Yakuza 4

I beat this game the first time while doing this blog, and I looked back to see what I wrote about it a few years ago. It turns out, I only wrote about it in my monthly catch-up post and while I liked it, I didn’t have much to say about it. I have that same problem after beating it again.

Most of what I am going to say is going to be about the narrative and structure of Yakuza 4. As far as gameplay goes, it is a modest evolution from the previous game. The combat expands by having 4 playable characters who all have distinct fighting styles. It makes some difference, but the core of how the system works doesn’t change. There are a myriad of quality of life improvements; the game just plays smoother than the previous one. It looks better. But those are all just incremental improvements. It looks and plays better than any Yakuza game that came before it, but outside of the playable characters, there are no fundamental changes.

The story is the game’s biggest swing, and while it is compelling while it plays out, the game does not manage to bring things home. Yakuza 3 ended on an ambiguous note, series hero Kazuma Kiryu, stabbed in the gut, lay bleeding out on the streets of Kamurocho. Yakuza 4 does not pick up on that, but instead widens the scope on what until this point had been the Legend of Kiryu. It picks up in the familiar confines of Kamurocho, with the player controlling louche loan shark Shun Akiyama. The game then progresses to taciturn, regretful hitman Taiga Saejima and then to committed and benignly corrupt cop Masayoshi Tanimura. Finally, the game concludes with a handful of chapters for Kiryu.

The Kiryu chapters at the end feel a little like the game chickening out. It seems to want to move on from Kiryu, but can’t quite bring itself to do so. It decenters him in the narrative, but then uses him as the anchor in this protagonist relay. It is the wrong choice. Kiryu is the character the player, assuming the player is a veteran of the series, has the greatest connection with. However, he is the character that has the least connection to the plot. He doesn’t really have a reason to be there. It almost feels like the development team wanted to replace him completely, but then did not have the courage to do so, leading to his late game appearance and prominence. His appearance is the right choice, though. As much as I want, from a story perspective, for Kiryu to be allowed to walk away to his happy ending, I also really like playing as him.

The other protagonists feel like they are auditioning to take over the position full time. Looked at that way, there are two viable candidates. The one that doesn’t quite make the grade is Tanimura. That is a bit harsh, but it is hard to imagine more stories with him after Yakuza 4. His story is the one most tied to one aspect of the plot. He is on the lookout for the man who killed his father. His story is tied to corruption within the Tokyo police. That story comes to the fore with Tanimura’s part of the story and is a big part of the machinations that drive the plot of this game, but it is resolved at the end. Unless they were looking to change the direction of the series entirely, he is not really a viable choice going forward. Plus, he is not the most interesting new character. There just doesn’t seem to be a lot there.

Akiyama and Saejima, meanwhile, seem to split aspects of Kiryu into new characters and fill in the rest with different answers. Saejima is the tortured Yakuza legend. Like Kiryu he was in prison for murder. Unlike Kiryu, he actually did it. He did it because he bought in fully to the Yakuza ideal. He did it for his Patriarch. Unlike Kiryu, Saejima wants to get back into the Tojo Clan. He is quiet and brooding, just a big scary mountain of a man. He feels credible in the role as Yakuza heavy in a way that Kiryu always seemed too genuinely good to be. But that also makes him less compelling than Kiryu. He actively wants the criminal life; he is not seeking to break free of it. Also, there is a scene that suggests a close attempt at a sexual assault against Haruka that really does not endear the player to Saejima. Akiyama, on the other hand, is the Kiryu that gets embroiled in weirdo nonsense. He is also the outsider that, for some reason, has the respect of some Yakuza family. Unlike Kiryu, Akiyama faces the weirdness, especially when it gets smutty, with more than a little enthusiasm. Kiryu is this blank slate that takes all the strangeness in stride, Akiyama actively leans into it. He is also just genuinely charming, with a roguish air. Honestly, if one of these three were to be the new protagonist, I would have voted for Akiyama.

The story starts strong. Akiyama meets with Lily, a woman who wants to borrow an obscene amount of money for an unknown reason. He tests her before agreeing to loan the money. Simultaneously, he gets embroiled with some strange goings on with Kanemura Enterprises, a local small time Yakuza family. When his friend Arai apparently kills a member of a rival family, things get serious. Akiyama falls in love with Lily, but he also learns of a few more murders. The story then switches to Saejima, and it is revealed that Lily is actually his sister. In order to find out what went wrong that landed him in prison 25 years ago, which is somehow connected to Akiyama’s story. As Saejima starts to get his answers, it switches to Tanimura, who is looking for the man who betrayed and murdered his father, 25 years ago. It is all connected. Then finally, it moves to Kiryu, who is now with Lily and has found a connection to the pile of cash the Tojo Clan had on hand in Yakuza 1.

The game builds an intricate web of deceptions and double crosses, with interesting characters and slowly unfolding mysteries. Then it gets to the end, and there is no ending. The finale is four consecutive boss battles, one for each playable character, that make varying levels of sense. But there is no final reveal that really ties it all together, and since you spend the last section playing as Kiryu, all the final revelations that exist happen to a largely unconcerned interloper. It is a lot of fun while playing through it, but the ending is just deflating. It mostly feels like the developers watched Infernal Affairs, or The Departed, and tried to replicate that in a video game, only to completely lose track of their plot and just have the player fight everybody at the end.

Yakuza games are generally games more for moments than overall coherence, but the ending here just misses completely, making the ways it doesn’t fit stand out more than a game that builds to something satisfying.

This is still not my favorite Yakuza game, but I am glad that the one that holds the place in my memory is up next. Hopefully I can get it done before Like A Dragon hits. Maybe I’ll track down the Miike movie as well.

