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You are here: Home / Archives for yakuza: like a dragon

In pursuit of Infinite Wealth

8th February 2024 By Qazimod Leave a Comment

As a casual follower of the Like A Dragon series (formerly the Yakuza series until you look at the spine of the eighth game’s box), I was pleasantly surprised by Ichiban’s first outing in 2020. The move to a turn-based format was a perfect fit for a combat system that already encouraged a methodical rhythm of waiting, blocking and countering, and the supporting cast were generally a great bunch of virtual characters to hang out with. For the most part, the game was a fun twist on a formula that may have risked becoming overfamiliar, but I felt like it stumbled a bit in the later chapters. Whether you were meandering through a slower part of the narrative or hitting a wall with one of the notorious bosses found in the late game, such moments were blemishes on something that could have been a future classic with a little more balance and tweaking. And so when I’m deep into the last chapter of Infinite Wealth and considering the journey the game has taken, I’m torn – because I can’t decide if this is simply better than the previous game or if it’s rivalling some of my all-time JRPG favourites.

Fair fights

Like A Dragon: Infinite Wealth - in battle

The truth is, I’ve found it really hard to tear myself away from Infinite Wealth. It’s another adventure through dungeons of turn-based encounters set against the backdrop of a modern urban open world, and whilst the characterisation, story, job system, minigames and battle mechanics are as good as they were before, the previous game had conditioned me into thinking that the high wouldn’t last forever. Sooner or later I’d be cursing a forced encounter that’s far more challenging than whatever I was fighting five minutes ago, and I’d walk back to one of the grind spots so that I can make some cash for gear and maybe level up my party. However, I’m currently at the doorstep of the final boss and most of the mandatory challenges have felt surprisingly fair. It’s still not a game where you can waltz through every boss battle on the first attempt, but your party is well catered for with the material and upgrade system, a satisfying selection of character classes in the job system and a couple of “optional” underground dungeons that fill the gap between the encounter you just completed and the one causing you problems right now. There always seems to be something that you can do to develop your party in some way, and it’s offered as a path that you’ve always had the chance to revisit, rather than something you’re thrown into because completing it is the only way you’ll see anything past chapter 12 of the previous game.

Infinite Wealth – recommended

Even Persona isn’t immune to questionable pacing, whether it came from the notorious party wipes experienced when you first attempt the next mandatory boss in 3 or 4, or the extended bespoke mazes introduced in 5’s palaces. Infinite Wealth, however, is performing an admirable balancing act of being just challenging enough. I’ve had a few tough battles in a couple of earlier chapters – as well as this last chapter I’m trying to complete (note from future self; train up a dedicated healer role, and save your Extreme skills and Tag Team moves to blow through the latter “phase” as soon as possible) – but they’re only tough in the way that JRPGs have their challenging bosses; there hasn’t been a “chapter 12 of the previous game” moment in Infinite Wealth. For the moment, it’s just provided a solid challenge and has been responsible for a lot of late nights and lost sleep as I’m desperate to see the next battle, the next dungeon floor, or the next story sequence.

And outside of the business of story progress, it’s just a fun game to be absorbed in. When you’re not busying yourself with upgrades and job levels, the move to Hawaii works as a new change of scenery for the player and the foundation for much of the game’s levity. Returning hero Ichiban plays the role of the bemused outsider exceptionally well, and exploring the streets and venues is enhanced with what is essentially a summonable Segway (that moves you through the streets faster, but needs to be recharged at stations for a small fee) and even a dedicated “aloha” button to greet passers-by. Furthermore, regular enemy encounters in the open city environments are engaging without taking up too much of your time, and encounters with low-level groups can be ended in an instant with a squeeze of a shoulder trigger. The usual abundance of minigames and amusements provide a welcome break from the fighting, and loading between the transitions is fast and painless (unless you’re walking into a lengthy FMV). The usual taxis are in place to send you between notable locations, and the map is continually an invaluable resource (although I do find myself hopping between multiple stores to find the one that has a particular piece of gear,)

This had previously shared the company of Final Fantasy VII Rebirth as one of my most anticipated games of 2024, but Square Enix will have to deliver something exceptional in order to match this. If you have any interest in modern turn-based RPGs with impressive production, lots of optional distractions and customisation, and what seems to be a decent challenge for fans of the genre, consider this a confident recommendation.

