Infinite Wealth continues off with new main character Ichiban Kasuga's second outing in the formerly named 'Yakuza' franchise this time with returning icon and legend Kazuma Kiryu in tow.

Now, I'm someone who relishes in the series' old combat style and tone - with a silent and stoic protagonist, beat-em-up combat and then the quirky and stupid relegated to the side quests and supporting cast. However, I've begun to really warm to this shift of embracing the kooky, whilst allowing the main character to have their serious side (as shown throughout both LaD7 and Infinite Wealth).

What helps this time, especially in terms of the combat, is the much needed improvements to the turn based style. No longer are you constrained to a single spot - you can walk around freely in a small circle area which provides proximity bonuses if coming close to an enemy - or - combo bonuses if close to a party member with whom you have a good relationship with. Eventually, it ends up being a massive help - managing to get combos going and then follow-up attacks from other party members can really shift how a battle is going.

The story I don't need to comment on. It's a Like a Dragon/Yakuza game after all. It's got heart, it's got comedy, it's pure soap opera goodness and worth every single minute of lengthy cutscenes that the series is known for.

As expected from this series there's a whole host of side content and by a whole host I mean a l o t of side content. This time Ryu Ga Gotoku decided to spoof off a bunch of popular Nintendo IP's from a Pokemon Snap "clone", where you explore Hawaii on a tram and take pictures of muscle men in tight undies being lewd across the island to a full-blown Animal Crossing moment of having "your own" island resort to build up to a 5 star resort (of course, with it being Like a Dragon, it's got a campy and zany twist to it). I could honestly go on for hours about just how good of a job they did with Dondoko island and how unnecessarily in-depth they went with it or how I spent a good 10-15 hours of the total 50 I played of this game just building my resort but, I think it's best to just experience it.

God I can't wait to see what they do next with the series.

Supraland is not the usual game I'd delve into. Mostly because I usually s u c k at adventure-puzzlers, however, my partner had played and loved it and seeing him do it made me wanna give it a go.

Turns out, it's actually very enjoyable. The main issue I had with it, is there's absolutely no hand holding whatsoever - you're pretty much just thrust into this world (okay, there's some, with arrows saying go here, but how you get there is kinda vague - at least for my small brain).

I do however, enjoy how many upgrades you get that just make the whole thing incredibly fun and easy to traverse / kill enemies. There's also plenty of 'creative' puzzles to solve that as in most puzzle games, have stupidly simple solutions that are in clear view but just never actually come to mind right off the bat.

Also, the Crash DLC is genuinely fun too - removing basically all combat and turning it just into a strict puzzle/platformer was an interesting choice, but one that absolutely paid off.

Ubisoft releasing a somewhat enjoyable and concise Assassin's Creed game? for once? jesus christ are they okay over there?

Not once did it overstay its welcome and actually became enjoyable because of it. Sure, there's still a lot "wrong" with it - they said a 'return' to the old Assassin's Creed gameplay but, it's quite literally just Valhalla's combat and exploration with two things thrown in to make you feel nostalgic (and honestly, I don't want them to return to the old games - I replayed them the other year and they did not hold up well).

Now, do I want Odyssey and Valhalla levels of grandeur and sizeable empty and lifeless worlds to explore? no, not at all. Do I want a little more scope than Mirage offered? Yes, absolutely. Sure, Mirage does indeed have - outside of its city - a barren world with not all that much to offer, but this could easily be resolved by having just an ounce of like.. yknow.. side content out there, make the world alive outside of two side quests per region.

That's the main issue here, they have scaled it all back but they haven't balanced the content to match the world scale.

But hey, it's a step in the right direction - and I enjoyed playing an Assassin's Creed game to platinum status after just 25 hours instead of 100+ for once.

Despite originally panning this off when I first heard about it and saw it as looking like a "kinda crap, generic open world experience", after actually playing it I'm annoyed.

Annoyed that it's associated with a person whom I do not agree with their views nor support in any way because it's actually a very enjoyable game. The world is the perfect size for an open world game, giving you the freedom to explore it from the get-go, side quests unlock as you progress the story and there's a decent amount of them to do, but collectibles are pretty much all there from the start (not all, as some require things that are unlocked again as story progresses), but, I spent a good few hours right away ignoring my main "quests" just running around collecting. In fact, that's basically how I played the game, because it almost encourages you to do so.

The combat at a glance looked to me like it would be cumbersome and irritating, however actually playing it - it was fun. Being able to choose from a decent array of spells and mix and matching them during fights to keep the combo going - lifting enemies from the ground and just wailing on them to keep them in the air until they're down without you taking a single hit (whilst also timing perfect blocks/parries from other enemies around you) just felt so satisfying.

