Reviews from

in the past


Writing this review whilst perpetually half way through the Japanese copy. (As of 11/9/20) Figured I could push this out before the English copy comes out for anyone it might help influence to buy the game.

Yakuza 7 really had me worried when I first saw it. I hate change, and boy, did I hate what I saw when the game was first announced. I am glad to say I was being an idiot, and I love what this game did to the Yakuza formula. Everything that I loved about the old Yakuza games is still here. Sure there is no Kiryuu or Majima in the main party, but the new cast is fun and honestly has some charming dialogue, from my limited Japanese of course. The main things that I really love about this game is the class system which works like just about any other JRPG class system, but the classes realistic and breathe life into the tried and true JRPG. The combat itself is a pretty happy marriage between typical turn based hit x to hit enemy and Yakuza brawling. You can do perfect timing blocks, and if you line yourself up you can use your environment. I've seen some people call it brain dead, and I'm not going to sit here and say it is intellectually stimulating combat; but if you actually take advantage of the combat system laid bare before you there are some cool things you can do.

As far as side content, this is Yakuza. You aren't getting anything less than what you have gotten in any other game. The map is massive - Kamurocho feels claustrophobicly small in comparison. I have never spent much time in Yokohama in my travels to Japan, but you can tell the life of the city is clearly present just like Kabukicho is in the other games. Lastly, it has Baka Mitai so... good game.
One day I'll finish it.

Just finished this day a few days ago and got the plat trophy. I am a huge JRPG simp so hearing about turned based combat was awesome and I think it's great they tried to do it with a new protag(Who is also awesome btw). I thought the story was great some people complained about the twists but I thought they were fine.

Talking more about the gameplay, the turned based combat was really neat but I felt like bosses weren't as great as previous entries and I'm not sure if that is because of the turned based combat or lack of QTEs. Overall I thought the gameplay was great but they definitely need to make it so it's easier to control your movement so you can plan around stuff like AoE special abilities and interacting with the environment. Also It kinda sucks that for one of your party members Saeko literally the only good job for her is Idol, you could run Host but it's just not as useful. You do get a party member later that works well with literally every other class though but you have to invest into so much to have her be able to use those jobs.

Job system is general though cool felt very very unbalanced like I could definitely tell immediately what jobs were good with very little experimenting so maybe if they continue this route in the next Ichiban game they'll think about that a bit more.

Anyways awesome as game easily thrown in the S-tier with Judgement, and Yakuza 0 give this game a try even if you don't know smack about Yakuza.

When you create one of the best JRPGs of the generation by winging it in the middle of development

peak yakuza ong


fuck the true final milennium tower btw

One of the best games in the series with a story that starts off strong and never falters until the credits roll.


Game is great, and I really hope RGG continues to make RPGs beause I'm not sure if any other team would make a game like this.
A combat system that takes from many games and puts them together to feel fresh, a party/job system that leads the way to a lot of creativity in your party comps, an engaging crime and government story with some great beats and a strong cast dynamic, hiliarious sidequests, and an awesome aesthetic that I've never seen anywhere else (I love the aesthetic in particular, the "urban jrpg" of it all is just so much fun)
The game has weird issues with difficulty, and is often pretty easy but occasional hits you with a huge difficulty jump and excessively tanky enemies. It's also surprisingly easy to find yourself underleveled, I went into chapter 12 around level 33~ and came face to face with a boss fight of two level 50 enemies that beat my ass and told me to grind at the conveniently just opened grinding area, but it's not that bad.
Cool, fun and highly memorable, I highly recommend you pick it up. This game's got a ton of heart in it, and I really want sequels because I know this comabt system can be pushed harder.

The Yakuza team made a Dragon Quest game. Ichiban is fantastic as the new main character of the series. The turn based combat feels great, battles are brisk and snappy (outside of bosses.) The game could use some more attention to detail regarding balance between jobs and abilities within the same job. The ultimate abilities of each class dropping the timed hit mechanic was a slight disappointment.

De por sí, los Yakuza ya son juegos con muchos elementos JRPG por lo que el cambio a un sistema por turnos se percibe orgánico, para nada forzado. Y el cambio no está solo en sus mecánicas de combate, porque Like a Dragon, a modo del más sincero homenaje, quiere ser a la vez todos los tipos de juego de rol japonés posibles. Desde el más evidente con Dragon Quest/Final Fantasy, hasta Persona en su faceta social pasando por Pokemon en su manera de categorizar los tipos y debilidades de sus enemigos.

