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.