The Yakuza Project

CriticalGaming

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I gotta be honest, I really enjoyed last years "marathon" projects in which I played all the Souls games, and then an even bigger project by playing all the mainline Final Fantasy games minus 11 due to it's difficulty in access and time involved.

So I wanted to think of another project to do, preferably something with a payoff at the end like a new game or something. At first I thought about the Tales games, but they are spread across so many platforms that wasn't really feasible. I thought about Pokemon, but honestly they're all the same and I dunno how much of that I could handle. Then it occured to me. Yakuza! i have every Yakuza game available on my Playstation with the exception of the zombie spin-off, and as a bonus they are about to drop a Samurai/yakuza spin off game that only came out in japan years ago. Isshin-Like a Dragon is coming late January or mid February. So this would be a perfect fit.

Eight games in eight-ish weeks. The goal, like the other marathons would to be play through the series to get a perspective on how they play, how they tell their stories, and how good they are overall. Like with the FF games, I will not be 100%ing these games because completion is rather insane for one title let alone 8 of them.

Also I will not be playing in strict numerical order, instead I will start with Yakuza 1-5, then Zero, 6, and finally 7. This is because it's supposed to be the most storyline complete. But we'll see how that goes. Thankfully these games really aren't very long main stories only taking between 12-25 hours, except 7 which is crazy long thanks to it's JRPG gameplay shift.

Wish me luck. Yakuza 1 soon.
 

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If you happen to take a break or do some in-between games, can you play one of the Spikeout games? It's a Sega 3D brawler franchise that came out before Yakuza, and some of the same designers worked on both series. You'll have to have a decently good PC to run the emulator., as these are all arcade games that ran on Naomi hardware. If you have an OG XBOX, find a copy of Spikeout: Battletstreet for cheap, if you can. No pressure. The game is not backwards compatible on modern XBOXs.
 

CriticalGaming

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If you happen to take a break or do some in-between games, can you play one of the Spikeout games? It's a Sega 3D brawler franchise that came out before Yakuza, and some of the same designers worked on both series. You'll have to have a decently good PC to run the emulator., as these are all arcade games that ran on Naomi hardware. If you have an OG XBOX, find a copy of Spikeout: Battletstreet for cheap, if you can. No pressure. The game is not backwards compatible on modern XBOXs.
Honestly probably not, my computer isn't really a gaming machine anymore since it reached retirement age sadly. I would gladly check it out if they ever port it onto a modern system though.
 
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meiam

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I tried playing 2 right after playing 1 back in the PS2 days and I ended up abandoning it not too far in, they're all very similar so they just sorta blend in between them. Made it hard to keep playing since it felt very repetitive, especially when mini game are re use between version.
 
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Yakuza Kiwami:

Yakuza 1 and 2 were originally Ps2 games that obviously garnered quite a bit of success considering the series they spawned leading up to this very day. I never played them back on the Ps2 but for this series I did go back and watch several Youtube videos of the games and tried to compare them to how they evolved into the games on PS4 called Kiwami, which are basically remakes/remasterings that take the old stories and put them into the modern engine that the developers used for Yakuza 0. From what i understand of the Ps2 versions of the games, especially 1, is that the combat and controllers were incredibly janky but the overall game was fun if you could get used to it.

Kiwami is a great addition to the series because it's the same story with a few additions and a much better combat system. The only problem that I can find with Kiwami is that the updated combat over powers the boss and enemy design make the game rather easy overall.

One thing I will be doing with this series is only touching briefly on the stories because one thing that Yakuza does very very well is how it tells the story and how it continues to link the story through each game in the series. You guys know I'm a big story guy but I can honestly say that these stories are best seen for yourself, and even if you don't want to play the games you can find movies of the games on Youtube to enjoy the story that way.