Like A Dragon: Infinite Wealth - cinematic finish to battle

Like A Dragon: Infinite Wealth is available now for PS4, PS5, Xbox One, Xbox Series and PC. For more information, visit https://infinitewealth.sega.com/

Filed Under: Games, Reviews Tagged With: like a dragon, pc, PS4, PS5, Ryu Ga Gotoku Studio, Sega, xbox one, xbox series, Yakuza, yakuza: like a dragon

Qazi’s Disposable 2020 – highlights from the year

30th December 2020 By Qazimod 1 Comment

When I wrote my Disposable 2019 article in December of last year, I closed by thanking the people who have supported us; those who have taken time to read one of our articles. I suggested that together we could discover what the round-up that would be “Qazi’s Disposable 2020” had to offer, but nobody could have predicted the events of the past twelve months. It’s been a rough year for everyone, and I can only hope that we’ve helped to steer you in the direction of entertainment that can help you feel good, or at least distract you enough to help take your mind off things for a while. I’ve tried to avoid bringing the COVID-19 pandemic into too many of my articles… but in a year where many people have been advised to stay at home when possible, we’ve found much more value in our home entertainment. Consequently, the talking points in the following paragraphs held much more value for me than usual…

Qazi’s Disposable 2020 – silver screens and soundbars

Qazi's Disposable 2020

In terms of the small-screen shortlist of Qazi’s Disposable 2020…well, I’ve enjoyed getting what I can out of Amazon’s Prime Video service; catching up with films that I missed first time around, or even renting newer releases. Notable mentions – I spent three weekends watching each movie from The Dark Knight Trilogy, and took a look at the spectacular Mad Max: Fury Road. I was pleasantly surprised by the Sonic The Hedgehog movie (ostensibly a “kid’s movie” but with enough light entertainment to satisfy Sega fans of all ages) and enjoyed the time-loop silliness of Live/Die/Repeat: Edge of Tomorrow. I don’t think there’s really enough in my watchlist to recommend a bunch of 2020 film releases, but I guess Sonic The Hedgehog was okay? (As a random aside, I downsized from a chaotic multi-speaker setup to a single soundbar, and it’s been surprisingly satisfying when watching films and playing games, so the minor tech updates made here have been worthwhile.)

Grooves and games

Qazi's Disposable 2020

I listened to a few new music releases, but a lot of my usual favourite artists and groups have been pretty quiet, so I’ve had to broaden my range a little bit during this year. Special mentions go out to QZB and their catchy but understated D ‘n’ B tunes in the “Perspectives Vol.1” EP, Special Request’s moody melodies in their “Spectral Frequency” EP and the variety found when listening to Dom and Roland’s “Lost in the Moment”. Of course, I recently covered the new album by The Avalanches as well: “We Will Always Love You” ended up being a much more confident follow-up than Wildflower, whilst re-capturing the mood set by their debut. If I had to pick one standout for 2020, I’d recommend going and listening to the EP by QZB that I mentioned; it was a bit too slight to cover in a full article, but the rapid tempo and moody, crunchy beeps made it one of the more enjoyable releases on the Critical label.

My year in gaming was pretty modest, as I ended up indulging in a few mammoth RPGs and keeping the rest of my schedule open to other distractions. As if the offerings of Final Fantasy VII Remake, Persona 5 Royal and Yakuza: Like A Dragon weren’t enough, I also checked out Final Fantasy VI for the first time, and revisited other old games during my Twitch streaming sessions. (What was surprising was that none of these three “new” RPG releases this year – FFVII, Persona, Yakuza – blew me away in the same way that something like Nier Automata did in 2017. They’re all great games, but none of them had an earth-shattering impact that left a lasting impression. Maybe that will change when we see more of the FFVII project.) I followed the launches of the PS5 and Xbox Series S/X with interest, but held off picking any of them up this year. Put simply, I’m waiting for the games – Microsoft’s fumbling at the start of the last gen already pushed me towards the PS4, but Bloodborne, Persona 5 and the then-exclusive Nier Automata made a compelling case for the console. Nothing on Microsoft or Sony’s new consoles has really convinced me yet, but it’s still early.

Qazi’s Disposable 2020 – moving forward

Qazi's Disposable 2020

Much like the aforementioned soundbar, I’m wondering how much of my technology will be refreshed in 2021. Earlier this year I was talking to people about swapping my setup of two displays for one display with more inputs – meanwhile, I’m in a situation where technically I don’t own a current-gen console anymore, with the new generation represented by the Switch, the PS5 and the Xbox Series machines. If 2021 sees us continuing to stay at home, maybe I’ll consider a new gaming box to keep me occupied, but that’s still a distant plan. What is certain, however, is that I’ll keep finding things to talk about here (after all, I’m keen to find out more about the new Nier games and NEO: TWEWY.) As ever, thanks to everyone who’s visited the site this year – please take some time to check out Dan’s Disposable 2020 round-up if you haven’t already, and we hope that you’ll stick around to see what 2021 has to offer.

Filed Under: Games, Life, Music, Technology, TV & Film Tagged With: FFVII, persona 5 royal, QZB, Special Request, the avalanches, yakuza: like a dragon

Delivering street justice like a dragon

10th November 2020 By Qazimod Leave a Comment

Everything feels familiar at first. There are the similar exploration and interaction controls, there’s the urban backdrop, and the wealth of stats and sidequests – I’m definitely playing a Yakuza game. I’ll admit that I kind of dropped off the series after a while; I think after the first couple I fell behind and didn’t stand a chance of catching up, but the newest instalment – Yakuza: Like A Dragon – seemed interesting. Even after such a long break, however, everything feels familiar. That is until trouble begins to brew and the only way to settle things is with a classic Yakuza brawl. Or not. The headline feature of Like A Dragon’s combat arguably comes from the new format which adopts a turn-based approach and a party system, much like classic and modern RPGs, and it was the feature that interested me enough to want to get back into the series again.

