Yakuza Review

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pigeon_of_doom

Vice-Captain Hammer
Feb 9, 2008
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First time making a bit of an effort with the image placement. I know it's a bit rough, but this review definitely needs the pictures to make the whole thing look a bit more interesting. Any feedback on the picture placement or tips on how to place them better would be very much appreciated . I know I haven't commented on the graphics, but the graphical style should be evident from the pictures and it's just so solid that there really wasn't much to comment on.

I'm obligated to start this review by restating the obvious: this game is about the titular, Japanese organised crime syndicates which are a large part of the country's culture. Their influence being so strong, an "Act for Prevention of Unlawful Activities by Criminal Gang Members" was only passed in 1995, and they are still estimated to be the world's largest organised crime group with over 87,000 active members worldwide. While it doesn't explore their activities in full, Sega's 2005 PS2 game Yakuza is reputed to be an authentic insight into these gangs' world.

Yakuza takes a serious look at crime, avoiding bawdy humour and obvious satire. Its efforts toward verisimilitude lend it a maturity that many games fail, or never attempt to achieve. The level of profanity and brutal violence is appropriate given the setting, and adult locales like strip clubs and brothels are treated respectfully, although from a Yakuza perspective. Despite the game's 18+ rating, the circumstances behind the criminal activities prevalent throughout the game aren't explored. Prostitution, drugs and other heavy subjects are acknowledged, but the full extent of the Yakuza's involvement isn't examined. Facets like the importing of foreigners to work as prostitutes and strippers, smuggling and their commercial business links are mostly ignored in favour of protection racketeering and family feuds. The full implications of the more controversial issues are never explored beyond their immediate relevance. This romanticised view of the Yakuza, while depicting nearly all of them as thugs or devious masterminds anyway, still presents them slightly more favourably to players, as not all their crimes are revealed. A violent nature isn't a particularly shocking trait in a video-game, although the callousness, treachery and ritual violence casually exhibited by the villains leave players with no doubts as to who where their sympathy lies.

Most games never aim to provide a treatise on society, so the incomplete picture of the criminal outfit is forgivable. One of the game's major failings is less forgivable: the level of immersion in the game world. "Immersion" has become something of a buzzword since a certain internet personality's Oblivion review, but in plot heavy games it's a widely recognised, vital aspect of game design and the developers keep undermining their own efforts in this game. They've created a small but bustling metropolis that begs to be explored as a backdrop to a sweeping crime thriller, but niggling issues pile up and drag the player out of the experience. Suspension of disbelief is difficult to maintain in the face of such a cracked fourth wall. The number of loading screens between battles, areas and cutscenes prevent the game ever approaching the seamless action of GTA. Puzzling inconsistencies between the game world and the plot dilute a potentially potent experience (a little girl repeatedly asks "where are we going?" when a speech box above her head says "follow me"). Street thugs repeatedly confront the legendary Yakuza you control, their problems with the way he walks or dresses a pretext to an invariably foolish attempt at a mugging. The somewhat patchy localisation does the game no favours either. It does nothing terribly wrong, but the culmination of these in-game enigmas hold the game back drastically.

The player plays Kazuma Kiryu, a more compassionate man than any of the other Yakuza encountered through the game, but still violent and uncompromising despite his reluctance to kill. He's marvellously introduced (along with other major characters) in the prologue chapter as the renowned "Dragon of the Dojima", a man with everything going for him who is on the verge of starting his own family within the Yakuza. During the introductory chapter, the woman he loves is abducted by his oyabun (boss) but by the time he finds him, he's already been killed by his close friend Nishiki. Kazuma willingly takes the blame for the murder so Nishiki can look after his sick sister, and the game really begins upon his release ten years later in 2005. He returns to find that the women he loved disappeared after the shooting, and 10 billion yen has recently been stolen from the Tojo clan. A young girl who apparently holds the key to the location of the money encounters Kazuma by chance, and along with a dishevelled detective and his friend Shinji, he is quickly entangled in a complicated plot touching on themes of the corrupting influence of power and the confrontation of problems.