Si a eso se le suman todos los elementos que se dan por hecho de esta saga (sus minjuegos, historias secundarias y el pulso para moverse entre los más alejados de los tonos), nos acabamos encontrando con un juego que es excesivo en el mejor sentido de la palabra y que vuelve a darle una lección a todos esos mundos abiertos genéricos y vacíos con más presupuesto y supuesta enjundia.

Otro triunfo para una saga que sólo sabe dar alegrías.

Not the best Yakuza game but definitely better than 6.

One of the best Yakuza games in the series and one of my favorite JRPG's of all time

A more than admirable attempt at a transition from the series' usual formula, Yakuza Like a Dragon is held together by a story that's immensely capable of pushing you through any minor frustrations. Ichiban Kasuga is potentially one of the best protagonists of the generation and he anchors a game with plenty of content to lose yourself into.

Put 100 hours in, looking forward to putting 100 more.

RGG have such a knack for writing the most lovable characters, and Ichiban is some kinda massive step up from even that. A beautiful idiot with a heart of gold. Lost count of the amount of times I audbly went "Yes, brother!" at the screen.

I honestly have barely anything else to say about the game that wouldnae be incoherent praise, other than that the change in combat would have put me right off if the writing and characters hadn't been so stellar. It was fun at first, but quickly felt like a total chore that ruined all feeling of pace and immediacy you get with the real-time stuff. Every single time the wee intro sequence and name drop before a big fight happened I got excited, then quickly remembered I would be doing turn-based and felt deflated again.

Now don't get me wrong, I enjoy turn-based combat. Played a million JRPGs in my time. But for me it just doesn't work well in this setting. Having to go grind to fight a boss for the fifth time because your ability to win is based on numbers rather than your own skill is just a very sad feeling in a Yakuza title. There is no tension or moment to moment adrenaline rush when you're chipping away at a health bar, knowing you have all the time in the world to browse menus and make decisions. However, I understand that the game's Dragon Quest inspired themes that I enjoyed so much couldn't have worked without it chasing this kind of fighting system. It's tough, and I don't think anybody could have balanced it without revamping the whole thing.

I should probably shut up now after mentioning that I had barely anything else to say and then typing that essay above. As much as it sounds like I'm ragging on the combat, I loved the game in spite of it.

Ichiban Kasuga is your new best friend.

[EDIT ADDED 2 YEARS LATER]
I kinda hate the game now looking back, haha.


MUST PLAY IF YOU'RE A JRPG OR YAKUZA FAN

It's really hard rating this game. I loved it a lot. I really enjoyed my time with it. I loved the characters. I loved Ijincho. I loved that Yakuza was willing to move on and create a whole new cast. It is their first try at an RPG, and it shows. It's not a great RPG system. But also, Yakuza wasn't a great beat em up. It's almost series tradition to have just passable gameplay, as that's not the point. The story was that of a soap opera in the best possible way. I loved all the twists and turns. I think it's gripping, and while it might be kinda cheesy, it's always fun and enjoyable. Ichiban also stands as one of the best RPG protags ever. Please play this game, even if you don't know much about Yakuza.

NOW THATS WHAT IM TALKING ABOUT BABEY!!!!!!!!!!!!!!!!

Very spellbound by Yakuza 7's early game. Broad shifts for the series that nicely complement the themes of the story - about the difficulty of starting over in a new place, and it never being too late to look to the future. Further complemented by the fact that you are ripped out of not only the familiar Kamurocho, but also the genre. The fact that it unflinchingly (albeit clumsily) touches on topics like homelessness in Japan, the sex work industry, and immigration mindfully... It's really fucking incredible. I won't gush, but I love the cast and their themes. I cried a lot.

The shift to turn-based was the stim injection I needed after growing weary of the mashy brawler combat of 0, K1+2. It's incredible that a combat system that has been iterated on for over a decade has been immediately blown out of the water by something that almost feels like a science experiment. A genuinely informed genre shift that means items and equipment finally matter, as well as meaning you can now operate an entire party of characters while completely maintaining the old original pacing. My vote for personal GOTY.
https://www.youtube.com/watch?v=VV1lOo-T15I

A contender for my game of the year. It's a great jumping in point for the franchise that also works well and has fresh ideas if you're a long time fan.

