This is a pretty harsh review, maybe one that is not reflective of how I felt about the game for a significant portion of its runtime, but I'm angry at how many things about this game legitimately infuriated me, and how only a few people are willing to talk about them.

There's definitely good stuff here. The cast is charismatic and likeable, the "Essence Of" animations are very funny, and the game has a lot of charm in how it interprets the conventions of classic JRPGs into the modern Yakuza universe. The soundtrack bangs harder than it has any right to, almost certainly the best of the Yakuza games I've played. Yakuza: Like a Dragon wears a shit-eating grin and an attitude you can't help be swept up by, but as the hours drag on and on, the charm wears thin, and the flaws stick out more and more, until I had grown to resent and even, to a certain extent, hate a game I once loved.

The plot is a complete mess that changes gears completely every three chapters or so, leaving me with a near-constant state of narrative and thematic whiplash, which would maybe be forgivable if this was a 30 hour game, but it's far closer to 60, 70, even up to 100 hours long. At least it's fun for that length, right? Well...

I'm a big fan of JRPGs. They're probably my favourite genre. And I love turn-based combat...when done well. When I heard that Like A Dragon would be a turn-based RPG, my excitement couldn't be contained. It felt like they were making a game I had dreamed about for years. So trust me when I say that the battle system of Like A Dragon is the worst I've experienced in a big JRPG in years. Progression is thoughtless and on-rails, with the only choice being which one of the game's jobs you want to be grinding at a specific moment. Moment to moment, the combat offers no interesting choices, almost every encounter playing out the exact same way: big AOE attacks if enemies are clustered together, or big single-target attacks if they aren't. Boss design is routinely awful, with the game almost always simply resorting to having the boss be a big tough guy with loads of health and resistances that does a fuck-ton of damage, without any other mechanics to make them feel distinct or memorable or fun. Artificial difficulty abounds in the final third, with both the Chapter 12 and Chapter 15 bosses literally having the game tell you to grind out about 10 levels before facing them, OHKO attacks that can hit your main character with little warning and give you an instant game over, wiping out all your progress through these overlong boss encounters, and dungeons as a whole containing almost no save points. Do you have a life you'd like to get back to anytime soon? Tough luck, buddy! Stick it out or do that shitty final dungeon where you run into the same room and fight the same enemies about a dozen times all over again.

And all of this would be bad enough, if not for the fact that the battle system is the vehicle by which the game delivers the truly unpleasant politics it has beneath it's surface-level charm and empathy. Through the cutscenes, the game affects a facade of being caring and empathetic towards sex workers (though that in and of itself is fairly lacking in nuance) but the former sex worker in your party, Saeko, is reduced to a caricature of feminine stereotypes when she's in battle, having a set of "female exclusive" jobs with abilities like "Sexy Pose" and weapons that are handbags. The game earnestly tries to convince you that it really cares about the plight of Japan's homeless, up until the point the game's "metal slime" equivalents are revealed: largely defenceless homeless men who you are encouraged to seek out and kill as fast as possible for an enormous EXP bonus. The initially charming and funny way battles are framed, as the overactive imagination of a central character raised on a diet of Dragon Quest, eventually left a bad taste in my mouth as Ichiban kept imagining deeply offensive caricatures of black men and trans people for him to beat up with his baseball bat.

As with the year's other big disappointment, Doom Eternal, the awful attitudes this game has beneath the surface have gone almost completely undiscussed by the wider gaming press, with only Dia Lacina's piece (which I initially thought was harsh but now reads as almost startlingly on-the-point) and a few people on discord and twitter acknowleging it. When the game asked me to grind out levels in a boring-as-fuck sewer dungeon right before the final boss, where it had me beat up trans caricatures that made me a bit sick to look at, I found myself getting really angry that I wasn't warned that this was waiting for me.

If you watched "YAKUZA: LIKE A DRAGON: FULL MOVIE 1080p 60fps" on youtube, or played the first four or five chapters exclusively, you might be forgiven for thinking that this game really is an empathetic portrayal of people on society's bottom rung rising up to reclaim their lives. But the actual game doesn't bear up to that scrutiny. It pretends to care about subaltern, and does a good job of pretending, but it doesn't. Not really. Not when it comes time to make shitty jokes at their expense.