Hogwarts itself being fully explorable with hidden secrets around was also good, having changed it up from the layout you'd be expecting as portrayed in the movies it kept it fresh and exciting to find every part of the castle and its grounds.

The story is the one aspect I didn't care for that much. It's not that it was bad in any way, it's just that the side stories and the rest of the gameplay overshadowed it to me.

Never has a game held me by the throat and called me a dumb b'tch quite as much as The Talos Principle did.

So many times did I end up starting a new puzzle, staring at it for 3 hours and still come away with absolutely no clue how to solve it - only for the solution to just be right there, sat in front of me almost with an arrow saying "do it like this you absolute dumb'ss".

What makes that more frustrating is that it strokes your ego with plenty of simpler puzzles then it'll just smack you with a "tough" one.

The overall "story" touching philosophical themes of humanity was enjoyable, being able to actually choose responses to these questions posed to you and them affecting the response you get / game itself (ending wise, I think?) is a nice touch.

*potential ending spoiler ***

The final part being an unexpected timed section that I had to restart a few times before I realised was annoying as hell. It took me genuinely 4 attempts before it became obvious to me that I had to do it all fast otherwise I'd end up dying and having to do it all over again.

Weirdly the only 'Metroidvania' (If you can call it that) that I've actually managed to complete and I think it's because it barely counts as a Metroidvania.

Carrion is a lot shorter than I expected it to be, I was expecting around 10/12 hours and ended up completing it in 4. Is that a bad thing? No, not really - short games can sometimes be very good in not outstaying their welcome and enjoyment. However, I really wish there'd been just a bit more to it.

It was fun to play as some kind of alien creature escaping a governmental lab that increases its mass by consuming people before then burrowing part of itself within walls to 'expand' and take over the facility (which, non surprisingly act as checkpoints).

Controls did get a bit annoying the larger you got though, with the final tier having me confused as to what end of the creature I was moving and ending up with annoying deaths as I'd have part of me within the room full of enemies that had flamethrowers etc etc.

The scattering of lore thrown about the game - mostly in the form of controllable "cutscenes" - were nice, however, I still have not a single clue as to the actual story (if there is one) besides alien escaped and at some point (past or future) a scientist walked around the facility? - Maybe I just didn't pay attention enough but that's what I got from it.

Part of me thinks playing Far Cry games is self torture at this point.

I didn't enjoy 5 all that much - I quit 4 about 1/3 of the way through it both for the same kinda reason in that I just don't think Ubisoft makes great first person games, it always felt a little bit "off". (Though, I enjoyed Primal a lot.)

With 6, it took me a long break between playing it to actually completing it and when I did return to it, I ended up playing it on PC instead of Xbox for the final parts and when I say the experience completely shifted for me, I mean it. It shouldn't be shocking to say that a first person game played way better with keyboard and mouse, but here I am saying it regardless.

The only downside was that besides the sudden enjoyment I got from switching up control schemes (why can't I play with kb/m on xbox????) is that it's still a large map with locations to go to to "check off" before going to the next one to check off etc etc. none of which have any real consequence on the game, nor do they really progress anything.

The story was fine. Giancarlo Esposito was pretty much the only reason the story was fine as he was selling the sh*t out of Castillo.

Would I play it again? probably not. At least, not in any kinda hurry.

Who doesn't enjoy making pencils line up perfectly in height order, or arranging cabinets so that everything fits perfectly together or even pruning leaves off of vines to create perfect symmetry.

A little to the left is incredibly satisfying to play through, so much so that I wasn't even half way through the game when I bought the DLC for it because I knew I'd end up wanting more from it.

There's enough variation in each of the 5 chapters' levels - along with some levels having multiple solutions - to keep you engaged for the entire playtime (which, isn't very long - it can absolutely be finished in under 4 hours), but it has just the right amount to not overstay its welcome and become bloated.

Finding some of the solutions to the multi-solution puzzles can be a nightmare (especially with them being so obvious but it just not clicking), but overall quite rewarding when you do solve it.

I really enjoyed the first house flipper, with a stupid amount of time spent on it and all DLC bought on release so I was excited as hell for this.

While there is a lot to love with improvements to returning mechanics, there’s also some minor annoyances here. Painting changed from highlighting walls and holding left click for a couple seconds being adjusted to holding down and actually moving the roller around the walls was a .. choice. I don’t hate it, I just think it’s more time consuming and cumbersome.

I liked the new building mechanic though and I know this is probably why the paining was changed.

Graphically, it’s also a lot nicer this time around it was a little off in the first game and I’m glad furnishings don’t feel oversized anymore and all can snap to the new grid system! It made building homes and placing items down feel a lot better knowing i could evenly place things either side of a bed, or smaller decor items on a table uniformly.