The switch to turn based combat works really well and the mini games are some of the best I've played in the series.

Highly recommended

A massive disappointment, in my opinion, Yakuza Like A Dragon manages to fall under every bad assumption the genre is known for and then some. Shallow mechanics, poor pacing, bad story presentation, and nonsensical difficulty progression, all plague yakuza 7. I’ll be going over the whole game in categories and trying to justify my views.

The Story
So, it starts off with the backstory of Masumi Arakawa (the patriarch of the Tojo’s Arakawa family/Ichiban’s father figure) and it’s incredibly engaging, gives us an idea of what he’s gone through and how it’s shaped him into the man that Ichiban admires so much. We then get thrown into Ichiban’s shenanigans where it establishes the characters he works/ hangs out with such as Arakawa’s son or Mitsuo (a fellow member of the Arakawa family).
Things kick into high gear when Ichiban is asked by Arakawa to go to prison in place of the family captain. Despite not being fond of the captain, Ichiban’s loyalty and love for Arakawa clear his path forward and Ichiban without hesitation goes to jail. After 18 long years, Ichiban eagerly awaits to see Arakawa behind the prison walls, however, there is no one there. Just a man who is an Ex-detective by the name of Adachi, he seems to have taken an interest in Ichiban and needs his help to take down a corrupt police commissioner.
Later, it’s revealed that not only has the Tojo clan all but vanished but that Arakawa’s family has turned traitor and sided with the Omi Alliance (rivals of the Tojo clan), it’s also revealed that Arakawa’s son has passed away while Ichiban was in prison. Determined to get some answers, Ichiban teams up with Adachi to sneak into a meeting and talk to Arakawa. Things go horribly wrong however, Arakawa ends up telling Ichiban that he must die for him before shooting him in the chest. The screen then cuts to black and Ichiban wakes up in a dump in a completely different city by the name of Ijincho.
NOW THIS IS AN INTRO! It is fairly well-paced, introduces us to some of the important characters in the story, and presents a strong motivation to keep going and figure out just what the hell is going on. So where does the game go from here? How do they follow up this amazing intro? Well, they don’t. That plotline is dropped completely, and we are instead introduced to a completely new plotline following Ichiban in Ijincho. WHY!? How could you create such an amazing intro, leaving players with such a strong sense of motivation and then just tearing it away from under them? Those personal stakes and emotions are just gone in favor of “haha funny Ichiban is broke he has to go to hello work like 5 times”. And then, Adachi comes in and I’m like “yes finally back to the actual story I care about” but no he’s fucking broke too and we need to go to hello work again, WHAT! This is the bulk of the entire game and not only is it incredibly dull and uninteresting, but it’s also poorly paced. You often find yourself running around the incredibly large map doing stuff of menial consequences as you slowly (and I mean slowly) learn more about Ijincho’s criminal life. The game does eventually rope the two plotlines together but by then it was too late, I had already wasted a good 20 hours exploring this boring and poorly paced storyline.
Lastly, I’d just like to go back to pacing for a second and talk about how the story presents information to the player a bit more, and as you’ve probably gathered, I don’t think it’s great. As I’ve said before the game drip-feeds information at an obnoxiously slow rate, but then suddenly you are thrown into a giant exposition dump of characters doing absolutely nothing but talking, explaining more in 5 minutes than what you’ve accomplished in 10 hours. This is how the game’s storytelling is handled for about 6 entire chapters, although this issue is practically nonexistent after the 2 storylines merge. This game also has a ridiculous amount of flashbacks, they never let you connect the dots for yourself, instead, they have constant flashbacks reminding you of the story that you SHOULD already be paying attention to in the first place. Not to mention there is already a nice summary option for every chapter in the party menu, so they could’ve just expanded on that and cut out on the unnecessary flashbacks. A lot of the times I also feel they use flashbacks to explain events that don’t NEED explaining, this didn’t happen very often, but it did bother me whenever it did show up. The player’s Imagination is a powerful thing, leave stuff up to interpretation, please.
The overall story they wanted to tell was fine enough, ignoring some dumb plot twists, there are some genuinely great character moments (especially near the end) here and I thought this had one of the series’ better antagonists. But the incredibly poor pacing really just makes it a mostly unenjoyable slog.