When I loved Like A Dragon, I really loved it. There's truly moving scenes and moments, all the way up to the end. But when I hated it, I really hated it. And over time, the latter emotion won out over the former. In many ways, it is the true sequel to Persona 5. A game I was incredibly excited for, played obsessively through it's obscenely overlong length, and felt my enthusiasm sap out of me in real time over the course of it, until I watched it chicken out of landing it's themes home time and time again, until it's conservative attitudes bubbled to the surface, until my memories of the game, once positive and warm, turned cold and resentful in my hands.

The most I've been disappointed in a game in a long time.

Flawed in so many ways and filled with irritating AAA bloat, but I have literally been physically unable to get it out of my head for nearly a year.

One day I'll write something more substantive about this strange, stupid, smart, weird game. For now, I'll just say that I was 110% convinced I would hate this and it ended up being a game that sometimes, a year on, I'll just sit and think about for an hour. It's magical when that happens.

I truly miss that steel sky.

There's a story in my head that I've been searching for, searching for as long as I can remember. Somewhere along the way, I realised that I couldn't find it anywhere else, and would have to tell it myself. Until I found Umurangi Generation.

This isn't that story, exactly, but it was a hand reaching out across the vastness of digital space, resting on my shoulder, telling me I'm not alone. We're all here, all watching the same thing on the same screens, but seeing different things through different eyes. Living in the final moments before the light burns out forever, making what we can with what little we have.

Few games are so evocative and creative and atmospheric. Few works of fiction period feel so intensely relatable to me.

A modern masterpiece.

A hugely endearing jank-fest from the days when the biggest companies in the business could afford to put major weight behind strange, experimental curios. An awful factory level at the mid-point drags it down, but otherwise, this is a riot. At just two or three hours long, there's no reason not to just sit down and give this thing a go.

I genuinely think a sequel would be an incredible time if they worked around some of the more awkward bits of design here. Unfortunately, the absurd cost of AAA development means that throwing the equivalent weight behind a sequel is a practical impossibility, which is just yet more reason to dismantle the entire games industry and start over from scratch.

It's also one of the most aesthetically pleasing games ever made and I'm not even remotely kidding. Possibly my favourite menus...ever????

Games don't have to be good to be great.

Doesn't really have much going on but it's an absolutely superb game to play to just keep yourself sane when trapped on an 8-hour zoom call where you have to look like you're sort-of engaged.

Help.

the Xenoblade fandom is the prototype for the Persona 5 fandom but y'all aren't ready for that conversation yet

The combat is fun enough and the world is beautiful but the story has nothing remotely interesting to say and is just a series of tropes you've seen a thousand times before arranged in a sequence. But, like, in a way that's usually pretty fun.

Things don't have to be great to be good.

"wot if u were a boy with no personality but two hot babes fell in love with you because you were nice to them on the most basic level possible and also the hot babes were part of a marginalised group considered your property but it's ok it's not weird we promise they actually like that you are Their Master it's ok :)"

You should all be ashamed of yourselves.

This review contains spoilers

"This is our ark - our haven. It will be called Bhunivelze..."

A shockingly well-told story of people who cannot conceive of a better world other than what we have, and doom it as a result, with one of the tightest, leanest scripts you'll see in a modern JRPG. Caius Ballad, the man raging aginst the unjustifiable injustice of the world, is not the villain here: it is Hope Estheim, the nice boy who over the course of 500 years, is never able to imagine a future for the human race beyond regressing to the Cocoon that trapped them. Hope sees the doom that will one day face the earth - ecological collapse and extinction - and decides that the way to prevent it is to just do what humanity has done before, and hope it works differently this time. I don't want to say something as pithy as "Hope Estheim is Final Fantasy's Elon Musk", but it's not like that's a million miles off the mark.

The moment Hope utters the word "Bhunivelze", the name of the malevolent deity who made this world and hangs over the cosmology of this game like the Sword of Damocles, you know the world is doomed.