In this game you start with Kazama Kiryu standing over a dead body with a gun in his hand. It's dark and raining outside. It's a tense atmosphere right off the jump, the police barge in and arrest the guy who obviously just killed someone. Since the murderer is obviously your main character you know there is more to this. The game then jumps back a day and you get the set up of Kiryu and his best friend Nishkiyama who are both bros in the Tojo clan Yakuza. They both have this girl they care about and learn that she's been taken in by one of the bosses. Nishki goes to help, eventually Kiryu is told that they need help and he goes to help them. He finds the Yakuza boss dead by Nishki's hand, and the girl Yumi in a panic. Nishki explains the boss tried to rape her and so Nishki shot him. Kiryu grabs the gun and tells them both to bounce, leaving him there to take the fall. Kiryu is a homie, willing to go to prison for those he cares about. Also Nishki has a sister who needs treatments or something so Kiryu doesn't want Nishki to have to abandon her.

So Kiryu goes to jail but not before a cop named Datte questions Kiryu, because the cop knows that this doesn't add up. Kiryu's kind of famous in this game which is a bit of a bummer and really makes Yakuza 0 feel like it should have been the first game (though technically it is but it came out a long time after the actual first game, it's weird). Anyway the cop knows it doesn't make sense, but Kiryu is insisting on his guilt so dude goes to jail for 10 years. Game hasn't even started yet, but it all works as a setup and also explains why you aren't a god the moment gameplay starts, especially after building up Kiryu to be a badass.

That's basically the set up, but it gets more crazy as every one of these games starts a conspiracy that always seems to spiral out of control in a delightfully exciting way. The biggest problem I have is that I don't speak Japanese, so a lot of the Japanese names confuse me. The way the Yakuza is set up is there is a big overarching clan, within that clan there are families that all have different names. There are also several clans each with their own families. Because all those names are Japanese and some are really similar sounding, it is something difficult for me to keep track of who's in which family/clan and therefore who is an ally or an enemy. That's just a me problem though and the game's do a good job of making sure for the most part which people you have to punch in the face.

Speaking of which, punching people in the face. So Kiwami's combat is updated and uses a system that I think spins off from Yakuza 6 but I've not played that so im not entirely sure right now. Basically Kiryu has 4 stances that all serve different combat styles, the fast and agile Rush, the hard hits beast, Brute which seems to be based on picking random shit up and smashing people with it, and Dragon which is overpowered. While there is a standard level up system for three of these styles the big new addition to Kiwami is called the Majima Everywhere system. Goro Majima is a fan favorite character in the series but he isn't really part of the original game much, and is just this crazy wild boss guy that people have latched onto over the years. However again, in Zero his origins are explained and he is indeed a great character. Anyway the way Kiwami makes Gojo more involved is by making him a wandering boss fight all over the map. Goro is constantly hunting Kiryu looking for a fight under the pretense of getting Kiryu back into shape because ten years in jail has made him soft. By beating Goro you unlock more of the Dragon style, and doing so breaks the game. Dragon style is fast and hits hard and is basically unstoppable for the AI which is why I suggest that Kiwami is very easy. Once you beat Goro a couple of times and Dragon style becomes usable, you never really need anything else.

While Kiryu was in prison he was exiled from the Yakuza so he's got nothing and no connections. However that doesn't stop him, he goes to visit his old master in the Tojo HQ, unfortunately while talking to him a sniper nails his old mentor and Kiryu is once again framed for murder. Can't catch a break can he. All of this revolved around the girl Yumi, a missing 10 billion yen, and a little girl named Haru looking for her mother (spoilers on who that could be).

The story is very good and keeps a good pace if you aren't too distracted by the Yakuza series' big draw, substories. When we talk about great side quests in video games the Yakuza games aren't brought up enough, because these side stories are pretty incredible and range from serious melancholy plots, to over the top wild stuff like grown men in diapers and whatnot. A lot of these substories lead you into the mini games that are also pretty deep and involved. Some are basic gambling games like Majong (which I have no fucking clue how to play), poker, slots, etc. Others are full on business management sims involving hostess clubs, can you make your club number one? There is also a mini remote controlled car racing game which is also pretty fun but super simple. For the most part these games are legit pretty great in Kiwami, however let it be known that in other games...they are not as good, but I'll talk about that when I get there.

