Game Ramblings #124 – Yakuza: Like a Dragon

More Info from Sega

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

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

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

How fucking perfect is that?

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

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

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

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

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

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

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

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

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