Gameplay
Let me just get this out of the way now, I didn’t care that yakuza was going to turn into a turn-based RPG. I thought it’d be a nice change of pace from the usual beat em up shenanigans, don’t get me wrong I enjoyed the beat ‘em up gameplay, but it wasn’t THE reason I played yakuza.
The combat system for this game is incredibly simple, not saying that’s a bad thing but at the end of the day no matter how much abilities I get, this combat system’s complexity doesn’t really change. But even the simplest of combat systems can be made engaging and thought-provoking when you force the player to squeeze everything they can out of them. That’s the magic word here, WHEN. Yakuza Like A Dragon, for the most part, is an incredibly easy game, I can only think of two occasions where I was even remotely challenged, one of them was because I was purposefully under leveling myself to make the game harder and the other…….we’ll talk about that instance later I promise you that. So what you’re left with is a simple combat system that the game can rarely force you to use to it’s fullest extent.
Nothing like an obnoxious encounter rate, I’ve already gone how the combat system is simple and how the game is pretty easy, but my annoyance skyrockets when it comes to the overworld battles. This genuinely might have one of the worse encounter rates in the series, second only to yakuza 5. So, what’s the problem? If you look at my page you can see that I love Yakuza 5, why does the encounter rate bother me so much in Like A Dragon? Because it’s a TURN-BASED RPG, you can’t throw in a similar encounter rate to the action yakuza games and expect everything to work out, NO! The pace of turn-based battles is so much slower than real-time brawls, running around the map and being forced to beat up goons is a lot more of a pace killer when you’re not fighting them in real-time and moving on, but selecting moves to execute of a list. There was always a question in the player’s head when it came to the action games “how can I end this battle as quickly as possible ?”, this usually involves a combination of heat actions, combos, grabs, and quick steps, It was something that the player had to execute in real-time and required at least a little bit engagement. This same question is in my head playing Like A Dragon, but somehow the turn-based RPG is more mindless than the action game in this regard because whenever encountering these weak goons my brain would go into autopilot and just use the strongest AOE move to kill everything. No player engagement just wasted time and MP.
Let’s talk a little bit about the map design and how it affects the rest of the game. Injincho put simply, is just way too fucking big. This map is about 3 times larger than Kamurocho and just about 3 times less interesting, as you might expect all the interesting locations are spread apart (not that they were that interesting anyway). This obviously means you’ll be spending a lot more time running around the map than you would Kamurocho, but this also affects so much more than the amount of time you spend walking, I’ll get to that in just a second. The taxi system has been changed for this game, now you can call taxis from anywhere on the map but the trade-off is you have to visit a taxi stop first before you have the ability to use it through your smartphone, a smart change for a large map like this, but it comes at a cost. Kamurocho was a densely packed city littered with things to do, I almost never used the taxis in Kamurocho because even though I could use them to get to my point of interest faster, walking wouldn't take that long and there were plenty of substories I could activate along the way. The distance from point A to B was short and had plenty of points of interest in it, so why fast travel right? This flow is completely gone in Like A Dragon, the map was so big that I would do nothing BUT fast travel. Substories are no longer a thing you stumbled into getting to your destination, they’re something you have to go out of your way for. And I think it’s very telling that I didn’t go after the side quests much in like a dragon (I’ll go over them a bit later). Basically, fuck Ijincho because I can’t go to the Ferris wheel in the background.
For some reason, the devs decided to add a social tree system that adds nothing of value to the overall experience. I really hate it in persona, and I hate it here, what the hell does this do besides lock me out of options? Ichiban isn’t growing or changing, an arbitrary number tied to him just goes up. It doesn’t even make sense here, at least in persona your character was meant to be a proxy and a reflection of how you’d act in the game world. Ichiban is an established character, and like it or not he’s going to act how he wants, this arbitrary social stat isn’t going to do anything. This system from what I've seen affects only the hero class for Ichiban, there were maybe 2 or 3 skills I unlocked from this system, but all of them were made obsolete by mid/end game. This system adds almost nothing and just serves as a way to lock you out of jobs the game doesn’t want you to access yet.
I don’t have much to say about the Job system, I love that it's here and it adds a good bit of depth to party customization. I just wish the game didn’t rob you of all the stats and almost all moves from the previous job when switching into a new one, it discourages experimentation. Just to specify you can carry over a few moves when switching classes but you can’t control what moves get carried over, missed potential to add even more depth I’d say. The job ideas themselves though, are pretty great, they fit the game's wacky tone and provide some funny animations. By the way, shout out to champagne cannon for being the best elemental move in the game (high damage and pathetic MP cost) even when I unlocked the “better versions”.
Let’s talk about chapter 12 (no spoilers story-wise), easily the worst chapter in the entire game. So as you go through the chapter and story beats, the game then halts you and says “no! you cannot continue the story until you’ve given me 3 million yen”. Since you get no money from fighting enemies, I decided to grind the business management minigame, I spent about 3 or 4 hours getting that money and I hand it off and continue the story. I was pretty annoyed at this point but whatever, the business minigame is a good bit of fun. Then not even a fucking HOUR later, the game has a HUGE difficulty spike on the next boss and makes you grind for hours, I swear I was cruising through the game at mid to low 30’s and these bosses were level 50! The worst part about this is that they fucking knew how bad of a level jump this was because they introduce a battle arena for grinding JUST before you face these bosses. And even after clearing this battle arena, I was STILL under-leveled and had to run through it a few more times. This chapter is padding at its worst and I wanted to tear my controller playing through it (the boss was actually pretty cool though).