Kiwami is easily in the top tier of Yakuza games thanks to the modern polish and overall great presentation throughout. If you've never played a Yakuza game, this one is a great place to start. 9/10
 

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Yakuza Kiwami 2.

Yakuza 1 and 2 were both originally ps2 games, with Yakuza 1 actually having an English dub. Did you guys know Mark Hammill plays Gojo Majima? Nobody does, not even Mark remembers doing it. Anyway Yakuza 1 sold like shit in the west so they didn't bother with a dub for the next 5 games. But additionally Yakuza 1 and 2 got HD upgrades on the PS3 in a double box collection. Then somewhere around 2017 with Yakuza 0 the series hit a huge revitalization in the West, which spurred the team to remake the original games onto a modern system with these Kiwami's.

However, while Kiwami 1 used the same engine as Yakuza 0 the team had made a brand new engine for Yakuza 6 called the Dragon Engine which they used for Kiwami 2. As a result, Kiwami 2 is one of the most modern and polished games in the franchise.

Once again we take on the shoes on Kazama Kiryu the only Yakuza ever to join, get fired, rejoin, become a chairman, retire, rejoin, retire, rejoin, retire, etc etc. Anyway the game opens with Kiryu retired and trying to settle into a life where he can raise Haruka , the little girl from the first game, in peace. However the man he put in charge of his spot in the Tojo clan has problems and comes begging for his help. This is the game where the Omi Alliance gets introduced as sort of the big bad group of all Yakuza. The Omi Alliance is an entity who's members will constantly reoccur as villains throughout the series and they're always trying to start Yakuza wars for some reason, even though by all accounts it would be a bad move for them as it would surely result in the destruction of Yakuza as a whole in Japan.

I never really understood the plot point of warring Yakuza families because to me it always spelled certain police attention and certain dismantling of the Yakuza entirely, or at least the families involved with the war. Nevertheless it's constantly the looming threat, maybe because it does spell the end of the Tojo clan and that's what the Omi wants so they can spread their influence through the territory in the power vacuum that would result.

Kiryu is asked for help by the Chairman and he refuses, but Kiryu is never allowed to refuse so the Chairman is shot. Wait what? One other thing that's consistent throughout the series is the sheer number of double and even triple crosses that occur in ever game. It's such a formula that you can basically assume that the non-threatening guy you meet in the beginning of the game will be the final boss and the bad guy all along.

One thing I really like about all the Yakuza game though, is the consistency. Unlike a series like Final Fantasy or Dragonquest, Yakuza games absolutely continue the plots of the games before them. After 8 games it's crazy just how much of a throughline they've managed to keep in the series. The downside to this of course is the sheer number of characters and events that get called back throughout the games and unless you are keeping notes or have an insane memory, you'll never remember everything. Especially considering that some characters that return are nothing more than tiny characters from side-stories.

Let's talk combat and the dragon engine. Yakuza 6 and Kiwami 2 introduce a new type of leveling system but it also eliminates stances. So in the trade of not having different fighting styles, you instead get a more streamlines fighting style which you can adjust based on how you level Kiryu up. You are giving experience points in 5 areas, Tech, Body, Mind, Chrisma, and Soul. Each of these gains exp by doing different things, from fighting to even eating meals at restaurants. The type of activity you do will grant you different levels of the experiences. You can use this experience in the menus to do a wide variety of things not just your fighting skills, but also things like making you better at the mini games.

Fighting with Kiryu in combat is fast and is easily the most responsive combat in the series. Kiryu snaps in response to your button presses which removes this sort of lag between combos and button queuing which trying to pull off specific moves. This is something that will come up in other games soon. But with the Dragon Engine Kiryu is faster and smoother to control than ever and it feels really great. The heat moves are also huge in variety and always fun to watch what crazy situational ones you can pull off. Making friends around town will add to heat moves and you might trigger ones that cause your friends to toss Kiryu some insane help to bash people's faces in.