It's an interesting plot told mostly through many well directed cut-scenes. Unfortunately, towards the end it relies too much on twists and becomes trite. It shifts from solid, pulp crime thriller territory to mediocre action flick. The twists' impact is diminished through frequency, and the sentimentality works best when shown through actions rather than laboured attempts at touching speeches. Another inconsistency in the plot is its general style, veering from buddy action film to a more tender, Leonesque emotional thriller. Things get quite complicated in the Yakuza world, and the large cast makes it a little hard to keep track; an in-game character glossary helps, but there's still a dauntingly large cast. I did enjoy the plot, it consistently dealt with adult situations respectfully, although never quite comprehensively, and the few characters who are developed did so believably. It's just a shame it never sticks to a consistent vision, and the climax is cheapened through an earnest attempt to create a heightened dramatic impact.

The game is set almost entirely in a fictionalised version of Tokyo's red light district (the "water trade" as it is known in Japan being one of the Yakuza's primary income sources). The location is referred to as the Kamurocho district, but shared landmarks leave little doubt as to where the area represents. It's a sleazy part of the city, with a large gang presence overlooking the brothels, restaurants and hostess bars prominent in the region. The typically neon lit, densely populated, urban area has as many street thugs and gangsters roaming the streets as the stereotypical Japanese businessmen. The small explorable area of the city doesn't compare to GTA's scope, but it's a convincing simulation of a bustling city.



The prominence of the district you are constantly required to traverse fulfils the "adventure" part of the game's action adventure billing. In practice, this rich environment serves as a glorified central hub: it links missions together while allowing the player to access new locations and exposes the player to the many side quests and enemies on the streets. It's a very involved system, which is usually enjoyable to utilise, but the number of fetch quests can make it a bit of a slog. Fortunately the GTA style mini-map combined with the small size of the district makes these chores short and simple, except in rare cases where mission objective are too vague to be of any use and the map fails to provide an exact location. There is an irritatingly high proportion of thugs and gangsters roaming the streets looking for a trouble. If they see Kazuma then they try to get close enough to trigger a fight in a cutaway arena. It's possible to escape their pursuit, but in narrow streets a swift retreat is the only way to avoid them. Other people can be interacted with for various reasons, and can even develop into separate subplots which add extra spice to the game, also giving the opportunity to gain more experience points and money.
The combat mode, activated after a street fight is triggered or upon entry of a mission area containing many hostiles is, like many other elements of the game, flawed through its indecision. But it still deserves merit. The brawls are satisfactorily brutal and quickly develop depth as more moves are unlocked. Both the environment and objects scattered around the area can be used as weapons although weapons are degradable. The fighting mechanics are rather traditional, Kazuma having a range of fast weaker attacks, slower, stronger ones and grabs, along with a shimmy and a block button. Special "heat" moves are available when the corresponding bar is filled to a sufficient degree by landing successive hits and avoiding taking damage. It's a perfectly workable system, which while derivative of many fighting and action games, forgets to take notes from the master: The Legend of Zelda: Ocarina of Time. The R1 trigger makes Kazuma adopt a general fighting stance, but Kazuma never adjusts his body to his enemies' position, so without a target lock-on, attacks tend to a bit be imprecise. The camera doesn't automatically move to behind Kazuma as well, instead requiring a tap of the L2 button to move the camera to that position temporarily before all too swiftly returning to an angle that isn't always helpful. As the player is nearly always outnumbered, these elements conspire to leave them vulnerable to attack. While a capable fighter, Kazuma isn't a particularly agile figure and his movement isn't that fluid, making the fights seems clumsier than many other action games of the time. Occasional combat contextual QTEs appear occasionally, usually to execute or avoid a special move but it's not a major feature of the combat.

Enemy AI is quite basic; they follow simple patterns determined by their rather unoriginal character designs (either large, slow brutes, or weaker, faster fighters who are slighter of build, or a fairly regular enemy that excels in no particular area). They usually try and surround you, but the groups are easily dispersed. The bosses also follow basic patterns, relying on a trait exaggerated to an almost supernatural degree. Once a suitable tactic is determined, they can usually be dispatched without much difficulty. The fights are relatively easy, except in the case of some boss battles, however, on every third death, the player is given the option of an easy mode which I cannot comment on, but it is thoughtful accommodation to players unused to the genre.

