Game Ramblings #212 – Like a Dragon: Pirate Yakuza in Hawaii

More Info from Sega

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

Even for Yakuza side games this is a wild one. I can ignore all of the action melee combat parts of the game that were done just as well as the last time they had a side story and I’m still left with an entire new game of pirate shenanigans. This is just another entry in what has been a remarkably consistent series over the past couple decades, and one that seems to be able to just keep pulling new things out of its hat.

The nice thing about this being another melee-focused side entry is I can just skip all of that stuff for rambling. Read the combat ramblings on Like a Dragon Gaiden and you will know my thoughts there. Instead, I’m just going to talk about being a pirate. This game just does it so well. The thing that I want out of a pirate experience is basically two things – I want to fight things in a boat and I want to plunder treasure, and this game does it in spades. The basic combat loop of any pirate encounter is that you first engage in ship to ship combat, then after you defeat the boss ship you go crew vs crew. Now, I would never say that either of those phases is done at a particularly AAA quality level but the feeling of it is there.

On the ship side of things, you’re looking at a quick paced combat with three sets of weapons – a machine gun, left cannons, and right cannons. Each can be upgraded separately, allowing for things like freeze cannons on one side and poison cannons on the other with machine gun damage out of the front. The ships defense can be upgraded, which for me generally meant that I could do increasingly stupid things ramming into enemy ships. The ship’s ability to heal and boost (yes there’s a jet engine boost, complete with ship drifting capabilities – this isn’t realistic) can be upgraded to allow for more aggressive maneuvering.

As simple as it is, the chess game of this portion of the game is just incredibly tight. You’re basically using the boost and drift to avoid enemy fire while putting yourself into an advantageous position to fire back. You can certainly play in different ways – if you want to be defensive, you can stay at range and poke down weaker ships before focusing on the boss, or if you’re like me you will boost straight at the boss, ram it, and eat damage to nuke down the boss all at once – and they’re all kind of going to be equally the right way to play, besides situations where time is important. Importantly though, it’s not drawn out so it is always quick, full of action, and fun.

The crew fights are then about as chaotic as possible. If the normal combat gameplay is the tight Yakuza experience, this goes in the complete opposite direction. Crew fights are pure chaos. You don’t really need to play carefully. You don’t really need to focus on specific targets. You don’t really need to aim at anything. You just run in with your people, spam attacks, and watch pure chaos unfold. As a pure pirate fantasy it nails a lot of what I want in terms of building a crew and going in on anything as a whole.

Outside of combat this is then backed by your ability to interact with individuals to build the crew. A lot of the crew throughout my course of the game was built from people that I helped in side quests in Like a Dragon: Infinite Wealth so there’s an immediate sense of familiarity there. They then are recruited and end up on the ship while I’m out and about, allowing me to go around chatting with them. They are there during things like karaoke events on the ship or parties that I can throw as the captain reinforcing the whole idea of this being a crew supporting each other. It’s a lot of surface level stuff, but it’s effective at continuing to sell the feeling of this as a pirate game.

The rest of this is then all the normal trappings of a Yakuza title. There’s side quests all over that you can go after, most of which are absurd things like fighting zoo animals or robot vaccums. There’s activities ranging from karaoke to darts to Mario Kart-style go karting. Based on the location, there’s the return of some stuff from Infinite Wealth like photo locations. There’s sports like the golf driving range and explosives-based batting cages. There’s completely absurd things like a dating sim that you run for one of the members of your crew, complete with the live-action filmed segments that have somehow continued to end up in the series. There’s an entire series of arena-focused combat around pirate ships. It’s all there, but wrapped in some pirate clothing.

I’m not surprised that I enjoyed this game. I’m not surprised that it’s a good game. I’m not surprised that the melee combat was tight and a lot of fun. I’m more than 10 games into this series at this point, so this is all expected stuff. What I’m happy about is that for a series that has always turned the ridiculousness to 11, they’ve somehow been able to turn that dial even higher and yet it still doesn’t feel like they’ve hit a point where it’s all too much. It’s just worth playing.

