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The Video Gamer’s Experience – Yakuza: Like A Dragon Review

My introduction and eventual fandom for the “Yakuza” (or “Ryū ga Gotoku” as it’s known as in Japan) series is a saddening reminder just how influential brick & mortar video stores were to my gaming habit. In 2006, I just decided to rent a game for the next few days, but had no idea what was available that I hadn’t played yet as my primary gaming console was still the Playstation 2 – a console whose new releases were drying up thanks to its successor about to hit the market. Walking through the aisle one game cover caught my eye that I hadn’t seen before – “Yakuza”. I didn’t even bother reading the back cover and just gave it a shot.

To my surprise, “Yakuza” felt like a 3D side-scroller beat-em-up featuring a fantastic story and pretty enjoyable dub. I poured a great amount of hours into “Yakuza” before seeing the epic ending. Fast forward over fourteen years later and the “Yakuza” franchise has become one of my favorite gaming series that, until now, has been pretty much been expanded presentations of the same thing that attracted me to the series in the first place. “Like a Dragon” looks to take the franchise and its fans out of their comfort zone thanks to not only focusing on a new protagonist, but also changing the gameplay completely by becoming a traditional turn-based RPG. I was exited to see if one of my favorite developers could provide another incredible experience.

 

 

Did I Complete “Yakuza: Like a Dragon”?

 

Even though “Like a Dragon” changes its gameplay formula, it isn’t lacking in content similar to all of its predecessors including dozens of substories/side missions, Sega arcade games, and optional fights including a major tower meant for tackling post-story. Controlling new protagonist Ichiban Kasuga – an eccentric former yakuza who took the fall for an ally by spending nearly two decades in prison before being released in a brand new version of what was once his hometown (yep, just like original “Yakuza” protagonist Kiryu Kazuma) – the player is given the chance to either experience all that each available town has to offer with Yokohama’s Isezaki Ijincho being the game’s main hub/town.

 

 

After over 100 hours I completed the main story as well as all the substories, maxing several of the available job classes tied to the battle system, and preventing Ichiban from falling asleep during all the in-game movies. I do intend on grinding to reach max levels for each of the seven playable characters so I can tackle the final post-game dungeons just filled with high-level enemies that can one-hit-kill someone too underpowered – a task that could take me another twenty or so hours to complete.

 

Did “Yakuza: Like a Dragon” Live Up to the Hype?

 

Following the events of “Yakuza 6” that saw the franchise’s main protagonist Kazuma Kiryu literally walk off into the sunset, a new era arrives with Ichiban Kasuga taking the helm as the story’s focal character. Originally a loyal member of the Tojo Clan’s Arakawa Family, Kasuga finds himself taking the fall for a higher ranking member of his crime family who committed murder. When Kasuga is released he discovers his lack of importance in not only the world he knew, but also in the eyes of his boss – the man he dedicated his life to as a way to repay him for saving a young Ichiban’s life years prior to his imprisonment. Kasuga makes a huge mistake in hoping to attain his boss’ attention; resulting in him being shot and left for dead.

 

 

Thankfully for Ichiban he is disposed in an area where someone with the ability to help saves his life – leading to Kasuga aligning with this vagrant (Yu Nanba) before uniting with the likes of an ex-detective Koichi Adachi, a fellow employee of theirs in Saeko Mukoda, and three other characters that have some spoiler-ish ties. Of course the game doesn’t just focus on a bunch of people doing odd jobs around Ijincho; introducing a political power struggle rooted in, you guessed it, the criminal organization known as the “yakuza”. The stereotypical twists & turns that make all the previous “Yakuza” games’ stories memorable are just as profound here as they were in the older iterations with a new protagonist that grows from being simply quirky & eccentric into one of the most well-rounded and emotionally driven, though deceptively intelligent characters in the franchise’s history.

But for all the similar story beats is the drastic change in the combat presentation. With Ichiban accepting his position as the hero of Ijincho, Kasuga also embraces his inner RPG/“Dragon Warrior/Quest” fan. Ichiban’s imagination causes each enemy to transform into a monster version of themselves; sporting glowing red eyes, modified outfits, and even turning their perverted nature into attacks like a nude flasher showcasing his unmentionables as a way to lower a character’s defenses.

The combat in general is very much a traditional turn-based JRPG with fans being able to pull off automated attacks by tapping one button, moving through a streamlined menu to use restorative or damaging items, performing a “Perfect Guard” by hitting the “cancel/’Guard’” button right before an enemy strike lands, or even utilizing summons known as “Poundmates” that are attained via various ways including through main story moments and substories (summons also cost money to use and some can only be activated during particular moments or scenarios like the time of day or if the player is taking on human enemies).

 

 

For anyone who has played a turn-based RPG like “Persona 5” will find themselves right at home with this combat experience including each enemy having certain weaknesses. If the player can figure out what an adversary is weak to the protagonists can land critical hits that will knock down said enemy for a potential computer-controlled follow-up strike or a player-designated attack on the fallen enemy that will do double, if not triple damage than usual. Enemies can also present certain interesting challenges including blocking an incoming normal attack by swatting or kicking at their incoming foe with similar to higher level enemies stopping the protagonists and lower level ones being nothing more than annoying gnats that only knock off a couple of hit points; or performing guard midway through an attack.