The combat is stellar and brings out the potential of FFXIII's system, the music is fantastically varied and uniformly great, and you get to put little rail worker hats on monsters and oh my god it's so cute.

Fairly rubbish DLC aside, this is short, sweet, and powerful, with an jaw-droppingly good ending. Secretly one of the best RPGs of it's generation.

It's weird having this attached to 3D World, because I think it demonstrates very few of 3D World's real strengths. Where 3D World was tight, lean, and bursting with variety, Bowser's Fury, despite it's short length, can't help but feel strangely padded.

I loved how open this game felt: jumping off a lighthouse after finishing a level onto Plessie and speeding off towards the next challenge on the horizon never failed to be exhilarating. Unfortunately, the actual levels I think leave a lot to be desired. A new camera angle can't disguise the fact that this game recycles a lot from 3D World's platforming challenges, though there are a few new ideas here that are joyful to play through. What makes this worse is how repetitive these levels are: whilst sometimes the blue coin and key hunt challenges recontextualise a level enough to make it a fresh experience, too often they just have you repeat a level over again without a way to vary it up. You can't just make me fight Boom-Boom again and call it a new thing, Nintendo, especially when you've already made me fight them so many times before.

Bowser himself is a mixed bag. The first time he appears and FFX's Otherworld kicks in, it's an absolute riot. But familiarity breeds contempt, and I found myself getting irritated by his interruptions before long. I think I would have preferred less frequent, but more scripted and involved sequences rather than him showing up every 5 minutes to breathe down my neck. The Fury Cubes are, in particular, a massive misstep imo: there's nothing interesting or fun about standing next to a set of cubes and just waiting around for Bowser to blow them up for you.

Don't get me wrong, Bowser's Fury is still a very fun 3D platformer, but even at its 5 hour length, it overstays it's welcome. I'd love for Nintendo to learn from Bowser's Fury, but I don't want this to be the shape of Mario going forward.

Tetsuya Takahashi: "i skimmed the abstract of like 5 different philosophy books and arthur c clarke novels and i'm here to just vomit all that back at you for 70 hours without saying anything meaningful about any of it"

Me: "sounds bad"

Tetsuya Takahashi: "i've also included kung-fu and robots"

Me: "sounds sick"

Yoko Taro: (furiously taking notes)

Morte (reading the Nameless One's back): "says here you died of ligma"

Nameless One: "what's death"

Morte: "ligma balls"

The one thing I never expected an Obsidian game to be was terminally uninteresting but that's exactly what The Outer Worlds is. A collection of shallow systems, characters, and quests that sort of affect the illusion of a proper RPG with depth and consequence but in reality offers nothing of the sort.

The almost cartoonish lack of depth in the gameplay is mirrored in the story, which is a smarmy and infuriatingly smug monument to Enlightened Centrism that wraps itself in a veneer of anti-capitalist rhetoric so thin that it would struggle to appear meaningfully leftist even to someone who gets all their political opinions from Breadtube. Faux-empathetic South Park politics for the Rick and Morty generation, where picking an actual side is always fucking stupid and you should always strive for a meaningless compromise in order to preserve the status quo.

Genuinely astonishing that this came from the same studio that released Pillars 2 just prior, a game that, for all it's issues, actually had the guts to grab you by the neck and tell you to pick a fucking side, to get some god damn ideology, and actually let you meaningfully change the broken world it presented. That game was the real New Vegas 2 you've all been clamouring for, but no one bought it, so I guess we're stuck with this.

Nothing else to really say because there's basically nothing else in here. An utterly empty and vacuous game that doesn't even manage to surpass Fallout 4. A snake oil salesman promising you a miracle solution to bring back the Fallout you remember, but get past the fancy logo and uncork that bottle, and you'll find nothing in there but dust and echoes.

"I made Jerusalem over 1,200 pages long so that only the mightiest could review me." - Alan Moore (paraphrased)

"Pathetic." - Ryukishi07

great game if you hate women. for everyone else it's one of the edgiest, most mean-spirited, misogynistic piles of shit in the medium. kojima go to hell challenge.

legitimately impressive that rare made an entire game without including level design