I don’t know if we’ll end up covering this game in the form of a full review, because traditionally Yakuza games are bursting with content, sidequests and other features – it could be weeks before I’m done. However, the combat deserves a mention, hence this article. To be honest, when I first found out about this new turn-based approach I wasn’t even that surprised – the early games that I did try already felt like they force the player to wait and respond during battle. In the PS2 games, simply button-bashing would quickly land you in trouble; it was wiser to block, let your opponent attack and wait for an appropriate opening when you were able to respond with your own moves. So before the game was even in my hands I had allowed my mind to make sense of this new system.

Like A Dragon’s Meta-protagonist

Like A Dragon - Ichi

Part of the framing for the battles reveals that our hero, Ichiban Kasuga, seems himself as a hero akin to the protagonists of the videogames he played growing up. As a result, when you enter a classic Yakuza random encounter, the allies and enemies visibly transform into whatever Ichiban imagines them to be in his mind. It’s all satisfyingly meta – videogames are a pleasant escape and allow players to pretend to embark on an epic journey, and Like A Dragon sees Ichiban referring to his street justice as an ongoing “quest”, and frequently making comparisons between his predicaments and the plights that faced the heroes of his favourite videogames. Better still, it means that he can actually talk about levelling up without it sounding out of place – because it’s what’s happening in his head and what’s happening as a result of the player’s actions.

Risky beatdowns

The battles themselves are snappy and satisfying – like modern Persona games, they are initiated quickly and smoothly, and if your tactics are on point then they don’t need to last more than a handful of seconds (unless you’re facing a boss character, or entering a new zone with levelled-up encounters.) To take some examples of the fundamental battle mechanics that are simple yet satisfying – Like A Dragon lets you guard enemy attacks to reduce the damage you take, but it also offers a “perfect guard” window if you guard just as an enemy’s attack connects with your party member. Perfect guards reduce damage further and help prevent things like knockdowns, and so they keep you engaged even in a turn-based format, and encourage you to learn the timings and animations of attacks. Similarly, the opportunities available after an enemy is knocked down encourage quick decision making – enemies can take time standing up from a blow that knocks them to the ground, and if another party member executes a follow-up attack whilst an opponent is still “knocked down”, they take bonus damage. It’s an interesting way to invite risk-taking – you may have a healer in your party and you’re waiting for their turn to come around so that some life can be recovered… but if you end up knocking an enemy down, it might be better to spend their turn on a follow-up attack instead.

Like A Dragon and other battle formats

Like A Dragon - Battle

Other traditional staples of RPG battles introduce themselves as the game continues – available special actions eventually include buffs and nerfs for attack and speed, status effects similar to bleed, poison or charm, gear upgrades and material exchange, enemies calling in reinforcements and prolonging a battle – but I keep returning to my first thought – Like A Dragon still feels like a Yakuza game, and so there’s no need for people to be penning angry letters about how the series has been ruined. As mentioned in my opening paragraph, there was always a bit of a turn-based rhythm to combat in the early games, and other titles in the series have played with stats, levels and allies – this is just being a little more honest about everything. And even though this may look like a typical Yakuza battle format in RPG dressing, the combat system is still worthy of praise alongside the systems used in other RPGs I’ve played this year – I feel like it finds a happier medium between real-time response and turn-based action than something like Final Fantasy VII Remake, although Remake has more polish elsewhere. Equally, Like A Dragon’s battle system sits well next to Persona 5’s own system of weakness exploitation and follow-ups, but both suffer from a few moments where the pacing dips; in Like A Dragon’s case, this could come from a situation where you’re underlevelled, or perhaps where a particular story thread is overstaying its welcome and you’re waiting for something more interesting to happen. Even so, these moments aren’t ruinous, and Like A Dragon’s map is fairly quick to open up – so it’s easy to find distractions if you’re not interested in chipping away at the main quest.

I haven’t finished the game just yet, and I’m probably pretty far away from doing that, but I don’t think the combat is ruinous at all, and I’d love to see it either in future mainline games or in their own spin-offs. (Of course, there’s always a chance that this game could still throw a massive difficulty spike at me, but that would be more of a balancing issue rather than anything problematic with the battle system itself.) As ever, let me know what you think of Yakuza: Like A Dragon and its combat below.

Yakuza: Like A Dragon is out now for eighth-gen systems and Xbox Series platforms; a PS5 version is reportedly coming in 2021.

Filed Under: Games Tagged With: like a dragon, pc, PS4, PS5, Ryu Ga Gotoku Studio, Sega, xbox one, Xbox Series S, Xbox Series X, Yakuza, yakuza: like a dragon

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