Every character has a base set of skills & special “Tag Team” attacks that are accented by other skills learned by leveling up certain jobs/classes. Not long into the game is the ability to change classes for each playable character. These jobs open up the possibility of certain characters being effective tanks like Adachi’s “Enforcer” class to Saeko using her “Idol” job talents to heal the party’s HP or cure them of status ailments. Most offensive attacks rely on quick-time events to do extra damage if the player is prepared or can time the prompt properly. Instead of trying to be a revolutionary RPG, “Like a Dragon” embraces what’s worked elsewhere in the genre and makes the change in combat mostly feel worthwhile.

 

 

Unfortunately there are some issues in regards to the combat presentation. Though this is a turn-based RPG, the enemies aren’t stationary when the action begins; moving around the environment at any given moment. There will be several times when a player is preparing to use an attack such as Adachi battering ramming his way toward an enemy in the back with the gamer’s intent of plowing through a few other nearby adversaries in the process due to their current positioning. By the time the input is placed & the character initiates the attack, the other non-targeted enemies may have moved far enough away to make the attack mostly useless. There are also collision detection issues with some environmentals getting in the way like nearby streetlights or a desk when fighting inside a building that can turn a potential killer attack into an unsuccessful strike – this too can happen with the player’s own characters if they are in the wrong spot at a crucial time.

High-level grinding is also a big issue. Late in the game the major story enemies get a rather large boost in regards to level & power; meaning the player will have to enter the designated, monotonous dungeons or a battle arena to level up their characters & their jobs – something that becomes necessity instead of being an option. Random enemy groups the player will encounter when moving through each map have a set level depending on the chapter the story is in; meaning as characters’ levels progress the less reason to fight some random “Street Punks” or a guy wrapped in a trash bag. Also if Ichiban falls in battle it’s game over with the only option of replaying a major fight is by spending at least half of the cash the player has on-hand (sometimes is just wiser to go back to the menu & reload a save).

With Yokohama being the new primary setting comes the addition of many extra things to take part in including the returning substories – the franchise’s emotional, quirky and, at times, absolutely insane side missions such as helping an elderly woman cross the street by feeding her the hottest food ever; and the return of everyone’s favorite child-like yakuza. Pocket Circuit Fighter first introduced in “Yakuza 0” returns here to present the game’s version of “Mario Kart” – the mostly enjoyable “Dragon Kart”. “Dragon Kart” provides not only incredible races (especially the ones connected to substories), but also coins that can be used to purchase items both beneficial like weapons and inessential such as CDs for karaoke sessions.

 

 

Ichiban can also pick up cans to earn cash with the intent of buying that long-wanted broken television set that obviously can’t be used to watch something, but will be beneficial in completing the “Part-Time Hero” completion list – a group of in-game achievements that range from slaughtering a number of particular enemies to completing an entire arcade ladder in “Virtua Fighter 5”. Fully playable arcade versions of games like the aforementioned “Virtua Fighter 5” and UFO catchers return, as well as the various eateries that allow for temporary battle boosts like higher attack power or attaining more money.

And then there’s the business management mode. In an effort to save a local business from going under, Ichiban figuratively puts on his boss hat to scout businesses via the mode’s menu, hire employes that can also be obtained by going around the town, and attempt to appease angry shareholders via a mini-game built off the “Rock-Paper-Scissors” style action seen in other “Yakuza” mini-games. Ichiban also has six traits that increase during certain moments like sitting down at the “Survive” bar to talk with his teammates, or taking in-game classes featuring randomized trivia sequences that can really be head-scratchers. These upgradable traits can help Ichiban influence potential business employees to give “Ichiban Holdings” a chance. Ichiban’s traits also help him advance substories and even find love (or so he thinks). Though business management doesn’t feel as extravagant as the hostess bar management like in “Yakuza 6” or even “Fist of the North Star” and isn’t as monstrous as the original version seen in “Yakuza 0”, it’s still a rather entertaining side activity that can grant the player a lot of money early in the game if someone invests a few hours.

 

 

Beyond a few technical issues like the aforementioned collision detection and not the wisest decisions in regards to late-game grinding, “Like a Dragon” takes a chance without losing the heart & soul of what makes “Yakuza” games so much fun including harrowing battles, a hearty story, and a group of heroes that are easy to support.

 

Should You Play “Yakuza: Like a Dragon”?

 

Though “Like a Dragon” is unlike any other game in the franchise from a gameplay perspective, so much of it is so familiar because it doesn’t attempt to rock the boat in regards to presenting a turn-based RPG or a “Yakuza” narrative. Long-time “Yakuza” fans may be slightly turned off by the gameplay change. But considering how much the story is so similar to its predecessors in the best way possible and all the extra stuff there is to do in the world of “Like a Dragon”, it’s hard to deny this as a must-play experience. Do yourself a favor and purchase this game as soon as possible to embrace your inner hero.

 

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