The various optional sidequests available throughout the game provide even more chances for Kazuma to practise his fighting skills. They are usually triggered by talking to certain people in the city, who provide a scenario (of which there are various types) which nearly always results in a scrap or two. It's a good way to earn money and experience, and sometimes develops into intriguing subquests which are worth following even if they have no consequence on the main plotline. There are also some missions that reveal extra plot details upon completion of the mission.

It's not all backstreet brawls and mob melees though (aaah, alliteration). There's an impressive variety of non-violent distractions in the Kamurocho district. Players can practise their swinging in the batting range, gamble in the many casinos, enter a fighting tournament, go to a massage parlour or try charming the hostess bar girls in dating sim minigames. It's not in character given the usually urgent nature of the plot and Kazuma's romantic attachment to the missing Yumi, but it's a welcome distraction. Also, the near prohibitive monetary and time investment required to complete the hostess side-quests, and paltry reward upon completion don't make it a worthwhile time-sink along the same lines as, to give an extreme example, FFVII's golden chocobo sidequest.


There are many shops and fast food restaurants around in the game. While the fast food joints aren't all necessary, as any food restores health and gives a small amount of experience points, the effort towards verisimilitude is very welcome. Although comparing shop prices to see which product at which store has the best price: health restoration ratio isn't what I expected to do in my adventures in the Japanese underworld. Weaponry, drugs and various items to give as gifts or use to impress hostess girls are available from the retailers in the district.

The sound in the game is as pointedly imperfect as the rest of the game. While the English localisation is reasonable, it suffers from somewhat unnatural lines that are a common result of trying to match translated dialogue to the original lines the characters are lip-synced to. Well known VAs like Mark Hamill, Rachel Leigh Cook and Michael Madsen amongst others do their best, but they cannot save the script completely.

The music is much less patchy, just being solid background noise that fits the mood of whichever scene it plays in. High-octane metal in the fights, or the occasional synthesized tune aren't very memorable but add to the atmosphere. In scenes that try to tug at the heartstrings there's the inevitable piano, but it avoids exaggerated bombast and is mostly restrained.

The amount of additional content extends the game's lifespan beyond the story, which should take just over ten hours to complete. It doesn't compare to Oblivion but there's enough to make you feel like you've got your money's worth out of the game. The only collectibles are the 50 coin locker keys scattered around the city which provide no reward except the content of the locker. After completion, a premium box menu option is unlocked; however it doesn't offer any new content or any really worthwhile extras. It provides a movie viewer, a free mode of sorts that gives the option to replay some game scenarios, and adds a bunch of arbitrary challenges to meet. The extras don't really provide much incentive to revisit the game, but its got the kind of plot that it's easy to forget the finer details of, so it'll be worthy of a replay at some point.

It's a fun game, based on an interesting premise that is one of the few that hasn't suffered from overexposure... yet. Due to conflicted influences from different genres and some puzzling design choices, it's merely good as opposed to great. Despite being penned by a Japanese crime author, the storyline is held back by the execution, translation and a chain of twists at the end that Hideo Kojima would be proud of. Well, it's not quite that bad but you get the idea. The entire game just seemed to sabotage itself in so many ways, but despite that it's still a fun, visceral experience in a fresh setting. Just don't expect the Japanese Godfather of videogames.
 

Maet

The Altoid Duke
Jul 31, 2008
1,247
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... treachery and ritual violence casually exhibited by the villains leave players with no doubts as to who where their sympathy lies...

I think a better phrasing for the clause in bold would be "as to who their sympathies lie (or: sympathy lies) with"

... attacks tend to a bit be imprecise...

This mistake is pretty self-explanatory.

... Occasional combat contextual QTEs appear occasionally...

Redundancy.

... The fights are relatively easy, except in the case of some boss battles, however, on every third death, the player is given the option of an easy mode which I cannot comment on, but it is thoughtful accommodation to players unused to the genre...

