Playing a yakuza game in which series heavyweight Kazuma Kiryu is not the star takes some getting used to. But luckily for "Yakuza": in "Like a Dragon," the seventh installment in this long-running Japanese crime epic, we get to warm up to our new hero, Kasuga Ichiban. He has the strength and determination of his predecessor, but with a goofy sense of humor, a wild haircut, and an endearing enthusiasm for whatever he does, whether it's helping the Korean mafia or hiring chickens to run a sweet shop.
Ichiban starts out as a lowly yakuza in Kamurocho, the Tokyo entertainment district that is the main setting for the yakuza game. However, a series of unfortunate events leave him homeless in Yokohama, ostracized by his yakuza family, and betrayed by the person he trusted most in the world. Yakuza: Like a Dragon is about Ichi piecing together his life, clearing his past, and beating up many people in the process.
In many ways, this is a classic Yakuza game. It features an immersive and detailed Japanese urban setting with mini-games, absurd side quests, quirky characters, and karaoke bars. The story is an unlikely mix of criminal intrigue, heartwarming melodrama, and slapstick comedy. And when problems arise, they are usually resolved with outlandish violence. If you've played "Yakuza" games before, you'll quickly become familiar with its unique rhythms and quirks. Even though it sometimes feels like you are stuck in the past, there is something reassuring about the way the series stubbornly resists change.
When it comes to combat, however, this is no typical yakuza game. Combo-based brawls have been replaced by a new turn-based battle system. It is a very ordinary JRPG with buffs, debuffs, status effects, and a mix of weapon and magic attacks. Vivid direction, stunning animation, and lively pacing make up for its simplicity, but the menu-driven choices lack the satisfying brutality of regular yakuza fights.
There is also a real-time element. If you press the block button at the moment an enemy attack hits you, the damage you take is reduced. Also, some abilities increase in power by following QTEs. Overall, this is quite a shocking change for the series, but the new turn-based battles do a good job of capturing the drama, excitement, and theatrics of traditional Yakuza combat. If manually fighting each turn is too much of a hassle, the player can also automate the battle by selecting attacks, recoveries, etc. from the AI presets.
The problem is that there are too many battles. Yokohama is not as dense or historical as Kamurocho, despite being several times the size of Kamurocho, but the developer's talent for emotionally depicting the mundane details of everyday Japanese life is as strong as ever. I just wish I could enjoy Kamurocho at my own pace, without encountering hordes of enemies every 30 seconds or every time I turn a corner. Having to constantly stop and fight would reduce the immersion and sometimes discourage me from exploring the town.
In previous "Yakuza" games, it was frequent to be stopped by street-fighting thugs, but the battles were over quickly and very seamless. In this game, the transition to turn-based battles is endless, ruining the flow of exploration. It feels as if these encounters are interrupted rather than being an organic part of the world. In addition, the sheer volume of combat quickly wears off the novelty of the party's ludicrous special abilities, making the battles incredibly repetitive.
This also applies to dungeons. A maze of tasteless passageways filled with nondescript loot and nonstop battles, these dungeons are a veritable rock bottom for the series. There was no fun to be had, especially in this depressing place with its maze of concrete tunnels of the same shape. After finally escaping this boring place, I couldn't help but chuckle when the game told me to come back whenever I wanted to earn XP or fight rare enemies. Thank you.
It's a shame, because "Like a Dragon" has some great moments when it's not grinding away in combat. I love hanging out with the party between missions, singing karaoke, goofing around, and drinking beer at one of the many dive bars in Yokohama. The characters are colorful and funny, as one would expect from this series. In particular, Namba, a tough but kind-hearted homeless guy, has one of the funniest lines in the game. Namba, in particular, is a tough but kind-hearted homeless man who has some of the funniest lines in the game. Also, some of the cameo appearances of famous "Yakuza" characters reek of fanservice, but one of them blew me away.
I would also like to commend the developers on the design of the enemies. The fact that most of what you see in battle happens in the frenzied imagination of Ichi, who is obsessed with RPGs, gives the developers a great deal of creative freedom. Enemies include chefs, oilmen, cultists, flashers, nerds, and dancing freaks disguised as garbage bags. When enemies are defeated, they are added to a fun app inspired by the smartphone's Pokédex, called Suzidex.
Yakuza games have always told great stories, but Like a Dragon lacks the thrill and focus of Yakuza 0, the highlight of the series. There are a few standout scenes, especially in the first few acts. The best scene in the game is when Ichiban, accompanied by Namba and his grumpy ex-cop Adachi, crawls up from rock bottom and tries to make a name for himself in Yokohama. However, the overall narrative is rather weak, the pacing is meandering, and there is a somewhat ridiculous (for a yakuza) turn toward the end of the film.
For returning Yakuza players, Like a Dragon ties up some of the loose ends from Yakuza 6. But otherwise, this is a completely new stand-alone story and a convenient entry point for newcomers to the series. But between the disappointing story and the repetitive combat, I still think "Yakuza 0" is the best introduction to this type of game. Like a Dragon captures some of the yakuza's unique magic, but not all of it. Still, if you find the six dense storytelling pieces too much (especially since only three of them are currently available in the PC version), this is a great opportunity to skip all of them.
"Like a Dragon" is one of the more scattered yakuza games. There are many times when you can't help but be swept away by its eccentric charm, likable characters, and moments of warmth and absurdity. At other times, however, you're left dutifully moving through the same boring and similar passages again, praying for the turn-based battles to end. When Nanba throws beans at an enemy, he is pecked to death by a flock of stubbly-bearded crows. But for the 500th time. Not so much.
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