Additionally with this there are quite a few moments in the game where you will be fighting with an AI partner for story reasons, and almost all the Heat moves you do while they're with you will include them and again the variety in these moves is impressively thought out.

The combat is fantastic and it is easily my favorite combat in the series thusfar.

Kiwami 2 also showcases a point in which the Yakuza games gain a distinct formula towards the side content. Basically in addition to the main story there are loads of sub stories to do with people around the city, these are usually same one-shot events that involve a fight, or smaller mini game and none of them take too long to complete. The interesting thing about these little substories is that they don't skimp out on the writing, as each one always feels unique and interesting for what it is. These are also often where the insane things you see in Yakuza clips tend to come from, like fighting a bunch of Yakuza in diapers. These side stories tend to be there to add a bit of light hearted humor to contrast the seriousness of the main plot and I couldn't tell you specifically why they do this, but they go a long way to add fun to these games to the point where I even consider the sub stories as main parts of playing through these games.

Then there are side-stories of which there are typically two in each game. These are much bigger mini-games complete with entire archs of storylines that get reveal with each mission. In Kiwami 2 the first game is Majima construction, which acts a sort of tower defense kind of game where you place various employees at points to battle income waves of rival construction forces trying to take your jobs. You can hire people to join you around the city, as well as attract people by winning battles in the mini-game itself. Units can be invested in to level them up and increase ranking to make them more effective in battles. And it's a pretty decent game with a decent story behind it.

The other game is a cabaret game. Where Kiryu becomes the defacto manager of a struggling club and he's gotta turn it into the best club via a secret tournament of cabaret club battles. Basically this game sort of expands on the cabaret club game from Yakuza 0 where you match girls with the best customer to match that customer's taste. While the girl is there you will have to be on top of handling requests they make for the table, which requires you to memorize a small number of hand signals that each correspond to a different need at the table. On top of that you have a limited number of girls and each table requires the girls to be there for a specific number of time, which means that as things ramp up you'll have more tables than girls unless you manage and pay attention to duration of tables (they'll stay either long or short) and plan carefully so that a new table arrives just when another table ends. Oh but there is even more than that, because the girls have stress levels and need to sit idle to reduce this stress as a stressed girl isn't entertaining. This stress increases if you stick a girl with a table that doesn't want her, or specifically requested another one of your girls. Top that off with the tournament taking place where the rival club will do shit to sabotage you, which you'll have to work around. Everything is done in a 3 minute time limit, and the winner is the club that makes the most money within that time frame.

The cabaret game is a lot of fun and I lost hours of playtime to it. The main story isn't all that long so that helps.

All told Kiwami 2 is one of my favorite games to play, but it isn't great in terms of story. Kiwami 2 is a strange set up game which builds up the Omi Alliance but by the end everything gets kind of settled and nothing really sticks for future games. The outcome of this really sets up Diago as Chairman of the tojo in Kiryu's place as Diago is built up to be a much better leader for the clan overall. Diago's position as Tojo Chairman becomes a sticking point in later games.

The next three games in the series are the Playstation 3 era games and this is the hard part....
 
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CriticalGaming

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Yakuza 3 -

So I'm going to be perfectly upfront right now. The PS3 era Yakuza games are a mess, both in terms of the stories and in the gameplay. If you ask most people who've played all the Yakuza games, Yakuza 3 gets pointed out as the absolute worst game in the series. This comes not only from a plot that feels removed from everything the last two games did, but also because it seems to recon KIryu's past yet again by introducing a surprise twin brother to Kiryu's adopted Father Kazama who also happens to be in the CIA.