This needs to be a couple of smaller sentences, or more eloquently expressed.

... There are also some missions that reveal extra plot details upon completion of the mission...

Nothing necessarily wrong here, but I'd use a demonstrative pronoun instead of the second 'mission' in the sentence: There are some missions that reveal extra plot details upon completion of them.

... pointedly...

Interesting adverb choice. Can't say I've read that in a review before.

* * *​

I'm surprised that the core game is only something like 10 hours long. You make it seem like something truly epic and ambitious.

Great review too. Just a few little oddities above, but really good stuff. It must have taken you a decent amount of time to write.
 

pigeon_of_doom

Vice-Captain Hammer
Feb 9, 2008
1,171
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I obviously didn't give this as thorough a proof-read as I should have done. I really should have caught some of those errors. Thanks for pointing them out, and yeah, I was running low on adverbs when I hauled out "pointedly". I think it just about works though.

Maet said:
I'm surprised that the core game is only something like 10 hours long. You make it seem like something truly epic and ambitious.
Well, it was ambitious, and it really could have been something special for reasons I discussion in the review. Some of the most powerful gaming experiences I've ever had have been around the same length (Silent Hill 2, MGS, ICO etc). The game had a lot going for it but stopped well short of it's potential.

It did take a decent amount of time to type up, although as I was working from notes taken previously it wasn't too bad. I'll probably take a break, then proof-read it next time I do a review instead of posting it straight away next time.
 

pigeon_of_doom

Vice-Captain Hammer
Feb 9, 2008
1,171
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C'mon, I could really do with some more feedback here. I'm trying to develop, but it's difficult when I don't get very much to go on. If I'm doing something drastically wrong to put off readers, then any comments, however cruel (except the TL;DR comments which tear chunks out of my soul) are welcome.
 

mjhhiv

New member
Jun 22, 2008
758
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pigeon_of_doom said:
C'mon, I could really do with some more feedback here. I'm trying to develop, but it's difficult when I don't get very much to go on. If I'm doing something drastically wrong to put off readers, then any comments, however cruel (except the TL;DR comments which tear chunks out of my soul) are welcome.
The fact that this review is so darn good may be the reason for so few comments. If I was a more confident guy, I might take it as a compliment that no one can find anything to criticize. Then again, I realize that it's never fun to put so much effort into a review and get so few comments.

Frankly, there isn't much here to change, save nit-picking. Maet did a great job of showing the specific mistakes, so I'll comment on the review as a whole: you may want to try and cut out some of the extraneous information, for the sake of us lazy readers. Yakuza needs this sort of treatment because it's such a singular experience, but the sheer detail included here may turn some people off. Just as an example, do you really need to mention the A.I. if it is, as you say, fairly basic?

Also, and this is something I've been told myself, try not to reference so many other games in your review. Yakuza is commonly called the Japanese-GTA, so this is excusable, but when it came to mentioning "FFVII's Golden Chocobo side-quest", you lost me. Best not to punish readers for not having played the same games you have. I don't mean to pick on this example too much, but in general, it's best to keep your focus on Yakuza.

In regards to the pictures, you did a pretty nice job breaking up the text and keeping my eyes... healthy. Some folks don't like the obvious watermarks on pictures (I think most of your pictures had IGN's label on them), but personally, I couldn't care less about them. The only thing I might mention is that...