Yakuza 3 Remastered

It has been some time since I played Yakuza 3. Accordign to my psn trophy information. While I played the first game on PS2, Yakuza 3 was the game that made me truly a fan of the series. While I have frequently seen it rated fairly low on lists like [this], Yakuza 3 has always been one of my favorites in the series. Replaying the remastered version has solidified that in some ways, though I how the series has improved with time, and solidified another opinion of mine in relation to the series.

I’ll start with that other opinion. Here is my mildly warm take: Yakuza 3 should have been the last game to feature Kazuma Kiryu, at least chronologically. Yakuza 3 is the logical ending place of his story. Kiryu dealt with his problems in the first game, settled the Tojo Clan in the second game, and in the third game firmly established himself in a new place. His story is done. The next couple of games seem to tacitly acknowledge this, moving him from primary protagonist to one of four or five. But they keep pulling him back in anyway. I understand why; Kiryu is a great character. Most of his replacements have struggled to show similar qualities as him. Some of that is on purpose; they largely exist as foils for Kiryu in some way. Still, Shun Akiyama could have been that character with a little adjusting, fitting him into space that didn’t exist because Kiryu was there. The same is true, to a lesser extent, for Taiga Saejima. Akiyama has some knowingness, a little sleaze that separates him from Kiryu. Saejima is a little too quiet, a little too hard. He doesn’t have the charisma. But again, is that innate to the character, or does he exist that way to differentiate him from Kiryu.

After Yakuza 3, Kiryu ceases to be a real player in the plots of the games until Yakuza 6. Even in Yakuza 0 his plot feels somewhat subordinate to Majima’s. Here, we see the final evolution of Kazuma Kiryu. It is telling that a lot of this game has nothing to do with the internal politics of warring Yakuza clans. It is largely about Kiryu raising his gaggle of orphans. What even gets him back to Tokyo is a plot to takeover the land on which his orphanage rests. This game definitively sets Kiryu’s place as in Okinawa, at the orphanage.

The plot is generally where I think this game excels. It is likely the most simple in the series. For all the appearances of twists and turns, it is actually pretty straightforward. There are two different plots going on. One is Hamazaki’s plan to use the Triad’s to take control of the Tojo Clan. The other is a power grab by Mine, who idolizes the injured chairman Daigo Dojima, but despairs at the possibility of his recovery. The grotesque Kanda believes he is player in this game, but he is revealed to be Mine’s pawn early on. The other big player is the CIA, who are pushing the Tojo clan and the Japanese Defense ministry to negotiate a land deal to catch arms dealers Black Monday. All of this plotting involved in the land deal matters to Kiryu for one reason: the land that his orphanage rests on is one of the final pieces of the puzzle.

That land is owned by Ryudo Family, a tiny Tojo affiliate in Okinawa. Kiryu, of course, forges a friendship with the family and they refuse to evict him. So the deal is at an impasse. Until, that is, Daigo is shot, causing upheaval in the whole Tojo clan. At the same time, the head of the Ryudo family is shot, and the deed for the Orphanage is stolen. They were both shot by the same man. This leads Kiryu back to Kamurocho to find who did this and secure his orphanage. Kiryu unravels it all with his fists and sets things right.

The most affecting part of the game is Kiryu with the Ryudo Family. There is good stuff in Kamurocho, as Kiryu fights his way through everything. But it feels a little deflated. Most of the characters from the first two games are dead, or disposed of pretty quickly. Even Majima has precious little to do, though he makes the most of his brief appearances. But in Okinawa, it is prime Yakuza stuff. Because it is personal; because it matters. Ryodo family head Nakahara is an old man who is like an older, somewhat failed version of Kiryu. He too has an adopted daughter, the silent Saki, and like Kiryu he would do anything for her. The only other members of the family are the hefty comic relief Mikio and hot-headed second in command Rikiya.

Rikiya is, in my opinion, one of the best, if not simply the best, supporting characters in the city. Whereas Nakahara is an older version of Kiryu, Rikiya is a younger version of him. He is proud and strong and fiercely loyal. He is like a fully fleshed out version of Yakuza 1’s Shinji. The game keeps him around just enough for the player to get to know him. First, he is something of an enemy, then he sees Kiryu in action. He helps out throughout the game and the player really learns a lot about him. Especially if the player does the two Rikiya centric substories. While he doesn’t quite reach the heights of series mainstays Kiryu, Haruka, or Majima, Rikiya is as good as anyone else.

Where the game falters is in the gameplay. It is stuck between the later PS3 and PS4 games and the PS2 games. There are significant improvements from the early games, but the game is not as fleshed out as the series would become. The substories are not especially good, but there are a lot of them. Eating at restaurants is a chore. A lot of the minigames are weird. It is a transitional game in the series. It is still a lot of fun, but with just Kiryu and just one fighting style, the game feels limited in some ways.

I am no longer sure it ranks up there with 5 or 0 as the best in the series, but it is one of my favorites. I kind of wish it had gotten the Kiwami treatment like the first two games, as a simple remaster leaves this as the most archaic game in the series, but it is not so old fashioned that it is not worth playing.

Now Playing February 2020

Beaten

My World, My Way – read about it here. I am still a little shocked about how much I enjoyed this game, and how much I miss the days when weird experimental games like this could be released.

Ongoing

Yakuza 3 – I got started with this and I am going to see it through. I was quickly reminded of what I loved about this game nearly a decade ago. The game does a great job of starting with something of a bait and switch. Instead of diving back into the world of crime from the first two games, and instead starts the player in a new area and tasks them with solving the problems with a gang of orphans. It starts with a couple of hours of Kiryu simply playing dad. I haven’t yet hit the part where it turns and becomes more of a classic Yakuza game.

