๐ฐ๐ต ๐ป๐ฏ๐ฌ ๐๐จ๐ฒ๐ผ๐๐จ, ๐ญ๐ฌ๐จ๐น ๐ฐ๐บ ๐ต๐ถ๐ป ๐จ๐ต ๐ถ๐ท๐ป๐ฐ๐ถ๐ต!
Duality lies at the heart of Yakuza 2, with the 2 in the title not just being an indicator of this being the next entry in the series. Like a virus, it infects this game on every level. Two cities, two regions, two clans, two identities, two nationalities, double agents, double-crossed, body doubles, twice as big as the first game, twice as bombastic.
AND TWO DRAGONS!
Any discussion of the PS2 Yakuza games isnโt complete without first bringing up the separate atmosphere these games exhibit which is something the series has sorely lost post Yakuza 0. The biggest fix to the atmosphere is by making the sound of each district of Kamurocho more distinct and unique, unlike the first game which insisted on reusing the same loop for almost every area resulting in walks across town feeling even more like a chore than they usually do. Thatโs exactly why the town of Sotenbori contrasts so beautifully with Kamurocho, being the exact opposite in a lot of ways. More varied, more compact, and in a lot of ways is a better city than Kamurocho itself. A charitable view of this difference is that itโs meant to signify how exactly the Omi Alliance separates itself from the Tojo Clan, even more than the Omi HQ itself.
The first gameโs combat, while being beaten by other games released during that period, was still relatively fun but Nagoshiโs insistence on making sure Yakuza 2 lives up to that number means the combat receives a major overhaul on almost every level. It flows much more smoothly and lays a lot of the groundwork for the design philosophy of the combat system that is still followed by RGG Studio to this day. I played the game on Hard difficulty and occasionally no damaged a few bosses, allowing me to appreciate where this system excelled and where it fell short. And despite how fun it usually is thereโs still the occasional boss which feels poorly designed, or like itโs meant to be played on a lower difficulty.
Although Iโd be lying if I said the combat is the main draw of these games for me, going to the narrative I realize that itโs probably some of the best writing this franchise has seen. The first two Yakuza games were still written by multiple writers, after which the series mostly became Yokoyamaโs playground; and this being his second game the improvement is very noticeable. Heโs able to infuse the pervasive theme of duality in every element of this game, and while I can praise Yokoyama itโs still important to acknowledge that a lot of what makes Yakuza 1&2 so great is their ability to write crime dramas so well. This was most likely Hase Seishuโs doing, as he still script-doctored Yakuza 2. So it feels like a crime drama in its second season, aiming higher and being louder. Itโs unknown how much Makoto Itakura, the third writer, did as after Yakuza 2 heโs mostly been relegated to the background just to show up in the โassisting directorsโ list of almost every Like a Dragon game released since but whatever he did I think Yakuza 2 shows why having multiple writers can work very well sometimes. Bit by bit, itโs able to effectively build up and unravel its mystery, showing just how much petty revenge can consume you. It all culminates in one of the bloodiest nights Kamurocho has ever seen, one of the best finales this franchise has to offer, and definitely the best Christmas game ever made.
On a cold winter night, they exchange fists. It's not a matter of love, it's not a matter of hate. Not even about honor. Just the desire to prove they can, before the silence that will ensue.
๐ฆ๐๐๐๐ก๐ง ๐ก๐๐๐๐ง, ๐๐ข๐๐ฌ ๐ก๐๐๐๐ง.
Duality lies at the heart of Yakuza 2, with the 2 in the title not just being an indicator of this being the next entry in the series. Like a virus, it infects this game on every level. Two cities, two regions, two clans, two identities, two nationalities, double agents, double-crossed, body doubles, twice as big as the first game, twice as bombastic.
AND TWO DRAGONS!
Any discussion of the PS2 Yakuza games isnโt complete without first bringing up the separate atmosphere these games exhibit which is something the series has sorely lost post Yakuza 0. The biggest fix to the atmosphere is by making the sound of each district of Kamurocho more distinct and unique, unlike the first game which insisted on reusing the same loop for almost every area resulting in walks across town feeling even more like a chore than they usually do. Thatโs exactly why the town of Sotenbori contrasts so beautifully with Kamurocho, being the exact opposite in a lot of ways. More varied, more compact, and in a lot of ways is a better city than Kamurocho itself. A charitable view of this difference is that itโs meant to signify how exactly the Omi Alliance separates itself from the Tojo Clan, even more than the Omi HQ itself.
The first gameโs combat, while being beaten by other games released during that period, was still relatively fun but Nagoshiโs insistence on making sure Yakuza 2 lives up to that number means the combat receives a major overhaul on almost every level. It flows much more smoothly and lays a lot of the groundwork for the design philosophy of the combat system that is still followed by RGG Studio to this day. I played the game on Hard difficulty and occasionally no damaged a few bosses, allowing me to appreciate where this system excelled and where it fell short. And despite how fun it usually is thereโs still the occasional boss which feels poorly designed, or like itโs meant to be played on a lower difficulty.
Although Iโd be lying if I said the combat is the main draw of these games for me, going to the narrative I realize that itโs probably some of the best writing this franchise has seen. The first two Yakuza games were still written by multiple writers, after which the series mostly became Yokoyamaโs playground; and this being his second game the improvement is very noticeable. Heโs able to infuse the pervasive theme of duality in every element of this game, and while I can praise Yokoyama itโs still important to acknowledge that a lot of what makes Yakuza 1&2 so great is their ability to write crime dramas so well. This was most likely Hase Seishuโs doing, as he still script-doctored Yakuza 2. So it feels like a crime drama in its second season, aiming higher and being louder. Itโs unknown how much Makoto Itakura, the third writer, did as after Yakuza 2 heโs mostly been relegated to the background just to show up in the โassisting directorsโ list of almost every Like a Dragon game released since but whatever he did I think Yakuza 2 shows why having multiple writers can work very well sometimes. Bit by bit, itโs able to effectively build up and unravel its mystery, showing just how much petty revenge can consume you. It all culminates in one of the bloodiest nights Kamurocho has ever seen, one of the best finales this franchise has to offer, and definitely the best Christmas game ever made.
On a cold winter night, they exchange fists. It's not a matter of love, it's not a matter of hate. Not even about honor. Just the desire to prove they can, before the silence that will ensue.
๐ฆ๐๐๐๐ก๐ง ๐ก๐๐๐๐ง, ๐๐ข๐๐ฌ ๐ก๐๐๐๐ง.