76 reviews liked by ashenthea


that's not fucking fair mannnnnnnnnnnn........ fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuck okay ive tied up all the loose ends, seen the conclusions to some of the social links i didnt finish in time.. and i fully beat the game and started a Little of the new game plus for the first time ever...

I THINK i can type my thoughts in good conscience now

warning this review in particular in your eyes will have me getting sappy and sentimental, but ive never played this game before:

This was the first persona game i had ever even Seen or heard about. When I was a kid watching mat and pat from two best friends play this, i retained almost Nothing about it aside from the two being at each other's throats and Mat may or may not actually deleting Pat's 300 plus hour save file
In sophomore year of highschool i had a really good friend that'd show me the openings for both persona 4 golden and persona 3 portable alike, this was almost comically insane timing because it wasnt often id even have the opportunity to get a new game.. hell i didnt even have a ps4 still, my crappy laptop, wii u and my 3ds for the bulk of the 2010s were what i relied on for video games. It was about 2017 when Persona 5 dropped, and Id actually be able to TRY one of these.. id get it for ps3(while just the Existence of this version of this game being released for such an old console was laughed at.. to Me it was another very lucky moment)
and id love it, id be talking about it so often.. and then thatd kinda just! be it! for a bit atleast
id listen to the music when i was alone, id listen to the other games ost's
it was far from my first JRPG but it felt like a lightning in a bottle moment because id never touched anything SMT before and id hold these thoughts and memories and theyd peter(heheh) out as time marched... i wound up playing persona 1 and having my fun trolling my friends into thinking that id play 3 or 4 next, and i enjoyed my time with that too but in a Different way.
It's been 7 years since i played persona 5
and since then i think i can totally call myself an "smt Fan" instead of just someone with passing interest, ive played about 10 games now at this point and im levelling with you..

I think Persona 4 has the worst gameplay of these 'modern era' type persona games,

No, really!
I think this Process of going through persona 4 dungeons sucks! There's some exceptions here though... the GaMEr dungeon is neat.. the laboratory one.. the two before the endgame one that i wont say the names of..
but in general I think while the aesthetics are a step above persona 3's tartarus blocks... i do wish they took more advantage of sending you back to previous floors or even having mid bosses thatre more interesting, some of them are so utterly stupidly hamfisted in one way or another that just makes them not stand out to me AT ALL compared to persona 3 mid bosses
The closest thing to a smooth dancer or sleepy table moment was the big fuck you jarhead mech asshole that has an ungodly amount of defense
But even in spite of this there's so much variety that goes in with your party and having party members remember shit from doing side activities.. ultimate personas getting a THIRD tier.. its incredible
HAFHAHF INFACT LIKE EVEN THE MOMENTS WHERE A BENCHED PARTY MEMBER CAN JUMP IN AND DO A FUNNY ATTACK ON THE ENEMY WITH THEIR MOTORCYCLES, THE TEAM ATTACKS THAT CAN SOMETIMES JUST H A P P E N, ALL THAT I love that
I love how involved everyone is to the point of even showing up in some random blocks of the dungeons just for idle interactions, persona 3 had some moments like this too! but nowhere Near at this extent even in FES
And thats really why this whole game works for me in general

Yeah you could say the plot technically doesnt kick into gear until the latter quarter of the game, yes there's absolutely disgusting momentary segments of for lack of a better term

'atlus moments' where theres punching down at being queer or even having whole actual just predator/pedo characters in this shit while at the same time having arguably the fruitiest fucking cast in this entire series with yosuke, naoto, kanji and even teddie and the others getting glimmering moments of acceptance and self affirming perspective about them. This is where the game comes into a sort of cognitive dissonance that makes it so conflicting to talk about and I think to wrap my head around in general while playing and even after playing ....
This game WAS written in the 00s after all, and the bulk of the cast that this game centers on.. are kids! freshmen and sophomores just trying to do the right thing out here and it shows. Yosuke MAY be goonerer supreme in some moments of the narrative, and then be one of the most realistic characters in self doubt and isolation and wanting to Be something and have a grip on who he is.. in his social link!.. but bits of that Do trickle into the narrative too.. so you have this guy thats just so gross but it gets brushed off so quick as if the game itself knows its just a stupid silly thing that he had bought girls swimsuits in advance for his friends in a creepy manner...?????????