Dragon Quest XI – More slow progress with this game. It is kind of my ideal of a modern jrpg, but I don’t have the time to sink into the extended play sessions that do this game the most justice. Still, I am going to keep making what progress I can with this game. I just did the mermaid quest and it was pretty heartbreaking. Just a tragedy of errors all around.

Double Dragon and Kunio-kun Retro Brawler Bundle – This is a pretty impressive package. Sixteen games, some of them with different versions. These are not games that most people have played a lot. The Double Dragon games were very popular back in the day, especially the first one. I have always been a huge fan of River City Ransom. Most of the rest of the games are lesser known or have never been released in the United States. I have been a big fan of the Kunio games since I first played River City Ransom and World Cup Soccer on the NES and I can’t wait to get into all of these different games. So far, I have played a ton of Double Dragon, which is much harder than I remembered. Or maybe I do remember it being this hard, because I made just about as far as my memories of the game go. I’ve also played some of the hockey game, which isn’t as enjoyable as I remember soccer being, but it is still pretty fun.

Shin Megami Tensei Devil Summoner: Soul Hackers – This game is a tough one to get back into after some time away. I am used to the more modern SMT games, and this game does not have some of the quality of life improvements of later games in the series. I don’t really know what I was doing or where I was going. I don’t know what I am doing with my roster of demons. I am not quite sure what I am doing with character progression or where I am in the story. I think I will push through. I do like a lot of this game, it is just a little unfriendly at times.

Upcoming

River King: A Wonderful Journey – This has been sitting on my shelf for years, and for some reason, likely related to the game below, I’ve been feeling some strange pull to put this in and give it a go. Maybe during Spring Break

Rune Factory 4 – Now that I’ve finished My World, My Way, I am moving on to other DS/3DS games that I have not yet finished. I’ve cleared a decent amount of Rune Factory 4 already, but I have trouble balancing the forward momentum of exploring the dungeons and doing the farming and community building stuff. But I’m in the mood for some of the low key pleasures of this sort of game.

Judgment

Judgment is the new game from the studio behind the Yakuza series. I love the Yakuza games. With that series moving in a different direction, Judgment seemed to be an interesting experiment.

Judgment ends up trapped between the game it is and the game it wants to be. Built from the same framework as Yakuza 6, it ends up playing very similarly. But at every turn, it seems to want to be something different. Something maybe more thoughtful. It just can’t be that because it is still, at its core, a brawler.

Judgment simply does not work as well as the Yakuza games. The biggest reason for that is the change from playing as Kazuma Kiryu to Takayuki Yagami. Yagami is just orders of magnitude less interesting of a character than Kiryu is. He might have worked fine in a role like the various other playable characters from Yakuza 4 or 5, but he wouldn’t stand out amongst those guys either. He’s not even on the level of Akiyama or Saejima.

The biggest problem is that he just seems more knowing and worldly than Kiryu. Part of what makes Kiryu interesting is how he reacts to everything as if he’s never heard of it before. Part of that comes from him spending a decade in prison. He simply accepts everything new he finds and works it into his understanding of the world. Yagami is more cynical. That is not necessarily a bad thing, but it changes the tone of some of the wackier moments. In the main story it is mostly fine.

As far as the gameplay, the attempts to graft some investigatory stuff onto a Yakuza game ends up with a game that feels unfortunately modal. It is a somewhat fractured experience. You going into investigation mode to look around, chase mode, follow mode, fight mode, explore mode. Each one operates a little differently than the others. The Yakuza games were once more like this, but lately they’ve felt more cohesive. This feels like a step back.

I am being way too negative. There is a whole lot to like here. The fighting is still fun. The game is still packed with things to do. There are a half dozen arcade games to play, the usual array of mini-games and the same Kamurocho to explore.

The mix of story between sidequest and main plot is not as good here as it is in Yakuza games, I really did enjoy this game as a 20 hour action movie. I like the idea of doing the investigative work, of exploring this fake section of a real city from another point of view. It feels kind of like what this studio was trying to do with Yakuza’s 4 & 5, when the game minimized Kiryu and brought in other characters. Judgment is at its best the further it gets away from that other series. It brushes up against the problem that video games mostly only understand how to interact through violence. That leads to the story getting full on preposterous as it goes, and calls for a final boss fight that makes less sense as an ending than the courtroom scene that preceded it.

Judgment_20190610083916

I don’t want to spoil things, but Judgment starts with Yagami being hired to investigate for his former law firm. They are defending a Yakuza boss accused of murder. Yagami’s investigation turns up evidence that it was impossible the guy did it, but also evidence that he knew more than he was letting on. So Yagami keeps looking. Looking into the Yakuza family, looking into an encroaching family, looking into a medical research organization with high connections and shady dealings. Soon, more bodies show up, and Yagami is pulling on the thread of a giant conspiracy. One that reaches deeper than even he knows. It is pretty good stuff; ridiculous but in a fun way.

Judgment might not have ended up being exactly what I wanted, but it confirmed that I want more of what Ryu Ga Gotoku Studios is putting out. And I am very interested to see what they do with the Yakuza series now that they have moved on from Kazuma Kiryu.

Yakuza 6 The Song of Life

Yakuza 6 was conceived and sold as the end of the Kazuma Kiryu story. And it is that; it is supposed to be the last time we see the Dragon of Dojima in a starring role in the series and it really does close out his story. I have some spoilery thoughts about how it does that which will be at the end of this post, but it is an ending. The Song of Life is a strange game for the send of the series iconic hero, as it removes him from nearly every character he has built up a relationship with over the course of the series.

