Game Ramblings #124 – Yakuza: Like a Dragon

More Info from Sega

  • Genre: JRPG
  • Platform: PS4 / PS5
  • Also Available On: Xbox One / Series, Steam

It shouldn’t be a surprise that this series successfully moved into the JRPG genre, but it kind of is. The previous titles had a lot of things typical of the genre already in place – great story, characters, and settings, your typical array of shops for items and gear, a strong levelling system, lots of things to do on the side. However, they were always first and foremost an action game, and since they moved to a new engine on the PS4 they were perhaps the BEST action-focused series out there. Despite it all, they changed to a JRPG and still ended up with something that feels straight up fantastic.

Given the change, I guess combat is the place to start. The thing to really know is that the entire genre switch and the fact that I’m up there fighting a 7 foot tall pirate all comes down to one thing – the lead character is a huge fan of Dragon Quest and has delusions of leading a party of heroes throughout Japan, just like in the game.

How fucking perfect is that?

It sets your expectations of what combat should be – purely turn based. Now, it’s not exactly as classic as Dragon Quest, and that’s a good thing. It’s got a timing-based defense mechanic similar to games like Super Mario RPG. It’s got a D&D-style opportunity attack where enemies can interrupt you if you try to run past them to attack someone else. It’s got a strong job system with job-based skills, leveling, and permanent stat gains. It’s got weaknesses and resists to different types of weapons. Basically, it takes a bunch of features from a bunch of JRPGs, and wraps it all into a combat system that feels classic, but with a modern touch. And it works really well.

I think more than anything, the reason it feels good is that everything still feels impactful. There’s a clear sense here that they’re bringing their action knowledge to this genre in how things react to combat. Big hits don’t just throw a big number, they cause knock downs. Knockdowns don’t just cause an animation – they put enemies in a weak state that causes them to take increased damage. When characters go flying, they don’t just fly, they also hit and damage anyone else they hit (including knocking down your own friends if you aren’t careful). If there’s something in the environment, your attacks can take advantage of that and use it instead of your weapon. It’s everything that made sense and worked well in an action combat system, but now just turn-based. It’s a bit slower, it’s a bit more strategic, it’s a big less reactionary, but it all feels fantastic.

That’s not to say that they completely converted over well to a JRPG-style. This game’s biggest issue is really around grinding, and that happens in two places.

The first is really around equipment. you hit a point fairly early in the power curve of the game where you just can’t buy better equipment. I hit it around the 60% mark of the game. From that point on, you have to craft better equipment to improve gear stats. Crafting is fine on its own, but the crafting building requires significant investment to upgrade it far enough to craft the end game gear. From there, the gear then also costs a ton of money and crafting items to put together. I did one stretch to do an armor upgrade pass, and it required me to do about 4 million yen in investments, 2 million yen per-piece of armor, and approximately another half million yen in crafting item value. Keeping in mind that normal fights were dropping 3-5 thousand yen, you can see the issue.

Around the same time, I started needing to do XP grinding because the bosses were jumping 5-10 levels ahead of me. At this point I was probably needing to get around 100 thousand XP per-level and only getting around 1000 XP per fight. Again, you can see the issue. I could get some more permanent stat boosts by switching jobs, and taking advantage of the quick early job levels when switching, but it was a pretty slow process overall.

At this point in the game it basically resulted in me using one specific spot, floors 16-18 of the Sotenbori battle arena. That could net me about 300 thousand yen and about 150 thousand XP. It was fast, it was efficient, and it was boring. It was clearly what was intended for fast leveling, but it felt awkward compared to just having a higher XP/money curve in the wild and letting the player more naturally level.

On the other hand, the side content is both plentiful and a lot of fun if I needed a distraction. Some of it is just side quests where I get some entertaining side story content. Some of it is your standard item collection faire. However, there’s also things like the Mario Kart inspired mode above to keep me distracted. There’s also a really deep management simulation worth noting as another good distraction (and source of money later on in it). I knew I could fall back on these things when I needed a break, and it allowed me to fall off of doing the same content grind on repeat while still having some benefit to my team in the long run.

Ultimately this isn’t a perfect transition from ARPG to JRPG, but as a first-try at the genre I was super impressed with the game. It kept things that worked really well in the series in the past, gave a pretty entertaining reason to switch genres, and ran with it. If they felt they had reached the peak of what they thought they could do as an action title, this certainly gives them a strong reset. It also puts them in a place where they still have room to improve. If the next title is still a JRPG, they could do a much better job of managing their power and XP curves to make the experience more linear and less prone to slow grinds when power jumps occur. However, as a first-pass this is still one of the best JRPGs of the year and is definitely worth checking out if you’re a fan of the genre.