Yakuza 3 takes place mostly in Okinawa where Kiryu has an orphanage that he runs called morning glory. This is a fitting place for Kiryu's retirement as he grew up an orphan and has shown a soft spot for helping people throughout the series. This is where Kiryu's character really develops in a not so obvious way, but if you pay attention you'll notice that while Kiryu is a fairly stoic and overpowered protagonist, he had one fatal weakness that continues to get exploited throughout the series. Kiryu is unable to resist helping people, it's how despite being retired from the Yakuza he continues to fall into Yakuza events because he cannot say no to helping out his friends.

Kiryu's other character trait is a sort of magnetism, all the people he's helped and will help throughout the series continue to be part of his life because his help binds them to him. Character's like Diago, Date, Majima, Saejima, Haruka, they all get bonded to Kiryu in some fashion because of Kiryu's unrelenting help and ability to take down impossible odds.

And such happens in 3 where his peaceful life is interrupted by a small local Yakuza family who ask for his help. Turns out a big battle over land is happening in Okinawa and it involves politicians and Yakuza trying to build a couple of big projects, one of which would be built on the site of Kiryu's orphanage, which is what brings Kiryu into the situation. What follows is a bunch of typical twists for Yakuza games, betrayals and masterplans all coming together in what ultimately is kind fo a lackluster entry in the series. While the events in Yakuza 3 are meaningful, you can't help but feel like the whole thing is a filler episode of what's normally a crazy crime anime.

While Yakuza 3's story is just okay, it's the combat that really becomes a frustrating mess. The playstation 3 brought evolutions to the combat that were supposed to add more depth to the combat system from the PS2 era. That's probably very true, but remember I have not and did not play the PS2 versions of Yakuza 1 and 2, instead I played the modern remakes in the Kiwani series which use the modern combat systems to make the games far better than ever. So for me the return of the PS3 era combat is a huge downgrade both in terms of combat variety but also combat options.

Gone are the stances from Kiwami, gone is the freeflowing dynamics from Kiwami 2, instead Kiryu returns to what I suppose would be his traditional style which is pretty fucking basic all things considered. That's not really the worst of it, I'm an action game simpleton so a fairly basic moveset fits me just fine. What really becomes a problem is the enemy AI, which has learned how to block.

In previous games, and actually all games moving forward, usually the only enemies that can or will block are bosses, and maybe the "strongest" enemy in a group. Fodder enemies usually don't block at all, and if they do they are broken in a couple of hits so it doesn't matter. However in Yakuza 3 EVERYBODY blocks, from the 1st fight to the last, every enemy will fucking block everything you do and it will never ever break. This is a big complaint from Yakuza players because it completely removes the brawling aspect of the game and turns every battle into a bait and counter fight. You have to let the enemy attack so you can dodge it and hit them back one or two times. One or two times ONLY because anything more and the enemy will immediately go back to blocking everything you throw at them.

Because of this overwhelming defense the AI has, it makes Yakuza 3 extremely tedious and unfun to play. As a result this is a game that even the first time playing where I normally hunt substories and side content out, I could not stand and I made a b-line straight through the main story to just beat it and get it over with.

Yakuza 3 is easily the most skippable game in the series, as it's story is mid and it's gameplay is tedious.
 
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Yakuza 3 -

So I'm going to be perfectly upfront right now. The PS3 era Yakuza games are a mess, both in terms of the stories and in the gameplay. If you ask most people who've played all the Yakuza games, Yakuza 3 gets pointed out as the absolute worst game in the series. This comes not only from a plot that feels removed from everything the last two games did, but also because it seems to recon KIryu's past yet again by introducing a surprise twin brother to Kiryu's adopted Father Kazama who also happens to be in the CIA.

Yakuza 3 takes place mostly in Okinawa where Kiryu has an orphanage that he runs called morning glory. This is a fitting place for Kiryu's retirement as he grew up an orphan and has shown a soft spot for helping people throughout the series. This is where Kiryu's character really develops in a not so obvious way, but if you pay attention you'll notice that while Kiryu is a fairly stoic and overpowered protagonist, he had one fatal weakness that continues to get exploited throughout the series. Kiryu is unable to resist helping people, it's how despite being retired from the Yakuza he continues to fall into Yakuza events because he cannot say no to helping out his friends.