Before I dig into the story, a few words about the gameplay, which is solid. I first experienced this new Yakuza engine with Kiwami 2, and this feels much the same way. The game is a little more fluid than it was before, moving more seamlessly into and out of fights with roving bands of thugs that accost Kiryu in the streets.

One thing that is absolutely disappointing with Yakuza 6 is how little the series usual cast has to do. Yes, it stars Kiryu and nearly every game in the series has introduced a full new cast to spend time with. But the series has built up quite the stable of regulars and most of them are MIA for the bulk of the game. If you played Yakuza 0 and love Majima, this is not the game for you. I don’t know that he even speaks a line. The same goes for Saejima, a co-protagonist of Yakuza 4 and 5. He appears briefly at the end and does nothing. Daigo Dojima is absent as well. Haruka Sawamura, who is vital to the plot of the game, is barely there outside of some bookend scenes. Kiryu’s detective friend Date makes the occasional appearance, and Akiyama at least gets to show up occasionally, but they are tertiary here, at best. Maybe it’s just me, but I expected a game that is saying farewell to its hero to let him interact a little more with all of the allies he’s built up over the course of the previous six games.

Still, the game fills in with some really good new characters. I have long been a defender of Yakuza 3, and one of the things I loved about it was Kiryu meeting a yakuza family that initially knew nothing about him, only to win the group over just by being awesome. Yakuza 6 does the same thing, and I think does it a little better. Instead of a family of just three, this one is a little larger and feels a little more fully formed. Plus, they are led by Beat Takeshi. Kiryu shows up in Onomichi looking for clues about what happened to Haruka. AMong the first people he encounters is the abrasive Nagumo. Soon, he meets, and fights, all four of the underlings of the Hirose family; Nagumo, Matsunaga, Tagashira and Yuta. Nagumo and Yuta quickly become close allies. It follows a familiar set up, with first they fight Kiryu, then they grow to respect him, then almost worship him. By the time you get to the end and a former foe is agreeing to go on what is essentially a suicide mission with Kiryu, it all feels just perfect. Which is what makes the ending such a downer.

Here is my big problem with the ending: it is not the ending to the game that preceded it. It is a perfectly understandable ending, and fits with Kiryu’s characters, but it flies in the face of the lessons he supposedly learned during the preceding 40 or so hours of game. It is also clumsy and occasionally aggravating. I am going to have to really spoil things to explicate this, so consider yourself warned. Yakuza 6 ends with the apparent death of Kiryu. This is a fine ending, though a little disappointing given the perpetrator. Still, Kazuma Kiryu shot down while protecting his Haruka is a perfect way for him to go out. After 20 minutes or so of ending, the other shoe drops. Kiryu is not dead. He survived the gunshots. Instead, he took a deal from the government to cover up certain revelations during the last act of the game and has to disappear forever. So he does, leaving his family behind. And that is where the game loses me. Kiryu deciding or discovering that his family is safer without him around and then leaving to keep them safe is a very Kiryu thing to do. But the game just spent it whole story showing why that is a bad idea. Again, the relationships between fathers and children is the heart of the game. And the game shows a multitude of ways in which they work and they don’t, and one big thing, outlined by Kiryu in a letter to Daigo at the end, is that a father needs to be there for his family. The game opens with Kiryu, in order to be with Haruka and the kids from the orphanage, going to jail for his Yakuza past. The idea is that he’ll serve his time and be allowed to be with them as himself. When this attempt to deflect attention fails and people are paying attention to Haruka, she leaves the orphanage as well, because the girl with the adopted yakuza dad draws too much negative attention. She doesn’t tell Kiryu this, so when he gets out and find her gone he sets off looking for her, and finds her in a coma, the victim of a hit and run, and mother of a small child. The father of that child is revealed to be a low level yakuza member, though like Kiryu a good guy.

Along with several other plot threads, the clear message here, to me at least, is that Kiryu going to jail to protect Haruka didn’t work. He wanted her out of the yakuza or yakuza adjacent life, but she ended up in it anyway. Again, the most important thing about being a father, according to Kiryu, is being there for your kids. He shows this by not being there for his kids. If the lesson of the game was that Kiryu’s yakuza past will always catch up to him and the only way to keep Haruka safe is to leave her, then okay. She’s grown by this point anyway. But the game teaches the exact opposite lesson, that bad things are coming no matter what and he needs to be there. Plus, Haruka takes over the orphanage with her (ex?) yakuza beau, so everything is right back where it started. The whole thing just didn’t work for me. That missed note at the end kind of soured me on what was otherwise an excellent game.

I’ll still play Yakuza games going forward, and am interested to see who will take over has the protagonist. Will it focus on Saejima and Majima? Akiyama? Those are good options who have been playable in the past, but they are all also kind of old. Maybe Yuta will take over, but if so, why get rid of Kiryu. I know the next game set in Kamurocho is this summer’s Judgment, which is about a detective. I’m not sure if any Yakuza characters show up.

Yakuza Kiwami 2

I decided to follow up the first Yakuza Kiwami with the recently released remake of its sequel, my other option being the finale of the Kiryu saga Yakuza 6. Going straight to Yakuza Kiwami 2 let’s me do a full series replay before closing out the Kazuma Kiryu’s story. Unlike with the first Kiwami, I never played the original version of Yakuza 2, so this was all new to me.

