much more of as publishers pull support from studios with creative visions to chase.

Valah leaps up to a platform in RKGK.
Gearbox Publishing

In RKGK, players take control of Valah, a graffiti artist living in Cap City.  The metropolis has found itself brainwashed by an evil corporation using hypnotizing screens around town. It’s up to Valah, with the help of the titular RKGK organization, to paint over those screens with graffiti and take down the nefarious Mr. Buff. It’s a fairly boilerplate story, but the simplicity of it makes it feel like a throwback to the Sega Dreamcast era.

Wabisabi Games gets a lot of chances to flex its muscles with its fast-paced platforming hooks. In each level, I need to traverse platforming gauntlets while picking up paint cans. I can use those to spray over dozens of screens scattered around each level with a quick button press, freeing a bit more of the city each time. If I’ve sprayed over enough by the end of each chapter, I can pop into a boss fight that has me dodging robot attacks (we’re talking classic “jump over dangerous circles” encounters) and spraying their screens. It’s all very classical in nature, with a collect-a-thon platformer design that’s not far off from old-school Nintendo design.

While the level goals are basic, RKGK presents some neat mobility ideas that show Wabisabi Games’ potential. I can use Valah’s spray cans to zip around on the ground, like a Splatoon squid zooming through ink. Holding it in the air also lets me hover, and that doubles as an offensive measure as the blast will hurt any robots under me. Those little techniques pair with RKGK‘s jungle gym-like level design, which has me hopping up platforms and grinding down rails at high speeds. Speedrunning seems to be a clear focus here, as a lot of levels can be completed in under a minute if I’m not stopping to collect cans or paint screens. That quick pace, paired with its colorful art, should make for a fun spectator sport.

Valah squares off against a boss in RKGK.
Gearbox Publishing

It’s not that I love RKGK. It very much feels like a debut full of first ideas. Combat is shallow and the spray-painting loop doesn’t change much from its opening level. But what I appreciate is that Wabisabi Games actually got a chance to get its first idea out the door with the help of a publisher that sees the value in growing studios like this. There are enough promising ideas here that I’m hopeful that the studio can now build on that momentum and take its creativity further. That’s a luxury that a lot of studios aren’t getting right now, but few masterpieces come from a studio’s first up at bat. Having space to learn and experiment is key.

If you’re looking to see a bright-eyed new studio grow, RKGK is a fun little debut that’s packed with potential. Given the space to iterate and evolve, I imagine that Wabisabi Games will be able to make an even bigger splash on its next outing. Let’s just hope that a currently volatile games landscape gives it the space and resources it needs to succeed.

RKGK is out now on PC.

Giovanni Colantonio
As a veteran of the industry who first began writing about games professionally as a teenager, Giovanni brings a wealth of…
Topics
Sony’s next PlayStation could break free of the living room and I think it’s worth the risk
Component prices may be soaring, but Sony has more reasons than ever to take portable gaming seriously.
Sony PlayStation Handheld PS render image

Sony may have just dropped its biggest hint yet that a true PlayStation handheld is on the way. In a recently published Q&A with investors, Sony Interactive Entertainment CEO Hideaki Nishino said the company's next-generation PlayStation strategy will deliver a seamless gaming experience that extends "beyond the living room." While he never explicitly mentioned a handheld, the comments have once again fueled speculation that Sony is preparing to return to the portable gaming space with the PS6 generation.

Sony finally said what everyone was thinking

Read more
Xbox Game Pass deals are reportedly drying up, and that’s bad news for indies
Logo, Green, Recycling Symbol

Ask most players why they subscribe to Xbox Game Pass, and they'll probably mention day-one Xbox exclusives. But developers have long viewed the service differently. For many indie studios, a Game Pass deal wasn't just extra exposure — it was financial security before launch.

Landing a Game Pass deal often meant guaranteed revenue before a game even launched, reducing the financial gamble of releasing an indie title into an increasingly crowded market. Now, that safety net may not be as dependable as it once was.

Read more
I just played Ghost of Tsushima on a phone. I never thought I’d see this day and I’m not regretting this misadventure
Running Ghost of Tsushima on the Red Magic 11S Pro almost feels wrong
Red Magic 11S Pro running Ghost of Tsushima

I have tested plenty of gaming phones, but nothing quite prepared me for watching Ghost of Tsushima Director’s Cut boot up on the Red Magic 11S Pro. This was not cloud gaming or something like Remote Play from a PlayStation sitting somewhere else in the house. I used GameHub, linked it with Steam, and after some trial and error, had the PC version of Ghost of Tsushima running on a phone--and it was far more playable than I expected.

And yes, it looked as ridiculous as it sounds. Seeing Jin Sakai on a phone screen with a GameHub overlay, virtual shoulder buttons, and a live FPS counter sitting on top made the whole setup seem a lot more viable.

Read more