Yea
This game has some moments like that. and I never like it but I think it speaks volumes on it all when there can be fuckshit in this game and I primarily remember and Felt at the forefront what was going on when it mattered.
Shopping for groceries, getting drivers licenses for the motorcycles, the silly shit at the beach, the camping, the ski trip, going to the movies, yosuke needing help at junes', the fuckup with halloweeennn all of it.. i loved All of that more than the actual boss fights, more than the personas more than any of that more than anything that shit stuck with me

ESPECIALLY when it came down to Nanako and Dojima whichre two of my favorite characters in this franchise now too because in some ways I think it feels like somewhat of a peek into what itd be like if i could be there for a little version of myself going through shit alone with her dad when her mom's passed, what itd be like if there was someone to make things right and close the rift between my dad and i instead of it rolling harder and harder in contempt for one another. This is a lot of projecting im aware, but honestly this is the meat of why this game is even a 4/5 at All because if none of this landed to me, idve probably gave this game a 3/5 at most.
Which still isnt bad, but there's so much here that i think is Objectively hampering whats going on.. but theres so much soul fighting through to the point where itd feel like i was Lying through my teeth telling you this game as a whole sucks
because i loved it so much
I didnt wanna say I did
because everybody and their fuckin mama's goldfish meatsuckle this shit to hell and back
and i think i was afraid of being biased like that too
I even had some contempt for how id been spoiled on this years ago on instagram... but Im so glad i didnt play this as a teenager because it felt like the most brisk wave of nostalgia i didnt think a game i never played could ever give me.. a piece of media ive never experienced evoking so much out of me so different from what made persona 3 so special to me. I grew up in a town where jackshit happened apart from hanging with friends to talk and play games, there wasnt much going on for being one of the most boring towns in the entire state of florida at that too. But it was always PEOPLE that got me through my first time being homeless, it was always people that got me through the passing of loved ones, the decay of my enjoyment of school, first car, venting, movies, all of it bitch
im talking all of it
This made me think about all of that to the point where I think it was around december or january, these stupid asses teddie and yosuke were at the door of your place and i started to cook yosuke for being dumb as all fuck and how karma always shines and repays in full with every stupid ass little thing he says and thinks to do during the game.. but tears kept flowing cause he felt like a friend or atleast someone id know from back in those days and his growth was absolutely felt(until atlus thinks to do stupid shit for a joke)

It's that shit that matters, its that shit that makes the whole journey worth it, its that shit that makes even the several BAD endings that much cooler, its that shit that makes pressing through the social stats feel so much more Earned, its that shit that makes you wanna actually talk to everyone and get to know everyone because the group chemistry is so knit together well. I love S.E.E.S but the Inaba investigation group is so specifically bumbling and sweet and dumb all at the same time that I think they give the vibes of a cast that can literally have conversations about Anything and keep going and going without a writer being pressed for how to handle a situation.
Having been spoiled on shit in this game prior also made following along the killer really interesting too, it even got me keeping an eye open for them at all times and catching onto how their alibis would form and all that
which honestly just made the mystery that much more fun.

So yeah, i only got one more set of Persona(s) to play through
I was gonna make this one the last one and keep my weird play-pattern for this series rolling till my last breath but I really needed something to make me feel Good lately with how heavy life's been. I think this game has and probably still will continue to be there for people like that with how many characters can resonate with you regardless of age and regardless of identity. I think it's beautiful in it's own.. sometimes ugly little way. I cant let some shit slide though so its capped at 4/5 on here because like, THERES TOTALLY SOME THINGS THAT PISS ME OFF

which brings us to this lightning round of things i like and dont like since this is already probably my longest backloggd review

-margaret's social link is a farcry from what elizabeth's was that shit is so depressing and only is nice for some momentary nods about the past i GUESS.

-if you played persona 3 and loved persona 3, and its your favorite one like me, this shit will meatsuckle you like crazy for a little bit and i think thats kindof cool

-shuffle time i THOUGHT was completely fucked up at first, but I think that sweep bonuses and everything pertaining to it are good I just miss the mystery guessing aspect of shit now

-The final boss funnily enough aint even the hardest fuckin fight in this game LMAO

-I think its fucking disgusting that atlus went out of their way to have two bath house scenes that suck ass in this game

-THE PINK ALLIGATOR GOT PUBLISHED!!!!!!!!! AND SLEEPY TABLE HAD A COMEBACK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

-This is now my most played steam game at 230 something hours...