Okay, maybe all new is an exaggeration; the game isn’t really all that different from the previous games in the series. But the story was all new and it is the first game I’ve played made for the PS4 (Yakuza 0 and Kiwami were both released on both the PS3 and PS4). I have now played all of the numbered games in the series and while Yakuza 2 is not the missing masterpiece that some claim it to be, it is a worthy and exciting entry in the series. Since I haven’t played the original release, I can’t really compare the Kiwami version to it, so I will mostly talk about how Kiwami 2 works on its own terms and not as a remake.

YK2 feels a little like a game that doesn’t really know where it’s going; like Sega never really planned for a sequel to Yakuza and didn’t really know what that sequel was going to be. It struggles to Kiryu back into the Tojo Clan in a logical manner. At the end of the last game, Kiryu ran out after being made head of the Tojo Clan, leaving outsider Yukio Terada in charge while he rode off into the sunset with Haruka. This game starts with the Tojo Clan in crisis, as Terada has proved to be a less than effective leader. When he is assassinated by the Omi Alliance, Kiryu reverses course, dumps Haruka back at the orphanage to try to prevent all-out war between the Tojo Clan and the Omi Alliance.

Since just about everybody was dead at the end of the last game, Kiwami 2 has to repopulate the cast with new characters to kill. The big additions are Ryuji Goda, Kaoru Sayama, and Daigo Dojima. While the additions are great in this game, only Daigo has any lasting influence on the series. Part of that is the nature of Goda’s role in the story. He is the antagonist, one of the few direct foils that Kiryu faces in the series. They set him up as a straight counterpart to Kiryu; they are both ‘dragons,’ both adopted by older leaders in their clan and both the most feared fighters in their respective organizations. Goda is Kiryu gone bad. It works, when the game actually lets them face off. Unfortunately, Goda disappears into the background for a large chunk of the middle of the game. It isn’t as bad as Nishiki no showing most of the first game, which the Kiwami remake went a long way to fixing, but it still gives a little too little room to make an impact. On the other hand, Sayama does leave an impact. She is a pretty straightforward love interest, but she fills that role well. She isn’t a damsel in distress; she is a dangerous and capable player in this drama. It is honestly more her story than Kiryu’s. Too bad she is never seen or heard from again.

The big problem with with this game is that it has no stakes for Kiryu; he is just sort of there. The story would honestly work better if Daigo Dojima replaced Kiryu as the lead. He is brought back in to deal with the power vacuum, could face off against another upstart and he could have the love story with Sayama. Or perhaps it could have taken the road of Yakuza 4 & 5, which split the game among a handful of playable characters, with a lot of these newcomers getting their own chances to shine. I guess I shouldn’t be trying to change the game in my head; it isn’t like it is bad. It just feels like a surprise sequel that was made without much of a plan for where the story would go next. The only thing the game seems sure of is that Kiryu is the protagonist.

I think I like the new engine this game uses. Everything feels more fluid and contiguous. Earlier Yakuza games seemed to switch modes frequently, with there being clear delineations between fighting and exploring, between outside and inside. This engine smooths those distinctions. It makes for a more cohesive experience. I do miss the variety that the other games have, but this is still a lot of fun.

I don’t have a lot to say about Kiwami 2 as a game, the only real change from the previous Yakuza games is that new engine. I love this series and despite my niggling complaints about story stuff, I loved this game. Like all my favorite game series, such as Zelda or Mario, it is so easy to lose yourself in a Yakuza game. There is this delicate, wonderful balance between the hard boiled crime story and the unabashedly weird substories and peripheral stuff. I should clash, but somehow it doesn’t. And while I groused about Kiryu being ill-fitting as the protagonists of this game, he is still and all-time great character. He is the one piece of solid ground in the fluid terrain of this Japanese underworld. On to Yakuza 3.

Yakuza Kiwami

Immediately after I finished Yakuza 0, I popped Yakuza Kiwami into my PS4. I had played the original Yakuza back in the day on my PS2, but other than the basics of the story and vague recollections of greatly enjoying it, I didn’t remember much. Going off those memories, Yakuza Kiwami is something of an ideal remake. It keeps the core of the experience intact while updating and fleshing it out and embellishing things.

The story of Yakuza benefits greatly from the context added both by the remake and by Yakuza 0. The story here is probably the simplest that the series has ever been, but it also felt a little lacking. Kiryu takes the blame after his sworn brother Nishiki kills their boss when he tried to rape Kiryu’s, and Nishiki’s, love interest Yumi. Kiryu is released from a ten year prison sentence, excommunicated from his Yakuza clan and finds out that Nishiki has risen far in the organization and become corrupt. So Kiryu tries to get re-acclimated to life outside of prison, he gets caught in plots and counterplots that threaten to tear the Tojo Clan apart. What didn’t really work before was the connection between Nishiki and Kiryu. The original told you how close Kiryu and Nishiki were, but it never really showed that. That problem is exacerbated by the game keeping Nishiki off the screen for almost the entire game. Yakuza Kiwami adds more the start (I think; I don’t remember the first few scenes) and interstitials scenes showing Nishiki’s development while Kiryu was away. Those, combined with the added context from Yakuza 0, work to make the connection between Nishiki and Kiryu believable. It makes more sense that Kiryu wants to reconnect with him despite all he sees and hears. It is still disappointing that two of the most important characters in the game, Nishiki and Yumi, get very little time on screen.

This game is clearly built on the same engine as Yakuza 0. It keeps the same array of fighting styles as that game, with Kiryu having three general fighting styles and one special one that is all but unusable until the end game. It all feels the same as the previous game, which is not a complaint. Both games are a lot of fun.