Kiryu's other character trait is a sort of magnetism, all the people he's helped and will help throughout the series continue to be part of his life because his help binds them to him. Character's like Diago, Date, Majima, Saejima, Haruka, they all get bonded to Kiryu in some fashion because of Kiryu's unrelenting help and ability to take down impossible odds.

And such happens in 3 where his peaceful life is interrupted by a small local Yakuza family who ask for his help. Turns out a big battle over land is happening in Okinawa and it involves politicians and Yakuza trying to build a couple of big projects, one of which would be built on the site of Kiryu's orphanage, which is what brings Kiryu into the situation. What follows is a bunch of typical twists for Yakuza games, betrayals and masterplans all coming together in what ultimately is kind fo a lackluster entry in the series. While the events in Yakuza 3 are meaningful, you can't help but feel like the whole thing is a filler episode of what's normally a crazy crime anime.

While Yakuza 3's story is just okay, it's the combat that really becomes a frustrating mess. The playstation 3 brought evolutions to the combat that were supposed to add more depth to the combat system from the PS2 era. That's probably very true, but remember I have not and did not play the PS2 versions of Yakuza 1 and 2, instead I played the modern remakes in the Kiwani series which use the modern combat systems to make the games far better than ever. So for me the return of the PS3 era combat is a huge downgrade both in terms of combat variety but also combat options.

Gone are the stances from Kiwami, gone is the freeflowing dynamics from Kiwami 2, instead Kiryu returns to what I suppose would be his traditional style which is pretty fucking basic all things considered. That's not really the worst of it, I'm an action game simpleton so a fairly basic moveset fits me just fine. What really becomes a problem is the enemy AI, which has learned how to block.

In previous games, and actually all games moving forward, usually the only enemies that can or will block are bosses, and maybe the "strongest" enemy in a group. Fodder enemies usually don't block at all, and if they do they are broken in a couple of hits so it doesn't matter. However in Yakuza 3 EVERYBODY blocks, from the 1st fight to the last, every enemy will fucking block everything you do and it will never ever break. This is a big complaint from Yakuza players because it completely removes the brawling aspect of the game and turns every battle into a bait and counter fight. You have to let the enemy attack so you can dodge it and hit them back one or two times. One or two times ONLY because anything more and the enemy will immediately go back to blocking everything you throw at them.

Because of this overwhelming defense the AI has, it makes Yakuza 3 extremely tedious and unfun to play. As a result this is a game that even the first time playing where I normally hunt substories and side content out, I could not stand and I made a b-line straight through the main story to just beat it and get it over with.

Yakuza 3 is easily the most skippable game in the series, as it's story is mid and it's gameplay is tedious.
I straight up admit that I could never get into the Yakuza style combat. Even taking 0, Kiwami, and Lost Paradise into account. It's just something about it never clicked with me. Plus, with the revitalization of 2D brawlers, I didn't feel I need to play them after that. They are fun watching playthroughs of some of your favorite let's players though. I love it when Pat or Woolie plays these games.

 
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I recently got into Yakuza myself, only beat Kiwami 1 so far (did try to 100%) , had no prior experience with the series. I plan on playing throughout the whole series eventually but I got into some Jrpgs and Crps and those take a loooong time lol. And then in 2 months trails from azure hits. Not sure when I'll get to it. Good to see you're enjoying em though, the combat system has an absurd amount of contextual super moves you can do so just figuring these all out is a thrill in and of itself. My fav one so far has to be the one when you're holding tweezers and you use em to pull someone's tooth out lol.
 