Game Ramblings #199 – Like a Dragon: Infinite Wealth

More Info from Sega

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

The original mainline Yakuza series showed a very distinct progression in the quality of its gameplay through the series. The PS2 entries were good, but the PS3 entries were clearly better, and the PS4 entries better still. The combat got more refined. The power curve of the player and enemies got smoother. Grinding was reduced and friction points were reduced. That’s where I feel like this one landed relative to Like a Dragon.

Sequels should be similar, but refined and this definitely fits the bill. In my ramblings about the original Like a Dragon I made note of a few places where the game felt grindy, and I think that’s as good a place to begin as any.

My first point about grinding was specifically around equipment. In the previous title, I felt like I capped out too early on purchases and crafting was too expensive. This game definitely addressed that. I hit the end of the crafting shop investment before end game, but because I still had plenty of gear to purchase out in the world I never really hit a point where I felt like I capped out there. The gear I had wasn’t necessarily end game and could be beneficial to upgrade more for optional content, but for the golden path it felt appropriate. The actual cost of everything was also lower overall combined with significantly higher drop rates. In the previous title I was getting 3-5k yen for near end game trash fights. Here I’m getting more like 50-100k yen in Japan and $1000+ in Hawaii. You are simply getting wildly more money to play with.

I also made note of needing to XP grind. There’s a few things that felt like they addressed that problem here. For one thing, bosses are simply more in line with the levels of everything around them. They aren’t wildly jumping ahead in levels compared to trash mobs, so I don’t have to overlevel just to be on even ground with them. In addition, trash mobs are giving significantly more XP – rather than 1-2k per fight, I’m getting more like 5kl or upwards of 20k for special repeatable world boss fights. It’s a huge difference in terms of time allocated to simply fighting, allowing me to spend more time doing “time waste” side content while also keeping up with the rest of the game.

The rest of combat is similar, but again at least feels more refined. The game still has combo attacks and follow-up attacks with your party, but at least compared to my memory they happen more often so the squad feels more like an actual squad with good interpersonal relationships that you built. MP-based attacks – and importantly, MP regen – feels more consistent, really pushing me to use them more often to take down squads quickly. There’s some cool expanded options around tag teams and huge specials that feel like they’re tuned to really nuke bosses quick, giving a really cool power fantasy and payoff to your squad’s growth. Basically, it’s similar but again feels more refined.

And because this is a Yakuza title, I have to talk about side content. I don’t think it’s quite as good as past entries, but there are two standouts that I need to talk about. The first is Crazy Delivery which is a straight food delivery ripoff of Crazy Taxi. It’s stupid, it’s bright and colorful, it fundamentally makes no sense, but it totally fits in this series.

However, the standout is Sujimon. In the previous game it was basically a Pokedex-only system to collate the people you fought into a Sujidex. This game goes the full Pokemon treatment. You now capture Sujimon and add them to a party, with an entire set of Sujimon side quests. This goes the full Pokemon route with gym fights and badges, leveling, 3v3 battles, weaknesses and strengths, and an entire Pokemon Stadium side content block. It’s a completely ridiculous and over the top set of content, and frankly I would have spent more time on this than the main game if I wasn’t so hooked on the story.

I don’t really want to talk more about the game because I think the story is worth experiencing completely without spoilers, and it would be tough to talk more about the game without getting too deep into that side of things. However I can easily recommend this one. It takes what I thought was already a really solid JRPG transition for the Yakuza series and begins its iteration that the previous action-focused titles did. You can tell that they took feedback from the previous game seriously, and it shows that the next however many titles we get in this style are simply going to be instant plays.