One of the biggest new change is the addition of the Majima everywhere system. Majima was a relatively small player in the first Yakuza, a memorable character, but not one that has a whole lot of plot significance. Since then, he’s evolved into one of the more loved characters in the series, up to his costarring role in Yakuza 0. To give him more to do here, Kiwami added Majima everywhere. With Majima everywhere, Majima takes it on himself to get Kiryu back into fighting shape after his prison stint by randomly fighting him all over town. With each encounter, or a set number of encounters, Kiryu traditional Dragon style is powered up. It is less annoying than it seems, at least initially. Majima uses all four of his fighting styles from Yakuza 0, so it isn’t the same fight over and over. He also trots out a series of costumes and hiding places to keep things interesting. And it works, at least until near the end of the game, when you’ve seen just about everything he has to offer and are trying to trigger specific encounters to finish upgrading the Dragon style. I don’t think the reward system for it was a good idea, since major parts of Majima Everywhere are locked behind story stuff, meaning Kiryu’s main style can’t effectively be used for most of the game.

Yakuza Kiwami is mostly just more of that Yakuza goodness. The game somehow manages the melodrama of the main plot with tons of inconsequential and downright goofy substories. Kiryu is a gangster with a remarkable aversion to actually do crimes, other than assault. Something new I noticed is how much this game draws from Battles Without Honor or Humanity, an excellent series of movies about the yakuza. The title is even referenced in a chapter title. The first movie starts with the forming of a yakuza clan in the aftermath of WWII as the rise and splinter and fall. A big part of that is one of the characters going to jail for a few years, only to get out and find all of his old friends either dead or changed. It takes up about a half hour in the movie, but it is essentially the same set up as Yakuza Kiwami.

Yakuza Kiwami is good. Newcomers to the series can start either here or with Yakuza 0 and miss nothing. I’ve recently beaten 0 and 1, and I’ve got Kiwami 2 and 6 on deck. I think I might take a trip through the whole series before finishing up with Kiryu’s grand farewell in Yakuza 6. Mostly because my Mario replay is wrapping up and I need a new project to fail to complete.

Yakuza 0

After being one of the best video game series around for the last half decade or so, Yakuza finally got its big break with Yakuza 0, the first game to really explode in much deserved popularity. I have to assume this is mostly down to timing and platform, with Yakuza 0 being the first on the PS4 and access to it’s easy sharing functions, because while Yakuza 0 is a ton of fun ii primarily does the same things as the previous two games in the series. There is no great leap forward in presentation or play to explain this entry’s popularity. There is that it is a prequel, with the implied lack of series baggage. Knowing the series plot history has never been a true hurdle to playing this series; each game tends to knock down all of the dominoes it sets up leaving a clear playing field with the new status quo for the next one. But thinking you have 3 or 4 games worth of story to catch up on can definitely be a perceived hurdle.

The biggest change, gameplay wise, is going from having a handful of playable characters who each have different fighting styles to having just two playable characters who each have several fighting styles. In Yakuza 4 and 5, the game split the story up between 4 different characters who each fought in different ways. (Yakuza 5 also had playable Haruka, who didn’t fight except with dance.) Across the two games you had the familiar Kazuma Kiryu with his balanced style, the hulking Saejima who is slow but powerful, Akiyama with his quick kicks, Tanimura with his counter based style, and Shineda the former baseball player who incorporated his baseball skills into a fighting style. Those are condensed onto Yakuza 0’s two protagonists, Kiryu and new playable character and series mainstay Goro Majima. Kiryu has his own fighting style along with Brawler, a heavy style somewhat reminiscent of Saejima and Rush, a speedy style similar to Akiyama. Majima has his own unique style and a baseball influenced not unlike Shineda. It allows the game to simplify the story while not losing any complexity in the battle system.

The other change is the game’s time setting. Yakuza 0 is set during Japan’s 80’s bubble economy, so money plays a big part in this game. Money does everything. Gone are experience points from previous games, which have been replaced with money. The big sidequests for both Kiryu and Majima involve business ventures that make money hand over fist. You can also go disco dancing and have disco dance battles. For the most part the game retains everything that makes the series great, but it manages to fill in the edges with period detail to make the setting a big draw.

I am mixed on Yakuza 0’s plot. It is largely in line with the rest of the series, which means lots of fights and double crosses alongside long conversations about the nature of masculinity and honor. My problems come from the fact that young Kiryu doesn’t quite work and that the game focuses on him when this should be more fully Majima’s game. Majima, as he has frequently done as a bit player in the grand Yakuza tapestry, steals the show here. But he doesn’t get quite the opportunity he should have.

Kiryu is the stoic rock at the center of the series and this game, which usually works given the what goes on around him. Here, though, he comes off as slightly bland. Instead of being a quite badass, he comes off as something of a nothing. Part of the problem is that young Kiryu doesn’t work as well as the older version from the rest of the series. Even when we first meet him at the start Yakuza 1 Kiryu is a man entering his prime, ready to take full advantage of his abilities. Here he is young and green, his taciturn approach lacks the world weariness that is a huge part of his character in later games. It would have worked better, I think, to have him be a little more hot-blooded, a bit of trouble maker. Kiryu has never shied from using his fists to solve problems, this tale works better with him growing into the man he would become instead of just people realizing what a badass he is. What does work in Kiryu’s story is how it builds his relationship with Nishiki. That never quite worked in the original Yakuza, because the game didn’t really sell Nishiki as a friend before Kiryu went to jail. This game builds that relationship.

Kiryu’s story is kind of familiar; he is framed for murder and ends up expelled from the Dojima Family as he tries to figure out who framed him, eventually setting him against his former allies.