The Characters
It’s kind of hard to go over why I love some characters without going into spoilers, but I’ll try my best. That being said, The characters are great and easily the best part of the entire game, they carry this game so hard it’s not even funny.
The show-stealer is obviously Ichiban and the legend who was his VA (JP), such a loveable goofball with an insane amount of loyalty and heart, some of his scenes (especially near the end) are great. He’s a great contrast to the previous protagonists, while Yagami and Kiryu were calm cool, and collected, Ichiban is loud, emotional, and most importantly a dragon quest fan.
The other highlight for me was Nanba, his character by itself isn’t all that interesting, but his dynamic with Ichiban (Especially when they’re alone in the beginning) is a lot of fun to watch, and they do give him a little more to do with the overall story than the rest of the cast.
The Rest of the cast isn’t nearly as interesting, Saeko is alright, she’s cute and the girl and has family problems, that’s about it. Adachi is probably the weakest link in the first few party members, he’s the old ex-detective who loves to drink and is broke. His character conclusion was also ridiculously rushed, which was odd since his character motivation was established before even Ichiban’s.
The rest of the characters honestly feel like battling allies first and party members second, they’re so uninteresting they’re not really worth talking about.
Arakawa is another great character, I do wish we got a little bit more of him, but the scenes we do have with him and Ichiban are easily among some of the best in the game. There are also talks of him being an infamous hitman but we never get to see any of that, a shame really.
Oh yeah, remember Mitsou? Ichiban’s best friend before he went to jail? You don’t? but he got his own title card and everything, He should be pretty important. The game doesn’t remember him either? What do you mean he only shows up in 2 other scenes to do nothing but move the plot forward? That sounds like a waste of a character, they wouldn’t do that.
There are little bonding events you can do at the Bar where Ichiban’s crew hangs out, but I honestly almost never did these. I did the first few and practically avoided them for the rest of the game. It’s just 2 characters sitting down and talking for 5 uninterrupted minutes. There’s nothing interesting here besides the cast bitching to Ichiban about their life problems and its always stuff you can pick up on within the first event, but each character gets way more than that and I just don’t care enough to see it through. Not helping is the fact that they cannot react to story events because you can activate these events at any time, making these bonding events feel even more disconnected and boring.

The Presentation
Visually, Like A Dragon is alright on ps4, it uses the dragon engine from the previous few games and produces some nice looking areas. I’d say it isn’t as pretty to look at though, Ijincho doesn’t have the nightlife that Kamurocho had. On the more positive side though, this is probably the best performing dragon engine game to date.
Dear God, this game and those automated robotic cutscenes! This is nothing new to yakuza, these were in the previous dragon engine games and they didn’t look great there either. The difference is their budget is spread thin across this 40+ hour game compared to a 20-hour standard yakuza game; this means this style of cutscenes plagues the entire game. Where the old games would use CG to present important scenes, here a lot of important scenes use this stiff robotic animation, and it looks like total garbage. And yeah, I get it, in a long game we got to cut a few corners somehow, but this didn’t HAVE to be a long game.