Game Ramblings #184 – Like a Dragon Gaiden: The Man Who Erased His Name

More Info from Sega

  • Genre: Action/Adventure
  • Platform: PS5
  • Also Available On: PS4, Xbox One, Xbox Series, Windows

I was pretty thrilled with the series’ change to JRPG in Yakuza 7: Like a Dragon but I wouldn’t like if I’m still a bit of a sucker for the series’ action gameplay in 1-6. I thought that the series had kind of reached its peak and didn’t need to explore more in the genre. Gaiden doesn’t necessarily change that feeling, but as a much smaller and quicker experience than core games in the series, it feels like a nice place to fall back into for a little while.

From a story perspective, this is an interesting one as it fills in a lot of the time gap between Yakuza 6 and roughly the mid point of 7, but as seen from the perspective of the series’ previous protagonist Kazuma Kiryu. In doing so, the change back to action gameplay makes a lot of sense. It’s a Kazuma story. It’s only focused on his actions, and not the actions of the Yakuza 7 party. From that perspective, you get thrown into a nice tight game. From a core perspective, I finished this one with a very heavy emphasis on completion and getting distracted in about 20 hours, which was about 30 hours less than my playthrough of Yakuza 0 and about 50 hours less than my playthrough of Yakuza 7.

The slimmer nature also extends to combat. The stance switching is still there, but it’s now only two styles. There’s the yakuza style which is more brawling-focused, and is a bit of a combination of some past styles with an emphasis on bigger damage at a slower pace. Agent style on the other hand is a speed and gadget-focused style new to this game. Of real note to me was the inclusion of a spider gadget that works surprisingly similar to the Marvel Spiderman web slinging, allowing you to do things like pull weapons to you, wrap enemies as a stun lock, or throw enemies across the map. It’s a surprising addition to the series that just works extremely well at giving a stance that has potential at range, while still being melee-focused from a core combo perspective.

That said, where the story was pretty compact the game did not skimp on side content. These are again largely retreads of past games, which makes sense for a smaller side story, but there’s a lot of them. Billiards, darts, a number of board games, and gambling are all available as quick hitting distractions. The thing that’s surprising here is the amount of content available. Billiards has multiple types (9-ball, 8-ball, etc) AND a set of trick shot challenges. Darts has multiple game types as well as a range of collectable dart types that ultimately improve your throws. Gambling has multiple game types as well as different betting tiers to allow you to go against more difficult situations. There’s no reason for these side things to have any depth, but here we are. It’s a staple of the series and it’s been implemented to the standard depth even in a little side game.

Of particular note for me was the inclusion of pocket circuit from Yakuza 0/Kiwami. This is based on the mini 4WD RC car hobby where you can build out custom cars using a variety of different part types, and leave the car to drive through a set course as fast as possible. This as a side game was surprisingly deep, with track types built for different specialties like hill climbing, turning control, high speed, and more. Winning races was always a matter of figuring out what gimmick the track had, then testing a car configuration built around that, then going for victory. While it’s inherently a racing mode, the fact that you don’t have direct control of the cars made this feel like more of a puzzle game than anything else, which was hugely surprising.

However, the biggest distraction in the game for me was the Coliseum. While this is a huge part of the core story of the game, it later unlocks as a wide-ranging arena mode for both solo and team play. While it definitely has some aspect of climbing the ranks through harder and harder fighters (and frankly, being the best money-gaining option in the game), the team mode was the thing that really caught my attention. This allows you to recruit people in the world and add them to your combat team, which you can then train through the ranks. Each person has some core specialty (damage, defense, healing) and some activatable skills, allowing you to play a little bit of party building to create a team whose capabilities best match your own style of play. This is again one of those systems that looks simple on the surface but has a surprising amount of depth.

I’m not surprised that I enjoyed this game given the past entries of the series that I’ve played. However, I am surprised at the level of content that Sega put into this. This was supposed to be a little side entry, so there was no reason for it to be something that I ultimately spent upwards of 30 hours in. It’s absolutely a core Yakuza game to me. It has a great golden path through the story. It’s got fun little side missions to complete. It’s got a ton of non-combat side content with a huge variety. It just is Yakuza, and it’s got me even more hyped to play Infinite Wealth in the near future.