-Marie is rly cool

-Kamui Miracle is the best additional skiill in the whole franchise and we should always make it mandatory to have a way to gamble when you fight in a persona game thank u

so yeah this game sucks and i hate atlus, loved it, bye

Really loved playing Shadow Dragon, my second FE after Blazing Blade. Some random thoughts I had about it:

+ The game actually rewards you for growing early units instead of giving you prepromotes that are strictly better like in FE7. And having units die means you're forced to use worse units with lesser growths, which is a great way to make playthroughs feel unique.

+ Shadow Dragon's large cast is meant to be played with permadeath and a "next man up" mentality, so I stopped myself from resetting if I was too far from my last save. This endears you to the characters that stay alive, and it's a good way to make your playthrough feel individualized rather than the same optimal load out everyone else has. You don't need the best units in this game to win, and you'll feel different about the suboptimal nobodies in the cast when you're forced to make do with them. Also, resetting 30 minutes of a map over and over is an easy way to make a beginner drop Fire Emblem. Despite all that, I'd never let Caeda die, so :shrug:

+ People complain about the lack of supports and I get it, but finding out two units you previously thought were unrelated have a "Talk" option when you sit them next to each other is awesome. And the lack of support levels means conversations between units are short, sweet, and to the point.

- Why. does. this. game. use. the same map theme for the first 12 chapters?? It's horrifically grating. At least the second map theme is great, but I really question the decision to stay faithful to the NES original here instead of making new compositions for some of these chapters. We have a weapon triangle, reclassing, and forging. Let's not kid ourselves about how faithful this remake is.

I don't want to be mean to the devs of this patch, or people who actively choose to play it. But as a fan of the original, I dislike nearly all of the changes this hack makes aside from putting doors on the map screen (seriously, I want a patch that does only that).

The original game was tightly designed for those original controls and the unchanged mechanics, and it doesn't need QoL. If you haven't played Super yet, please play the original first.

For some highlights emblematic of what I didn't like:

1. The GBA style controls are actually worse for two reasons: platforming is designed around walk/run, and Samus's arsenal is much larger than in Zero Mission. Having to press L+Down to aim diagonally down sucks more because you aim that way much more in Super's large rooms than you do in Zero Mission. You can't switch missile types/grapple/scan while morphed, which sucks in boss fights when you're evading an attack but need to switch between attack types at the same time (such as in the Draygon fight if you don't use the grapple trick).

And defaulting to run isn't a good idea because you're meant to walk before short jumps to gain tighter control. Jumping full throttle all the time is annoying for small rooms, boss fights, and when trying to use exploits.

Simply, Zero Mission's maps and fights are explicitly designed for these controls so those annoyances don't come up, but they feel clunky in Super which demands the increased control of the original buttons.

2. Distance needed to shinespark without glitches is way lower, to where it's incredibly easy to skip rooms with obstacles like the way to the Wrecked Ship. SM's design is balanced so that you can't break it on your first playthrough without prior knowledge, so that beginners don't get stuck or get to areas before they're supposed to.

This is incredibly important because Super Metroid locks the door behind you only when it's trying to teach you something. (and as a sidenote, if you play Super for the first time I promise you you're not going to get softlocked. Don't reload, you're not stuck).


Example 2 is a microcosm of why I don't like all the other "rebalancing" changes from Redux.

Lastly, the extra GBA heavy physics patch is just an insult to the original. This is the most fanboyish thing I'll say here. Super's floaty controls aren't imprecise and you will get used to them. And personally, they're more immersive in the world of Zebes (which I believe is supposed to make the game feel more alien, despite it being changed in Zero Mission to fit Fusion's engine and the GBA screen). The maps are bigger, so it actively undermines the experience. Anyways, I didn't play with it on, but I mention it because it looks tantalizing to new players who haven't gotten used to the classic control style.

Notes on this playthrough: I played up until Draygon on hard mode. I only didn't finish Draygon because I rushed through and only had 3 e-tanks. I like the inclusion of a hard mode especially since it's optional, it adds a new way to play where you can't rely on tanking hits as much.

Absolutely phenomenal game. Everything is an improvement on 999. Better escape rooms (gameplay wise). Better development of the characters and plenty of twists, mysteries and puzzles that really get the brain into gear.

Such a solid game with tons of amazing story beats and an ending that completely blows my mind. This game is incredibly thought-provoking and much more sci-fi oriented than its predecessor and I honestly prefer that. It tells its story in an incredibly unique way and that's what makes me love it so much.

THOUGHT PROVOKING VIDEO GAME, THIS SHIT WAS CRAZY IDKWHAT THIS BRO UCHIKOSHI WAS DOING WHEN MAKING THIS GAME BUT ITS SO FUCKING GOOD BRO THEY ULTILIZED TELLING THIS STORY THROUGH VIDEO GAMES PERFECTLY. thats all i can . play this game.