Substories
I honestly don’t have much to say about the substories, as I mentioned before, thanks to the bigger map I rarely went out of my way to activate them. I did a handful of them, and they certainly are substories. The wacky adventures that Kiryu has to suffer though, Ichiban has to follow through with as well. They’re a bit too similar though, there’s a haunting feeling of been there and done that when it comes to the substories this time around. It’s not surprising considering that this team has been pumping out so many of these games at such an incredible speed.
I was really disappointed that they axed the friend system from judgment, I thought a lot of quests were interesting as they focused more on the friendship between Yagami and the people of Kamurocho. They were great for world-building, and it’s something I feel yakuza 7 should’ve included to further expand Ijincho.

Music
The music in this game isn’t bad, not exactly one of the better soundtracks in the series though. There are a few good songs here like the occasional scenario battle but for the most part, the new compositions leave a lot to be desired, the Yokohama and Kamorucho battle theme in particular I thought were forgettable and not very fitting. Remixes of old songs fair a bit better in this regard, with some good remixes to fan favorites that I know will make a lot of people happy.

Conclusion
So, do I think Yakuza Like A dragon is a good game? Did you read the review? Nah not really lol. It’s not a horrible game but it is a deeply flawed game that’s just too much of a slog to get through. To be honest, I don’t see myself ever revisiting it. I hope if they do keep this RPG format, that it comes with substantial changes to the structure in the next installment.

The leadup to Yakuza: Like a Dragon was utterly fascinating to me. The giant shift in combat felt daring in a way that you don't see every day in the AAA space. It was so exciting to me that it pushed me to play through the entire series up to this point, just to fully immerse myself in the context for this thing. To say I was excited would be an understatement.

Like a Dragon delivers on numerous levels. It looks and performs fucking great on Series X. The music is like weirdly super good at points? I usually don't notice Yakuza's music that much but this time felt different. The assortment of side-content is great this time around with a bunch of hilarious and memorable substories and side activities, even if Dragon Kart was kind of a disappointment for me.

Ichiban and the rest of the cast are fucking stellar. RGG has shown themselves to be very skilled at introducing and endearing you to characters very quickly and this game is no exception. The story takes them on some really unbelievable twists and turns and I honestly think that this game may very well have the series' best villain. It's amazing stuff.

However there's definitely still a lot of room to improve. Especially on the RPG side of things. The combat is good and has a lot of good ideas but the execution really needs work to get it to feel like it meaningfully stacks up to the visceral and kinetic combat system that came before. (No, it wasn't always bad. You guys just need to learn to chill with some fun crunchy combat lol.)

On top of that, the jobs feel too skewed toward damage dealing. It didn't feel like there was enough in the way of support classes, especially in buffs/debuffs. Also the difficulty has some truly incredible spikes toward the end. They're super manageable so it's not a huge deal in my opinion, but it IS a show of the RPG system not being fully tuned. Maybe by the time we get to Yakuza 8 or 9 the system will stand toe to toe with the greats of the genre.

The last thing I want to mention is that while this game is a great place to start, it definitely still is the seventh game in the Yakuza series. Not to spoil anything, but it does carry over some points from previous games and iterates on them, leaving them in places that'll be surprising and rewarding to people that have given those older games a look. If this is your first Yakuza, you will miss out on the impact of that stuff and that is kind of a shame. So I dunno, there's that.

All that said, I really loved this thing. Both as a fresh start for the series and as a follow-up to Yakuza 6, and I'm optimistic about the direction RGG's gonna take this going forward.

This game is honestly unforgivably bad. And it's 50 hours long, the story was so obviously re-written to be a JRPG, this mainly applies to the boss fights which were these scenarios clearly written in the context of an action game. The party members range from one cool dude who doesn't get much story to one chick who's there for an insanely dumb reason if you stop to think about it and the most annoying character in an rgg game period. Not to mention that when the time comes for badass boss fights that is only related to Ichiban, these goobers feel like they don't deserve any place in these boss fights whatsoever.

Yokohama is a very boring map that has places that really just don't have any activities to engage in. The only undeniably good part about this game is the management mini game, which feels like it had more thought put into it in than the core gameplay and main story.

