Extra Punctuation: How Yakuza 4 Grabs You

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The Hungry Samurai

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Apr 1, 2004
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Steve the Pocket said:
Well, well. All I can say is, if you liked the backtracking through the now-ruined labs in Half-Life, you're gonna love...

the first chapter of Portal 2
I was just thinking the same thing. All that deja vu had me giggling like a mad schoolgirl. Shame Yahtzee didn't write this a little later to include this in his thoughts.
 

brinvixen

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Mar 3, 2011
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What an interesting, and completely accurate thought. There are a lot of places in my real life that hold significant meaning to me due to whatever memories I have attached to it. And certainly this is possible translate into game narrative as well.

For example (and I think it was mentioned earlier on the forum) I found myself actually attached to Balamb Garden in FFVIII. I spent a lot of time running around that long hallway, and training in the Training Center, and I met Rinoa for the first time there as well (which turns out to be special in the long-run, not just because the game sets it up that she and Squall fall in love, but that I as the player began to care for the relationship forming between them as well). So when the time came to protect Balamb, I was deeply invested in the cause. And even as Balamb changed, I could still walk around and remember what certain areas meant personally to me.

If more games could capture this kind of feeling (its probably easier to do in an RPG-type game, since they tend to be hours long and therefore provide ample time to connect with a location, but why not in FPSs and other genres?) I think it would be a positive for narratives in games.

Short Version: in agreement with Yahtzee.
 

demoncub1990

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Apr 16, 2011
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Okay so basically that explains a good game and your video a while ago also explained that but what makes a perfect game? (and don't say duke nukem forever) is it a balanced blend of storytelling, graphics, characters, and gameplay? or is it something that none of the game developers so far have touched yet?
 

beleester

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Feb 22, 2011
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This trope is fairly similar, though it's for references to a previous game, not just a previous location: http://tvtropes.org/pmwiki/pmwiki.php/Main/NostalgiaLevel

Examples from my own library:
Alpha Protocol's first and last levels are exactly the same, except in the last one everything is exploding around you.

Portal 2's intro levels are the same as the original (since they're teaching you the same principles), except overgrown and ruined.

In Freespace 2, the final three missions all took place in a single star system, where the Shivans were building up their forces. So in each mission, you'd look over at the star and see one Juggernaut, then three-ish, then the sun gets blotted out by a whole fleet of Juggernauts!
 

Wise_Smiling_Panda

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Nov 22, 2010
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Reminds of The Saboteur. Thought the game itself was really just yet-another GTA ripoff but in the end I still go back just for the music, atmosphere and location.
 

Valanthe

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Sep 24, 2009
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Stammer said:
I remember in Perfect Dark 64 you could at any point in the game wander around your home base of Carrington Institute, saying "hi" to your co-workers and testing out the equipment. And then in one of the later levels within the game the Institute comes under attack and you have to drive the enemy out, protecting the scientists and helping your fellow agents. It was always my favourite mission, and for a similar reason to what this article pointed out.
I had -completely- forgotten about that level, I loved it too, now I have to find my 64...


Another, though slightly different example I've experienced of this, is in Left 4 Dead, No Mercy, you spend the entire campaign pushing for the hospital, then you get to the roof, and get that panaoramic view of the city in ruins, you can see the path you took to get to where you are. The sense of accomplishment I felt when I first saw that was unbelievable and entirely unexpected.
 

Sebster 105

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Feb 27, 2011
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I agree with this, but then you complain about games making you re-tread old levels(see: DMC4 review)

It's probably because DMC is a linear game forwards, then it makes you do the exact same thing backwards, I wouldn't know, I haven't played it.
 

emusega

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Jan 17, 2011
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Quite often the extra punctuation articles are related to the games which will be reviewed next. Revisiting old rooms which have changed over the years? Companion cube?
You know, I'll go ahead and say there is a chance that the next review is going to be portal 2.

That's, of course, wishful thinking, but it is somewhat likely :)

OT: I didn't play Y4 nor SH4 so I haven't experienced a lot of revisiting. The only example I can think of is in RE games (especially RE2), where I felt saver when I suddenly reached the area of the other character.
Another interesting example is Zelda Majora's mask where not the scenery but the people's models were reused. While I felt kinda ripped off because nintendo avoided some work there, it was nice to see known faces in an unknown world.
 

k3v1n

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Sep 7, 2008
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I think, this kinda happens in the first Freedom Fighter game, were your base is a safe haven from the russian invasion(you can stock up, change weapons, plan your next move, etc), until someone betrays you, and tells the location of said base, so you gotta bail out, which was quite annoying. ah, good game...
 