This review contains spoilers

5.5

Writing really irked me this time around. So many conversations are spent talking in circles and characters always talk about how they're feeling but they never really show it. (There are a few clever moments building up Sugiura's relationship to Emi Terasawa but that's all I remember.) Kamurocho also isn't very engrossing. The side-content ranges from boring to bad, some aspects don't even fit Yagami (Friends system). Pacing is awful, lots of Cutscene->Rest at Yagami Detective Agency->Cutscene->Rest at Yagami Detective Agency->Fight->Rest at Yagami Detective Agency, feels so much slower coming off of Kiwami 2 which has 3 more chapters. Didn't enjoy the replay which disappoints me because this used to be my favorite game in the series.

Enjoyable when viewed as a holistic product and as simply a gameplay loop. Frustratingly, I never got the impression of the game being particularly "punk". Night City's fleshed out just fine, but the commentary on late-stage-capitalism didn't hit as hard as I wanted. Unfortunately I'm the kind of person that primarily plays RPGs for their storylines and I wasn't too impressed with this one. Will probably replay and revisit, especially the Phantom Liberty DLC.

I do appreciate the lack of DRM. Getting the game off GOG was a seamless experience.

This review contains spoilers

Being blunt, this is a remake I love very much, yet have reservations on all the same. This game is a retelling of a story that’s inherently important to me about living your life to the fullest despite its brevity. It’s common for people to say Persona 3 is this depressing game entirely about death rather than that it’s about life, complete with mortality and its potential brevity, is a gift and what matters most is what we make of the time we’re given and how we impact others in that time. Life is about sharing joy and sorrow, and spending time with others and impacting them. Though our main character’s life is short, this is not some heart wrenching thing to dwell on. Though told through a game which poignantly uses suicide imagery to awaken the titular powers, “Memento Mori” means to remember we are mortal. The game opens with a statement that you have a year to live, and as time flows by rather quickly, you realize that you’ve lived an entire lifetime’s worth of experienced in that one year. There’s beauty in that. You simply figured your life out before the rest of your friends, and while that may be sad, I needed this game a lot at the moment, since in the wake of losing my dad last year, I’d felt pretty lost in my own life, debating on letting it just reach an ending too. Of course, that wasn’t a constant feeling, but having a game tell you that life is a gift meant to be shared with others is helpful. Though it can be brief or long, it is meant to be shared, and that mortality is a beautiful thing that lets us make the most of the time we have, and to live it to the fullest, like each day could be our last. What matters most is how we use our lives, not how long they are. Mortality is tackled in two ways I’d like to highlight, namely from the characters with reduced lifespans like Akinari and Shinjiro, and from Aigis, a robot incapable of aging. Akinari’s story is of him accepting his death from a genetic disease at a young age, but using his last days to create something meaningful through writing a childrens’ story which is allegorical to his own life. Though his life is one many could mark as simply sad and depressing, Akinari represents someone living a short, yet full life, who lives on and impacts others through his work, with his story being shown to have become a rather famous one by the time of Persona 4. Shinjiro is someone who seeks to atone for inadverdently killing Ken’s mother when his Persona went berserk. Though he initially does this through suppressants which shorten his lifespan, his changed resolve to fight to protect Ken and eventually die for him to atone is a powerful one which changes the course of the entire narrative. Shinjiro touched others regardless of the length of his life, and taught them to fight on and keep living—even making Ken realize suicide would not be closure. In a lot of cases, we are asked to pity characters like Akinari and Shinjiro, but Persona 3 flips this. These characters are very blatantly disabled and with shortened lifespans, but they are not inhibited from living to the fullest due to that. Media tends to be subtly ableist in such regards, but Akinari and Shinjiro represent the ability to live one’s life to the fullest no matter what, whilst also serving as micronarratives of our own protagonist and his eventual death at the end. Aigis, meanwhile, learns to become human and feel human emotions through spending time with SEES, but her social link is a reminder of mortality being a beautiful thing, as she cannot age, or die naturally. Aigis is able to connect with and befriend her team, and even experience love, yet is doomed to outlive her team. Of course, she realizes her life is still beautiful and meaningful, having realized from a near death experience that she wishes to live, but there’s still an inherent tragedy to the fact she can’t die naturally. Mortality is what allows us to derive meaning from our lives and live them to the fullest, as again, any day could be our last.