Game Ramblings #123 – Bugsnax

More Info from Young Horses

  • Genre: Adventure
  • Platform: PS5
  • Also Available On: PC, Mac, PS4

I know this is kind of a weird first game to play on the PS5, but it was the perfect storm. I was in the middle of moving into a house, so games were getting delivered there. However, I was still working remote from my apartment, so I delivered the PS5 there to be safe. I wasn’t going to have the PS5 plugged in long term because it also had to move, but I needed something to test the system out, and this was free on PS+. I also knew that I was starting the dive into Yakuza: Like a Dragon, so I didn’t want to start something that was going to take long or require me to remember a ton of information.

That would all seem to indicate that this was a complete chance play through, and to some extent it was. I’ve been looking forward to playing this one for a while since I was a fan of Young Horses’ previous game – Octodad – and I have the physical release on preorder whenever it decides to come out. However, like that one, Bugsnax is not really a system seller, and it’s really not meant to be. Ultimately what it ended up doing was filling the same slot that the previous title did – be a mechanically quirky but interesting puzzle experience, have an absolutely absurd story, but end in a way that left me absolutely satisfied with the experience that was put in front of me.

That pic feels like as good a place to start as any, as it really encompasses a lot of the absurd aspects of the game. Yes that’s a giant living maki roll. Yes it’s something that you have to suss out the mechanics of catching. Yes, it’s core to moving the story forward for one of the side quest chains in the game.

Bugsnax works the best when you’re solving puzzles in order to catch things, and the handful of boss battles really nail the feeling of that. The general individual creatures you catch act as a sort of training method to get through the harder stuff. You generally use one trick in order to catch them. Sometimes it’s using the right sauce to lure something out of hiding. Sometimes it’s using the launcher to toss a thing at them. Sometimes it’s using a trip line to stop something running around at full speed. However, the boss fights tie it all together.

In the case of the sushi roll, it’s the recognition that you need to scan its path to figure out where it’s going to be moving, then setting up your zipline to trip it, then when it breaks apart, running around to catch the pieces until you have them all. In another example, it’s using a trap type that a creature hates to lure it into a specific location where you can then use the hook shot stand-in to pull a rock down on its head. For a game with only a handful of specific tool types, they get a lot of mileage out of their inventive use and combinations possible to really push what you learn against smaller creatures into clever capture mechanics on the larger ones.

Of course, it helps that you want to capture everything. To some extent, you’re drawn in by the clever and very groanable naming and visual scheme of the creatures, such as the crab apple – named after the plant, but very obviously a crab made out of apples, or things like the mothza supreme – a giant flying supreme pizza. You’re also drawn in by the behaviors of the creatures themselves. They emote out of fear when you’re chasing them, out of happiness and anger when you send their favored sauces their way, out of shock when something gets the drop on them.

However, the PS5 version definitely gets some unique touches that are already starting to show the promise of the new controller. Catching a creature does little audio cues of the creatures yelling their names in a way very reminiscent of the Pokemon TV show. It’s something that’s been done in the past on consoles like the Wii, but the quality of audio coming out of the DualSense controller is a marked improvement. Different tools do different things with the modifiable triggers, with custom click points that make it act like the old double action Gamecube analog trigger. It’s also worth noting that the quality of haptic feedback available here is a marked improvement over the last generation’s implementation on the PS4 and Xbox One and being more in line with what we’ve seen done with Nintendo first party titles on the Switch, with feedback on things like creatures walking into the player trap having obviously distinct feedback, allowing you to catch creatures just based on feel while you hide out of sight. It was surprising to see how much these little feedback changes improved the experience, but it’s a level of polish that I’m now hoping to see happen more often throughout this generation.

It definitely also helps that the NPCs and story play a nice balance between lighthearted and absurdist. From a non-spoilery perspective, the core of the story is that you’re a journalist documenting an expedition researching and cataloguing the Bugsnax, which when eaten change the character’s limbs into that snack. The expedition folks seem entirely unconcerned that they slowly turn into fruits and vegetables that you force feed to them, which is hilarious and absurd, and incredibly dark as you roll through the story. It lasts long enough to have its own set of twists and turns, but also doesn’t overstay its welcome. There’s also a nice balance of core story and side quest content, giving you an obvious golden path to go through, but plenty of options to venture out and learn more about the townsfolk if you want to, all while catching more new things to turn them into.

So is it a next-gen showcase? Nah. Do I think it’s better on PS5 because of the controller? Yes. Do I think it’s worth playing? Depends. This one falls into a niche where I would easily recommend it to fans of games like Pokemon Snap or Slime Rancher. It’s distinctly an adventure/puzzle game, and it’s casual enough to get through but offers some nice range of easy to difficult content that fits into a lot of skill ranges. It was also the PS+ title for November for the PS5 launch, which right away puts it into the “why not” range. If nothing else it did exactly what I needed out of it – it entertained the hell out of me while giving me a way to test my PS5 and gets me started for the next generation.