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I recently got into Yakuza myself, only beat Kiwami 1 so far (did try to 100%) , had no prior experience with the series. I plan on playing throughout the whole series eventually but I got into some Jrpgs and Crps and those take a loooong time lol. And then in 2 months trails from azure hits. Not sure when I'll get to it. Good to see you're enjoying em though, the combat system has an absurd amount of contextual super moves you can do so just figuring these all out is a thrill in and of itself. My fav one so far has to be the one when you're holding tweezers and you use em to pull someone's tooth out lol.
Take my advice and do NOT try to 100% these games. Their completionist requirements are fucking insanity.

That being said, you can absolutely 100% the sub stories and dabble in the mini games or whatever. But trying to get 100% is an incredibly incredibly ridiculous feat. Bravo to you if you pull it off though.
 

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The only one I played through and beat was Yakuza 0. The impression I got both from the fandom and from yahtzee is that its the best one by a mile and that the rest you're kinda playing for the story and combat. I played a few hours of Yakuza Kawami and it just didn't click with me. Somehow the combat feels klunky in comparison to Yakuza 0. The other thing that kinda bugs me is that one of the main characters in Yakuza 0, is a smart interesting flawed individual, then suddenly becomes a cartoon character at the end with very little justification other than to fit into the story of the rest of yakuza games. I haven't quite given up on it, but I backed off picking up the series on the steam sale, because I'm not confident I'll ever talk myself into playing all of them.

I think one of the walls I hit is that Yakuza drama is rather repetitive, it replays the same beats over and over of one clan member betraying another who then gets betrayed by somebody else who gets betrayed. They always sell the mythology of these yakuza groups as very foundational dynasties, but every single movie or game is about them breaking down so it undercuts the weight of the stories. You have to sort of hang your hat on caring about this one character and the citizens he interacts with, but largely hes made out of cardboard. You could replace his character with the cataur sprite from final fantasy and wouldn't know the difference. This all entertaining for one game, but two three, five, seven? It just sounds exhausting and this is coming from somebody who binged the Outrage trilogy.
 
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CriticalGaming

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I think one of the walls I kinda hit is that Yakuza drama is rather repetitive, it replays the same beats over and over of one clan member betraying another who then gets betrayed by somebody else who gets betrayed. They always sell the mythology of these yakuza groups as very foundational dynasties, but every single movie or game is about them breaking down so it undercuts the weight of the stories. You have to sort of hang your hat on caring about this one character and the citizens he interacts with, but largely hes made out of cardboard. You could replace his character with the cataur sprite from final fantasy and wouldn't know the difference. This all entertaining for one game, but two three, five, seven? It just sounds exhausting and this is coming from somebody who binged the Outrage trilogy.
This is very fair and valid. A lot of the plots are basically the same concepts all revolving around betrayals some of which make absolutely no sense. I totally agree.

For me the draw is that in that drama is a level of consistancy and through line that actually remains consistent through the entire series. Meaning that characters and events in each game remain relevant through later games. But on top of a campy crime drama, the side stories and gameplay are just ridiculous fun most of the time (there are a couple games where that's not really true see my Yakuza 3 post).

I will say that if the normal Yakuza games don't interest you, I would still try to give Yakuza 7 a chance because the change of main characters an change to turn based JRPG make for an amazing shake-up to the formula and it's a really fun game.
 

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Take my advice and do NOT try to 100% these games. Their completionist requirements are fucking insanity.

That being said, you can absolutely 100% the sub stories and dabble in the mini games or whatever. But trying to get 100% is an incredibly incredibly ridiculous feat. Bravo to you if you pull it off though.
I'm just doing all the side quests and mini games, it's not too hard, at least in 1. The race car and pokeslut battle minigames were especially fun, and the hostess dating thing was kinda interesting on its own right (you know those useless but highly pricey accessories you come across here and there, and that can be bought at the place where you made the signed ring in the start of the game? well if you wear those the hostesses like you more, it's hilarious), though getting the live action video at the end was pretty hard, especially during the billiard one. Only did it on kiwami 1 cause I've not played the rest but it's really not thaaat crazy lol. And I always wanted to learn how to play shogi. I will definitely skip the mahjong one though, I never got into that game. Honestly the more annoying thing for me was doing all the random Majima encounters cause I was missing one critical one that locked half my dragon style lol.