To talk about negatives, I’d like to preface that I do think the game is mostly gorgeous and capable of looking great. The bulk of in-engine cutscenes look excellent and are directed well, the new models are very expressive and well animated, the menus andui and their live-2D aesthetic are stellar, and critical cut-ins and portraits look great. However, there are times the game feels nauseatingly bright. I lowered brightness by three stages, and I felt this made it much better, but some areas were lacking in the dinge or grime of their original counterparts. Namely, Iwatodai Dorm is now so bright, that coupled with its green and red aesthetic, it looks like a salad topped with tomatoes. Other times, the lighting is so bright that the shading on the models fails, so you’ll see them very stiffly outlined, without textures. This is most apparant in a scene where Junpei shines a flashlight on himself, and during the beach trip. Otherwise, I feel as though the cutscene direction is decidedly weaker in a couple of spots. Namely, the original opening, which showed you arriving to the Dorm and signing the contract during the Dark Hour, which gave a sense of foreboding atmosphere, is altered now. Instead, the bulk of arriving at the dorm is done through gameplay this time. The haunting shot composition of walking through coffins, or Pharos eerily demanding you sign a contract is lost, and I fear that greatly tarnishes our first encounter with the Dark Hour. Similarly, the scene where you awaken your Persona and unleash Thanatos and the Death Arcana sealed within you against the Magician was initially shot choppily due to limited resources, yet directed as such to give it a horrific atmosphere as the protagonist’s first exposure to shadows. In this case, said scene is done in-engine, and flows fluidly, not allowing the brutality of Thanatos to ne displayed nearly as efficiently. Though the initial scene decidedly invoked dread, the new one feels far more fluid and less hectic, not leaving time for dread to set in. While most of the new 2D cutscenes look good, some come off as jarring or just bizarrely placed. Did the budget need to go toward a cutscene of Yukari showering before the Lovers fight? Or toward a choppily animated sequence of the group debuting their (admittedly really cool) new SEES uniforms? And the absence of The Answer (though leakers say it will be DLC) feels like a bizarre choice on release when the game opts to remake the Persona 3 FES story and content. It is the conclusion to SEES story, and an epilogue of sorts. It’d be nice to include it with the base game, considering you are paying 70 dollars for a remake of a 17 year old game. Losing the female MC from Portable is a thornier situation. Her story requires a new set of voicework, new characters, and new songs, so I understand its exclusion. However, she does deserve to be in a game with proper cutscenes, and told a unique perspective of the same story. Her seemingly not even being DLC is quite sad, and her inclusion was something that was important to transfem fans, like myself, women in general who wanted to immerse, or anyone who wanted to romance a male character. While I don’t see the protagonist as an extension of myself in P3, and moreso as a vessel we get to play the game through the eyes of, her perspective was interesting all the same, and will be missed, though it is not a dealbreaker for me. It just means Reload, while great, isn’t really “definitive,” nor is any version of the game.

The new soundtrack is divisive, with a lot of people being torn on it or disliking it. I’ll be up front in saying I prefer the original OST, and understand such complaints. However, a lot of the altered remixes are referencing the Reincarnation versions of songs, and I find that to be neat, though I don’t always click with the new vocals as much as the original. However, some remixes are standouts. The new Changing Seasons vocals are great and really give it a nice vibe, and the Master of Shadow remix is an absolute jam. I think the newly added songs, like Full Moon Full Life, Color the Night, and It’s Going Down all sound great, though. They feel natural and are never at risk of being stunted by a point of comparison. However, lacking any toggle for the original soundtrack, even via DLC, is bizarre. This is ATLUS. You’d expect them to have some penny-pinching scheme.

The voicework here is stellar. It’s controversial to have the cast replaced, but homages exist with most of the original VAs having minor vocal roles. Zeno Robinson’s Junpei is a standout, with his vocal range being incredible. He’s able to be funny and extremely emotional, and it is amazing. The entire cast is exceptional, with other standouts like Justice Slocum’s Shinjiro and Shelby Young’s Yuko feeling so natural to listen to. Props to Aleks Le for juggling voicing both the protagonist AND Ryoji; doomed yaoi with your own characters is very awesome.