Majima is easily the more interesting character, and his arc could be more fully formed if he had the same story real estate as Kiryu had. At the start, Majima is disgraced, living out of Kamurocho and working running a cabaret club. He wants nothing more than return to his crew, but has no real avenue to do so. His story really gets going when he gets a way back with an order to commit a hit. Except the target turns out to be not what he expected and Majima ends up trying to protect a young blind girl from just about everybody.

The game kind of tracks Majima’s development into the Mad Dog Majima that we all know and love, but that throughline is kind of muddled. You can see the pieces that are supposed to be tied together to build that story, but they never really gel. I won’t lie about the relationship between Majima and Makoto really worked for me. Makoto, for much of the game, isn’t much of a character, but in the middle part of the game she really starts to be an actor in the goings on. The two of them have a kind of genuine romance like this series has never seen. So when it comes to the end [SPOILERS] and Kiryu is the one who is saving her while Majima is simply after revenge [/SPOILERS] it kind of hurts. Especially the last few scenes, where the two of them go their separate ways. The problem is that Majima’s threads seem to get a little short shrift when compared to Kiryu’s comparatively less engaging plotline.

Yakuza 0 is a very good game. It certainly deserves its success. I don’t know that I would put it above any of the PS3 games (I acknowledge Yakuza 3’s shortcomings while really liking its story), but there isn’t a lot of difference in quality between them. I am pumped to get the the other 3 Yakuza games I have on the PS4.

Now Playing in Feb 2017

Beaten

Super Mario Land 2 – read about it here.

Super Mario Bros 2 – read about it here.

Fire Emblem Heroes – Nintendo’s latest mobile game is the game that I was afraid they’d make since they announced they were doing mobile games. For the most part their FTP games have been fairly consumer friendly, from Mario Run’s pay once for the whole game policy to Pokémon Picross’s hard cap of $30 it will take from the player. Fire Emblem Heroes looks like a FTP game targeting big spending whales. That doesn’t really affect me, since I am not going to spend any money on this game. Still, with no money spent, I have managed to clear all but the last couple of stages on the hardest difficulty. It is Fire Emblem light, with a mix of your favorite characters from across the series. While there is considerable depth in the game’s skill system, the maps and battles are so simplified that it hardly matters. It isn’t a true Fire Emblem experience, but it is fun enough to pull out for 10 minutes during my lunch break. Still, while I might check in occasionally as new content drops, I am pretty will done with it at this point.

Ongoing

Terra Battle – After fiddling around with Fire Emblem Heroes for a week or two, I redownloaded this FTP game that I had some fun with last year. There is a lot to like in this game, with its appealing mix of puzzle and rpg gameplay and a very deep lore and effective world building. However, like most FTP gatcha games, the monetization elements really get in the way of actually enjoying in the gameplay. I mean, there is a fun game in here, but it is hard to find it through a lot of junk. I think I’m done with these free phone games for a while again, at least until Nintendo adds plenty of more content to Fire Emblem.

Hyrule Warriors –

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The combination of opportunity and hype for Breath of the Wild got me to spend some time with Hyrule Warriors. It is a Musuo game, sometimes those hit the spot but I have yet to play one that ends up being more than a middling experience. I only cleared the first four or five maps, but this is a lot of fun. There is a wide variety of playable characters and the game appears to be just full of Zelda fan service. I won’t be finishing this game anytime soon, since I am dumping it for Breath of the Wild as soon as I can, but I will come back to it.

Yakuza 0 –

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This seems to be the first Yakuza game that is becoming a hit here in the states and I am glad if this series is getting its long deserved recognition. I only played the first two chapters and this is more of what I absolutely loved about Yakuza 4 and 5. It has some minor improvements, but the games were already really good. I haven’t got far enough to really get into the game, but I expect I will love it when I finally do.

Dragon Quest VIII – I didn’t put as much time into this as I had hoped to. I just didn’t spend a lot of time with my 3DS and I let my brother take the cart for a week or two. I loved this game when I first played it more than a decade ago (? … !!!!!) and through the first half dozen or so hours it holds up. The loss of graphical fidelity hurts some. Dragon Quest VII isn’t the most complex game; a lot of its appeal is in its verisimilitude. It removes the abstractions of scale that many games have with their world map. DQ8 is mostly to scale. They kept that scale here, but the illusion doesn’t work as well when the game doesn’t look as good. Still, it is a solid game.

Super Mario Bros 3 – I started this and cleared the first couple of worlds. I should be done with it before too much longer; it is not a long game. Though the All-Stars version adds a save feature, the game was not designed with that in mind. I really haven’t changed my mind much about the game; it is absolutely one of the best games ever made.

Super Mario 64 – I skipped ahead a few games in my Mario series replay because as excellent as nearly all Mario games are, I needed a change of pace. Mario 64 is that change of pace. It has been a long time since I played it, long enough that many parts of the game don’t come completely natural to me like they do with Mario 3 or Mario World. Still, a lot of this game is purely iconic. I should be done with it not long after I finish Mario 3 and should have a post ready to go not much later.

Robotrek – I am progressing slowly, but I am still working on it. I will get this game beaten sooner rather than later.

Upcoming

Legend of Zelda: Breath of the Wild – I couldn’t be more pumped for this. I’m getting it for WiiU, where it will make a fine farewell to a tragically overlooked console and likely be worth quite a bit of money down the road. This is likely to knock everything else on this list around, because I will be playing Zelda forever.

Super Mario World – I am skipping around just a bit to play Super Mario 64, but I will get to this sooner rather than later.

Super Mario World 2: Yoshi’s Island – After World, I will move on to this. Playing the GBA version on Virtual Console, as that is the only one available to me.