pigeon_of_doom said:
... It's possible to escape their pursuit, but in narrow streets a swift retreat is the only way to avoid them. Other people can be interacted with for various reasons, and can even develop into separate subplots which add extra spice to the game, also giving the opportunity to gain more experience points and money.
The combat mode, activated after a street fight is triggered or upon entry of a mission area containing many hostiles is, like many other elements of the game, flawed through its indecision. But it still deserves merit. The brawls are satisfactorily brutal and quickly develop depth as more moves are unlocked. Both the environment and objects scattered around the area can be used as weapons although weapons are degradable. The fighting mechanics are rather traditional, Kazuma having a range of fast weaker attacks, slower, stronger ones and grabs, along with a shimmy and a block button. Special "heat" moves are available when the corresponding bar is filled to a sufficient degree by landing successive hits and avoiding taking damage. It's a perfectly workable system, which while derivative of many fighting and action games, forgets to take notes from the master: The Legend of Zelda: Ocarina of Time. The R1 trigger makes Kazuma adopt a general fighting stance, but Kazuma never adjusts his body to his enemies' position, so without a target lock-on, attacks tend to a bit be imprecise. The camera doesn't automatically move to behind Kazuma as well, instead requiring a tap of the L2 button to move the camera to that position temporarily before all too swiftly returning to an angle that isn't always helpful. As the player is nearly always outnumbered, these elements conspire to leave them vulnerable to attack. While a capable fighter, Kazuma isn't a particularly agile figure and his movement isn't that fluid, making the fights seems clumsier than many other action games of the time. Occasional combat contextual QTEs appear occasionally, usually to execute or avoid a special move but it's not a major feature of the combat.

...


... is a bit obtrusive. Maybe make it a tad smaller? It seems like it "runs into" the text. I like to use captions on pictures in my reviews, to clearly show where the picture begins and ends. I don't know, it just makes it look neater and more professional.

So yeah, despite my picking of nits, that was a very, very well done review. I don't recall reading any of your other stuff, so I look forward to more in the future. And also, have you had a chance to play Yakuza 3? I've played a bit of it, and thing was amazingly atmospheric. Any thoughts on whether it's worth importing?
 

pigeon_of_doom

Vice-Captain Hammer
Feb 9, 2008
1,171
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mjhhiv said:
The fact that this review is so darn good may be the reason for so few comments.
I'd like to think so, but I reckon it's much more likely that the length is putting off readers. Glad to see that both the people who actually left comments thought it was a good review though. Thanks for the feedback both of you.

I was trying to make this a fairly in-depth review, but you're right that it probably is a bit much for many readers. The AI paragraph was a last minute addition, so perhaps it could have been left out. And while my FFVII reference, while not being obscure, isn't quite as widely known as it used to be so perhaps I should avoid references like that as you say.

I had the same issue with the picture you pointed out, but I didn't know how to correct it.

I've posted about 7 reviews on the site so far, but they tend to not get loads of comments so that may explain why you haven't read any of them before this one.

I haven't played Yakuza 3, or 2 even. Apparently an English localisation isn't looking very likely at the moment, which is a huge shame. We still have Mafia 2 coming out but it sounds good. I have no idea if it's worth importing, not a fan of playing Japanese games while reading from an English script translation taken from the internet.
 

Maet

The Altoid Duke
Jul 31, 2008
1,247
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0
pigeon_of_doom said:
And while my FFVII reference, while not being obscure, isn't quite as widely known as it used to be so perhaps I should avoid references like that as you say.
I got that reference, and I don't even like FFVII. If I recall, that damn Gold Chocobo was only useful to make a killing at the Golden Saucer and get some stupidly powerful summon.

I didn't know you had ~7 reviews on this site. The only other review of yours I remember is the Nights review. I might go digging around for others if I have time.

In general, the best way to get feedback is to post reviews regularly. Either so that people become familiar with your work, or so that they can't escape it since you more or less always end up with a review on the front page. Sort of like brand awareness. I've done ~35 movie reviews and 6 game reviews here since November, which more or less boils down to my goal of one per week. It's about being persistent without seeming desperate (if that makes any sense at all).
 

mjhhiv

New member
Jun 22, 2008
758
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Maet said:
pigeon_of_doom said:
And while my FFVII reference, while not being obscure, isn't quite as widely known as it used to be so perhaps I should avoid references like that as you say.
I got that reference, and I don't even like FFVII. If I recall, that damn Gold Chocobo was only useful to make a killing at the Golden Saucer and get some stupidly powerful summon.
That actually made it sound more obscure than I originally thought it was. What you said still requires the player to have played the game, unless it's one of those "internet jokes" that I'm not aware of, which would make more sense. I don't think I'm the only gamer that has never played FFVII, in any case (especially since some people on this site haven't been gaming for more than a few years). And anyways, I was speaking more about referencing other games in general, rather than that specific FFVII nod, like I said.