As for positives beyond the story and voicework, I’ll talk about the overhauls and new content that made me really click with this remake. Firstly, bless and curse skills are reworked to be like like they were in Persona 5, so characters like Ken and Koromaru are so much more viable when their main elements aren’t just instakill related. The shift (this game’s baton pass equivalent) and theurgy systems’ inclusions worried me beyond belief initially, as they could have turned the game as easy as Persona 5 Royal was. However, that wasn’t the case here. Though every character can shift, any boosts from it, such as SP or stats, are tied to skills or items, and are not as easily and openly forced on the player, so it creates an excellent form of that mechanic. Similarly, Theurgy worried me in that it could function like Royal’s Showtime mechanic, being a well-animated win button in most fights. This wasn’t the case. Theurgy became something I would conserve for tougher fights and strategize around, delivering stronger attacks yet never instantly winning boss battles. In fact, boss stats were designed to accommodate the function, making it even more welcome of an addition. Smaller gameplay tweaks exist in the form of characteristics, which are latent buffs characters gain once hung out with at the dorm a select amount of times, and these are nice conveniences as well. Be it absurd SP nerfs for healing like Yukari, or turning Junpei into a critical hit machine, these characteristics are extremely fun to work with and help to make all of the cast feel viable. The most standout aspect of the new content, though, is the additions it made to the story via added scenes and Hangouts. Added scenes help to characterize the antagonists, Strega, especially their leader, Takaya, far better than they initially were. Takaya’s paralleling with the protagonist by presenting himself as a false-messiah of sorts makes him his most intimidating yet in this version, with more scenes existing to contextualize him and his beliefs and role in the story. Hangouts were created as story content for the male party members and Ryoji, as they wouldn’t have social links without the female protagonist. While I’m of the belief that the SEES members in general don’t need social links due to growing and developing constantly within the story, hangouts serve as excellent supplementary material and characterization for them. It’s emotionally fulfilling to learn what these characters stand for and bond even more with them, and even adds extra personas upon completing hangout chains, as if to treat them with the same respect as social links. If you love these characters, you will love the hangout feature.

Ultimately, Reload is near and dear to me. It has flaws, and I’m going to be open about that. Part of me wants to say “fuck you, it’s a 5/5,” but I am too open about the issues I have to do that. That doesn’t mean I don’t adore it, though. It’s just a case where you’ll experience Persona 3 in one of three ways. What you consider “definitive” is perhaps up to you at this point. As it stands, we have 3 versions of this story, and all are worth playing on their own merits.

Around 10 minutes into the game, there’s a cutscene showing Kiryu navigating his modern day life; as every second that passes showing just how hollow he’s become. Every semblance of human connection has been lost, every thread has been cut. The smiles on the faces around him don’t matter, or rather he won’t let them matter. All he can do is submerge himself in vices that are probably accelerating his incoming diagnosis. Yet despite his somber face, even when the feeling of melancholy literally bleeds through the screen, you know he is content. He chose this. This is nothing more than a culmination of every decision he’s made since the late 80s, being defiant at every single turn. Ironically, his only escape was death itself and he denied even that. His entire life he’s followed nothing but the way of life that is the Yakuza, even when he stated otherwise.

The most restrained entry in the series yet. Every time it feels the façade that is Kiryu’s current life is about to be shattered it purposefully holds itself back, putting its hand on its own shoulder and telling itself “Not yet”. For a franchise as bombastic as Yakuza/Like a Dragon, a lot of the games are defined by their tendency to explode and it’s precisely because of that absence that The Man Who Erased His Name works so well. That tendency to not go overboard works in its favor, yes it serves to tease the audience but when it does finally get to the parts when it lets loose you realise that it really doesn’t have much to show with a lot of it being what you’ve already seen in the previous main entry. This isn’t Yakuza 2’s sprawling conspiracy, this isn’t Yakuza 5’s thesis on dreams, this is the dejection of Kiryu Kazuma and what he has become.

The grand finale isn’t the traditional Yakuza one. Yes, two shirtless men are duking it out over their ideals but no amount of blood-pumping fistfights this game could have ever offered will top what Gaiden leaves you with. There’s a reason why so many people I know say that they’ve teared up at it, because it’s a release of every emotion that was bubbling under this game’s skin itching to be let it for the whole 15-hour duration where you’re left with nothing but tears of the strongest man in this franchise’s history. It’s an end to the denial of Kiryu’s true nature, showcasing just how far he’s fallen and how deep his love really runs. Every game in the series follows the lengths of his stubbornness and this game is no different, he is still steadfast in what he believes but at the end of it you realise that there’s a limit, that at one point he can’t do this anymore.

As the camera comes up to his face at the end, as his head turns around, you see the glimmer in his eyes and the slight smirk on his face. You see a renewed hope inside of him, you see Kiryu Kazuma as he once was. You see The Man Who Erased His Name.