I can only hope RGG's next game is good after the low point that is 6 into Kiwami 2 into 7. This series was so godlike man.

Un relanzamiento perfecto para la saga, que consigue reconvertirse en un JRPG sin perder ni un ápice de su identidad, e introducir a un nuevo protagonista (y compañeros) y hacer que lo amemos tanto o más que los anteriores.

El mejor JRPG que he jugado hasta la fecha y uno de los que más refresca el género, aun manteniendo el estilo clásico a lo Dragon Quest. Nunca pensé que Yakuza funcionaría así de bien como RPG, pero parece que estuviera hecho para ello
Cosas que molan:
- La historia es maravillosa. Es la mejor historia desde Yakuza 0 y me ha mantenido enganchado desde el principio hasta el final. Funciona todo fantásticamente bien y me ha emocionado un par de veces
- Los personajes son una maravilla. Ichiban es el mejor prota que he controlado en toda la saga y el resto del grupo es fantástico y tiene personalidades que quieres y adoras aunque pasen cosas entre medias
- Temazos
- La versatilidad de trabajos y builds que te puedes hacer con los personajes da mucha variedad a las composiciones del equipo
- Todas las secundarias y contenido secundario no es vacío ya que te pueden dar mucho dinero, recompensas de equipamiento, summons, habilidades, etc… Te recompensan por jugar y no se hace tedioso
Cosas que hay que pulir:
- Aunque los enemigos sean variados, igual unos más estarían bien
- Las dungeons que hay son 2 y son básicamente para encontrar a los ‘’Limos metálicos’’ del juego. Más variedad y RNG en esto estaría bastante cojonudo
- Los enemigos aunque les saques 30 niveles y diversas upgrades a armas, muchos están bastante más duros de lo que deberían estar y molestan un poco
Es uno de los juegos con más alma que he jugado en mucho tiempo y merece mi GOTY de este año con mucha diferencia, jugad este juego si sois fans de la saga o si no, os lo imploro, aunque sea combate por turnos os va a gustar



Coming from playing Yakuza 0 through to 6, Yakuza Like A Dragon has shot right up to my favourite Yakuza game, and one of my favourite RPGs of all time.

This is the first time the series has tried out turn based combat and leaned heavily into the JRPG genre, and they NAILED it on their FIRST try. They take the best aspects from the genre and combine it with the amazing storytelling, characters, and side content known from the Yakuza series, and you have a 10/10 game.

I also cannot overstate how cool the setting of a modern city and setting is, you get amazing enemies like the Invulnera-Billboard, Hungry Hungry Homeless, Piss Wizard, Twitchy Streamer, Pornogra-Pharoah (there are 200+ of these I can go on). So you want fire magic? Burp into a lighter and create a flamethrower. Ice magic? Dump an ice bucket onto a dude. Electric magic? Whip out a taser, zap.
There are so many cool and creative attack moves that you can learn through trying out jobs which act as classes. You can be a breakdancer, chef, homeless guy, office clerk, a night queen who steps on someones nuts to revive them, etc. There are also summons like chickens, buff guy with wrecking balls for hands, adult in a baby diaper throwing a tantrum, and nancy-chan the crustacean damnation, and wayyy more.

If you're a JRPG fan, or wanting to get into Yakuza, this game is worth your time. My GOTY for 2020 and a 10 outta 10 from me.

i forgot to write an actual review for this. don't know how to fully put my thoughts into words but this game is fucking fantastic. the characters are so likeable, the side content is so fun, the first few chapters of the story are lighthearted and low stakes in the best kind of way and it ends up growing to a very emotional and satisfying ending. the combat isn't perfect and the difficulty spikes are really huge but i never minded leveling up my party because the sotenbori battle arena was pretty fun to me. such a good fucking game, the main cast but especially ichiban and nanba are so likeable. the only thing that brought down my experience was the weird choice to not include eri in the story. i'm not sure why they made her optional and therefore not in any cutscenes but it was a bad decision in my opinion, eri was one of my favorite party members and her dynamic with ichiban is so likeable, there's no reason for her not to be there the whole time.

I was surprised how well Yakuza works as an RPG, and I actually sort of like it better. Amazing work here, I'd recommend it easy