Maybe I should just play the thing, see what all this "powerful summon" talk is about :)
 

pigeon_of_doom

Vice-Captain Hammer
Feb 9, 2008
1,171
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Maet said:
I got that reference, and I don't even like FFVII. If I recall, that damn Gold Chocobo was only useful to make a killing at the Golden Saucer and get some stupidly powerful summon.
Well, there's also a snippet of plot exposition that isn't relevant to the main plot, and some very useful items that become available. It's not really a contemporary reference anymore though, sadly. I still intend to make a Moogle reference in a future review. Although with a FFVI review in the pipeline it may not be quite as zany in context.

I didn't know you had ~7 reviews on this site. The only other review of yours I remember is the Nights review. I might go digging around for others if I have time.
Yeah, I have seven, three of which are game reviews and a couple of game and comics reviews. Far as I'm concerned, this one is the best though. I haven't set up my reviews to be easily searched for, but as I have been reviewing rather niche items so far, searching just the title brings up the review. The other reviews are: Pride of Baghdad, A Wizard of Earthsea, The Earthsea Quartet, When the Wind Blows, NiGHTS and Secret of Monkey Island if you feel like reading any of them. None of them come close to being the same scale as this.

In general, the best way to get feedback is to post reviews regularly. Either so that people become familiar with your work, or so that they can't escape it since you more or less always end up with a review on the front page. Sort of like brand awareness. I've done ~35 movie reviews and 6 game reviews here since November, which more or less boils down to my goal of one per week. It's about being persistent without seeming desperate (if that makes any sense at all).
Only November? Christ, feels like I've been reading your reviews much longer than that. I aimed to try and do one review a week (3 months ago), didn't last long. I'm really struggling to write regularly but I see what you mean about how it may help. A habit I certainly need to get back into, seeing I'm starting uni in a few months.

Thanks a lot for the comment. It means much more to me than a mere bump. The general lack of response to this review was just quite discouraging, given the obvious effort that went into this. I'll try and work on being a bit more prolific and see how that goes. Or failing that, just post an incoherent rant on a popular game series and see what happens there.
 

Maet

The Altoid Duke
Jul 31, 2008
1,247
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0
pigeon_of_doom said:
I'm really struggling to write regularly but I see what you mean about how it may help. A habit I certainly need to get back into, seeing I'm starting uni in a few months.
Yeah, class and whatnot tends to eat up a lot of time. The fact that I've gone back to class for the summer just last week is part of the reason why I haven't written my Public Enemies review yet (the other part is that I can't think of much to say about it). Unfortunately I don't think I'll have much time for criticizing for the next month and a half.

As a side note, I think it's quite interesting that no one other than ourselves and mjhhiv has read this review, or at the very least taken the time to comment on it. I guess no one cares what anyone has to say about Yakuza.
 

pigeon_of_doom

Vice-Captain Hammer
Feb 9, 2008
1,171
0
0
Maet said:
As a side note, I think it's quite interesting that no one other than ourselves and mjhhiv has read this review, or at the very least taken the time to comment on it. I guess no one cares what anyone has to say about Yakuza.
I still think it's the length or my style that's putting people off. Hopefully a few of the 200 views actually lead to people reading it though. This is nearer to the kind of game review I'd like to write

Shame you'll have to cut back on your reviewing for a while. With NewClassic taking a break too, that's two of the prominent reviewers in the User Review section stepping into the background for a bit.

mjhhiv said:
That actually made it sound more obscure than I originally thought it was. What you said still requires the player to have played the game, unless it's one of those "internet jokes" that I'm not aware of, which would make more sense.
It's an optional side-quest which took a very substantial amount of time to complete (as in over 10hrs), in an 11yr old game. Fortunately, it's been spared meme status so far. The game is well worth playing imo, despite it's age and extremely dated nature. If you can stand JRPGs, awful graphics and even more convoluted storytelling than usual (which I blame on the translation) then pick it up. I'm a big fan of the series though, so I'd say that of any of the games. One day I'll try a JRPG review, but I need quite a bit of practise before trying to tackle one of those.