Lufia 2 & Terranigma – I will get to these last few SNES games, but they are on the back burner a little bit. I mean, Breath of the Wild.

Yakuza 5

I don’t think I’ve written about my love for the Yakuza series much. And I do love it, though it is unlike other games I tend to enjoy or write about here. I have been a fan of the series ever since I picked up the original game way back in 2008 or so. I was initially put off, having read bad reviews, likely from that rag Game Informer, but as the second game was nearing release, I picked up the first game used and has a blast with it. It felt like the distant descendant of River City Ransom, with an RPG’s attention paid to the story. While I wasn’t able to find a copy of the sequel, I did nab Yakuza 3 & 4 when I got a PS3. I only finished the fourth game a little more than a year ago, just before Yakuza 5 finally hit. I purchased and downloaded it right away, but put off playing it for a while since I had just spent so much time with Yakuza 4. I’m glad I did, because Yakuza 5 is probably the best game in the series and it deserves to be played fresh.

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Like its predecessor, Yakuza 5 splits the game into chapters, each with a different protagonist. Each of these chapters could be their own game, though those games would be a little short. It starts with Kazuma Kiryu, the series longtime protagonist, while Shun Akiyama and Taiga Saejima make return appearances. While there is no sign of Tanimura, Yakuza 4’s fourth protagonist, he is replaced by Tatsuo Shinada. Also, for the first time in the series Kazuma’s adopted niece/daughter/ward Haruka Sawamura is playable. Each of these chapters has its own setting, storyline, and tone. Yes, they eventually connect, but they also stand on their own right up until their conclusions. Kiryu’s chapter is a very much a traditional Yakuza game, with a city to explore and lots of thugs to fight. Saejima’s chapter features another prison break for him, as well as an extended stay in the mountains. The third chapter is a curve ball, starring Haruka as she gets her start as a pop star. All of the fighting is replaced with dance battles and rhythm game musical numbers. At least, they are until the president of her talent agency turns up dead and in debt to genial lender Akiyama. From there the two split the chapter as they try to win a singing competition and get to the bottom of a murder mystery. The last chapter is back to Yakuza business as usual, but this time with a character completely unfamiliar with the criminal underworld. While their stories are separate, they all lead to the same place, with one mastermind behind the whole thing.

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The most amazing thing about Yakuza 5 is how varied the gameplay is and how satisfying everything it. I have long criticized a lot of open world games, like GTA, for offering the player thousands of things to do, except none of them are fun. While not everything available to player to do in Yakuza 5 is fun or remotely worth doing, the bulk of the central modes are enjoyable. Kiryu starts the game with a job as a taxi driver, and his racing and driving missions are surprisingly fun. That same goes for Haruka’s rhythm games and Shinada’s adventures in the batting cages. The standout is the hunting minigame with Saejima. There you take to the snowy mountains with just a gun and a small pack to hunt bears, as well as host of other woodland creatures. All of these things are different from the main brawling gameplay, but all of them are also worthwhile in their own right. The pool minigame isn’t half bad either, nor is the golf, though you can safely avoid the slot machines.

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The Yakuza series doesn’t seem like the sort of thing I would like. It is a very violent game. Overtly, obscenely, unnecessarily violent. But that violence tends to stop short of killing. This is not a murder simulator. The dudes you pummel in the streets might not realistically survive the beatings they get put through, but the game dutifully shows them alive, if aching, after every fight. That goes a long way for me. Even though this is a game about criminals, taking a life is not something even they take lightly. It is a game that strikes a tone similar to Metal Gear Solid. That series can ponder the nature of loyalty while at the same time have Snake track down hidden cartoon monkeys in the forest. This is a game where the protagonists can get caught up in all sorts of silliness, like a man getting into multiple fist fights with a bear, but still features long cutscenes where the characters ruminate on what it means to be a man and how to go about keeping their manly honor.

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The tragedy of the Yakuza series is that Kiryu will always be the star, even though it would likely be better for him if he weren’t. By the third game in the series he has retired to Okinawa to run an orphanage, but in each game since he gets drawn back into the action. In the last game worthy successors were created in Saejima and Akiyama, but fans would revolt if Kiryu weren’t in it. Even in the game world he is such a legend that he is deliberately pulled into the action so a character can prove themselves by beating him (they can’t). The trio of non-Kiryu fighters in this game would be more than enough for the game on their own. Akiyama is a personal favorite of mine, with his lackadaisical approach to life, but his deathly serious take on his job. Shinada’s story is the most disconnected from the rest of the game, but it is also the most satisfying. He is a former professional baseball player who was framed for cheating and banned from the sport. More than a decade later he is prompted to investigate the conspiracy that got him banned for life. He is joined by the apparently unscrupulous loan shark Takasugi. While the normally carefree Shinada is forced to confront some darkness he had ignored, Takasugi proves to me much more soft-hearted than he initially appeared. It is an altogether satisfying little story. However enjoyable the other stories may be, the heart of the game is the relationship between Kiryu and Haruka. He gives everything up to let her live her dream, but by the end she realizes that her dream, which began as a way to provide for her surrogate family, will prevent her from being with them.

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Yakuza 5 is a jambalaya of a video game. Everything is thrown into the pot and the flavors meld perfectly. The tone ranges from silly to somber, from awesome to heartbreaking. I have enjoyed each and every game I’ve played in this series, but I don’t think any of them are quite as good as Yakuza 5 is. It is too bad I’ll never get to play the Japan only spin off, but at least we can look forward to Yakuza 0, Yakuza 6 and Yakuza Kiwami over the next year or so. That is almost enough to finally get me to spring for a PS4.