Sabinfrost

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Mar 2, 2011
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Yakuza would have been better if it wasn't in the same market as GTA. Not that I'm raving about how GTA is the greatest game ever made, because I'm not, but after reading a lot of reviews the general gist I got was that it was Japans knock off of GTA, or GTA tokyo or something along those lines. Given Yakuza 4 wasn't an incredible commercial success, I imagine if the franchise is going to survive it will require a bit more innovation next time around.
 

hermes

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Latinidiot said:
I like that with God Of War. Every game has like 6 main locations, where you keep coming back with new stuff, moves, keys and the like.
I was thinking of the same example... My favorite was going back to the Temple of the Oracle at the end of God of War 1 and finding everything destroyed and most characters dead.
 

asbrandr

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Nov 12, 2009
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Fatal Frame 3 had the exact same thing you described about Silent Hill 4. Your safe haven was your house which you could wander around and talk to the other playable characters, save, etc. As the story progressed you explored a few extra areas within the apartment, got another main character to watch decline and ghosts began to appear. At first you aren't sure what you saw but then they really start to scare the crap out of you as the line between dreams and reality blur. Also you spend virtually the entire game revisiting old areas metroid style in order to access new ones. Seeing the areas from new angles and with new perspectives as you play the varying characters give you a similar feel.

Another example that has surely been mentioned already was resident evil 2. the main big room of the police station is totally safe in the A file, but in the B file that big scary thing in the coat will attack you in the previously safe upper balcony!
 

Jadesprite

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Jan 8, 2011
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I haven't read the other comments (shame on me), so ignore this if it was mentioned already.

In the just-released Portal 2, the beginning has you wandering through some test chambers from the first game. Far from the pristine, sterilized rooms of the first game, the years have allowed vegetation to grow on it and the entire area to begin to fall apart. It really gives some perspective.
 

Aerowaves

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Sep 10, 2009
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The 1st darkness section in Fable 3 was the only thing that was done truly well in that game, imo, and it freaked me the fuck out when I paused and the darkness had invaded the Sanctuary. That was a really nice touch, and a good example. Pity the darkness phoned it in in the end section....
 

Proverbial Jon

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Nov 10, 2009
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Good article and I totally agree.

I had a similar experience with MGS4, in fact when I learned that you returned to Shadow Moses Island I went out of my way to get a copy and play the game, despite not owning a PS3 of my own! I always loved the Shadow Moses facility setting and to return to it was amazing. To see how it had decayed and to remember all the things I had to do there. Also, simply being able to walk right through the front door was a joy for me! That Otacon and Snake both commented on their past adventures there was just the icing on the cake.

When playing The Longest Journey: Dreamfall, my mind was blown away when I got the chance to return to Venice and see the Borderhouse and the Fringe. I guess I'm easily amused.
 

Kojiro ftt

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Apr 1, 2009
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Fatal Frame 3 did this well, too. They had your house that you wake up in every day. But then you start seeing things in the house and start questioning if you are really safe there...
 

tcurt

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Jan 28, 2010
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Proverbial Jon said:
When playing The Longest Journey: Dreamfall, my mind was blown away when I got the chance to return to Venice and see the Borderhouse and the Fringe. I guess I'm easily amused.
I have got to get that sequel still! Arg!

While slightly different, I enjoyed revisiting STALKER:SoC locations remade and expanded in STALKER:CoP. I liked actually being familiar with what buildings were just around the corner sometimes. Of course, as the games have gotten bigger and more detailed, there sometimes was now a building next to the building that now had a doorway leading to a room filled with newly added beasties. And of course, they tore me to pieces as I confidently rounded the corner fully unaware of my incomplete knowledge of the situation. Darn it.
 

Gottesstrafe

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Oct 23, 2010
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Seneschal said:
But I appreciate what they wanted to do, and I love it when games get it right. The Suikoden games always feature a home fortress from where you spread your rebellion, and it evolves throughout the game, shops opening, character moving in, dancing shows and cooking contests being organized for the inhabitants, your barracks, your troops, the war room, the rooms of your allies and friends... All growing and becoming more sophisticated as you transform from a guerilla rebel into a liberation army leader.

That's one of the little things I loved about Skies of Arcadia: building up your home base straight from the ground as you progress the storyline and recruit more characters. At first you end up on this barren, uncharted floating rock purely by coincidence and are forced to scavenge whatever nature offers you and any falling debris from the sky. Soon after you acquire enough to escape the island on your own, you come come back later with your crew to build your home base and recruit contractors, merchants, cooks, entertainers, doctors, engineers, and others to help you in your endeavor. My favorite bit was seeing what used to be an unburied, unmourned old corpse I gave a hasty burial for after looting his valuables and treasure map when I first arrived on the island turn into a proper memorial later on when I acquired myself a mason.