Btw do they have Go in the sequels? In this one the Go parlor was the headquarters of an opposing Yakuza faction so I guess you couldn't go play lol.
 
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CriticalGaming

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I'm just doing all the side quests and mini games, it's not too hard, at least in 1. The race car and pokeslut battle minigames were especially fun, and the hostess dating thing was kinda interesting on its own right, though getting the live action video at the end was pretty hard, especially during the billiard one. Only did it on kiwami 1 cause I've not played the rest but it's really not thaaat crazy lol. And I always wanted to learn how to play shogi. I will definitely skip the mahjong one though, I never got into that game. Honestly the more annoying thing for me was doing all the random Majima encounters cause I was missing one critical one that locked half my dragon style lol.


Btw do they have Go in the sequels? In this one the Go parlor was the headquarters of an opposing Yakuza faction so I guess you couldn't go play lol.
I don't know what Go is.
 

Dreiko

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I don't know what Go is.
It's a board game where you place little white and black oval pieces on the intersecting spots of lines on a board, trying to encircle your opponent's pieces with yours.


2588397-2345646646-Hikar.jpg


It's part of the triad of old man board games, Shogi Mahjong and Go.
 
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Piscian

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It's a board game where you place little white and black oval pieces on the intersecting spots of lines on a board, trying to encircle your opponent's pieces with yours.


View attachment 7697


It's part of the triad of old man board games, Shogi Mahjong and Go.
I don't know what Go is.
Highly recommend a watch, documentary about both Go and a software group that built an AI to learn Go.

 
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CriticalGaming

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Yakuza 4

So after three games following Kiryu's journey Yakuza took a major risk and a major pivot with the 4th entry in the series. Introducing 3 additional playable characters, Yakuza 4 is a story that is broken up into four parts with each character having their own role in the story. What's interesting about what Yakzua 4 is honestly how they managed to make every character's story different, but all tie and link together into ultimately the same through line master plan. I honestly think Yakuza 4 has one of the best stories in any Yakuza game because of that.

However it's still a PS3 generation game and it suffers a lot of the same problems that Yakuza 3 had especially in terms of the enemies being master blockers. This is a bit more manageable here due to the different play styles on offer.

Each of the four main characters in the game have different playstyles to varying degrees of fun. Akiyama is a lightning fast kicker with a wide variety of combos and speed that actually make it pretty easy to get around enemy blocks. Seijima is a grappler and powerhouse who can just grab and body slam a blocking enemy. Kiryu is still Kiryu and it's still as annoying to deal with blockers as in 3, and Tanimura is a counter-attacker so he doesn't deal with blocking at all really but you still have to wait for the AI to decide to attack you and hope they all don't come at you at once.

So combat tends to be real hit or miss here, Akiyama and Seijima are fun to play, but Kiryu and Tanimura are not so great. I do think the story here does carry the game and each character's sections are not overly long, everybody gets 4 chapters each plus a couple of finale chapters at the end which makes the game feel short when in reality it's not. It also means you are never too annoyed with one character for too long.

I will say the final boss is utter bullshit and easily the worse final boss in the series because guns and brawling combat do not mix. It's fucking horrible.

Yakuza 4 is in a wierd place for me because while I really enjoyed the story, the fucking combat is still not great most of the time here and thankfully I think RGG studios realized this because moving forward the remaining Yakuza games are fantastic in every way.

I know this one is short but the bottom line here is that because combining Yakuza 3 and 4 back to back, the combat really drove me nuts and it made me just want to get through these fucking games. So Main plot only, and it leaves me with not a lot to say about this one because most of what I said about 3 also applies here. The PS3 era of these games is really lack-luster with one exception.
 
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