There didn’t seem to be a lot of levels/story missions which was also disappointing, I was expecting there to be more than there was in the first game, but it was kinda over just as it got going. I understand the main “play” is to do sandbox or to buy the houses outside of the missions and flip and sell etc, but I enjoy having these set missions and doing them (yes I’m aware this time you can create, share and play others’ “missions” but some more standard story ones woulda been good).

Also, not including carpets (beyond essentially rugs) or any kind of blind / curtains was ? Confusing to say the least.

I wanted to love Atlas Fallen - I’d seen some gameplay footage here and there and it looked like something I’d love.

However, playing it - it felt a little … rough.
Animations were a bit stilted, combat never felt quite right and the platforming was too floaty to be precise for some of the segments that required it.

I still have no idea how to do the whole “animal leads you to treasure” side moments. Every single time I tried to do it, the animal spotted me, or surrounding animals would spot me and ruin the entire thing.

It feels so close to being something really good it just never quite gets there. Even with its story, it feels a little half baked.

I did enjoy the idea of targeting specific parts of larger enemies to destroy them though, and the fact parrying plays a huge role in combat. Also, having your weapon increase in size and damage as well as your attack speed go up with more time in battle/without taking damage.

The world is annoyingly kinda bland, it’s mostly just vast swathes of sand and then some trees / grass areas, with little variation or anything to make it really look beautiful to look at (there’s plenty of games with just sand areas that look damn good so it can be done).

I had fun with it, I just really wanted more.

Every now and then nintendo throws out a 2D mario that follows the same platforming formula with a twist and every time it’s so damn good.

Wonder follows that exact pattern - it’s a standard 2D entry and yet, the wonder flower twist adds so much to it. Sure, there’s repeated effects, sure there’s only really 2/3 new powerups but damn I had a lot of fun with this one.

Also, some of these levels become damn challenging (maybe it’s because I played the entire thing 2 player with my partner, who is a platforming expert whilst I am not, or it just is a damn challenging - in areas - game).

More of this please nintendo!!

It very much shows that Gaiden was originally intended as a DLC, but I’m glad it wasn’t.

It’s very short - even for a Yakuza/Like a Dragon game (In terms of story, not side content) and when you factor in the side content it makes up around the usual playtime of a mainline entry. But, I’m really not mad about it.

The story was inevitably coming, with RGG unable to have 6 as a send off for Kiryu and again, I’m glad it wasn’t - I’m not ready to say goodbye to him yet, there’s something about his character that is just so damn good.

The combat has once again returned to the beat-em-up style from the switch up Like a Dragon did to turn-based (I’m not mad at it, it’s what I’m sure we all associate with the series) this time with the new ‘Agent’ style allowing for some really stupid fighting thanks to the added gadgets. From throwing cigarette bombs to blow up groups of enemies, to zooming at them and plowing them down with rocket boots or just throwing them about with the spider wire.

I know Infinite Wealth will likely end up being the last Kiryu is in the series, but god I wish theyd do more like this, short and sweet but damn fun side adventures with him.

I was skeptical going into Like a Dragon - how would I feel about a series suddenly switching up its lead character on the 7th entry?

The first 5 or so hours also didn’t have me convinced - the Yakuza series always leant into the more “silly” side of things but had its lead be stoic and serious to balance things out. Like a Dragon takes the lead and also makes him a person who also sits more on the “unserious” side of things.

This is however, as I got more into it, actually enjoyable. It lends itself to the new turn-based combat instead of the beat-em-up type from the previous entries by making it a character trait. Ichiban sees the world and his “fighting” like his favourite video game - Dragon Quest, helping to allow for those quirky and weird enemies to fit into the world.

Ichiban does also have that emotional depth to balance out the character so it’s not all just crazy 24/7 (the ending may have gotten a tear out of me).

Not only did they swap out the lead and the combat but Ryu Ga Gotoku also switched out the main locale from series mainstay of Kamurocho to Isezaki Ijincho (Also featured in Lost Judgment), which is a decent size larger than Kamurocho.

Yet again, the story is just as good as the previous titles and really the main drawing factor for myself to play through these games, bringing in the fun and dramatic elements to truly create this video game “soap opera”.

The game also is littered, as expected, with hours upon hours of side activities and quests - from being a “Part-Time Hero” where you go around town saving people from trouble or providing them with items they’ve requested, to go-karting around the streets. Oh, and of course, sega arcades to play classic sega games.

Despite my initial scepticism of the drastic change of the series it’s certainly welcomed and needed to keep it fresh and engaging.

Probably the only game to have made me rage quit in quite a long time.

Jedi Survivor does improve a lot over its predecessor - Jedi Fallen Order, but, for some unknown reason sticks to the souls-like combat. Sure, it adds in new stances like dual wielding, double sided, pistol and saber etc. that change up how fast combat plays out - but the issue I had was that it still felt kind of "janky". They ramped up how many enemies there are in combat scenarios but never thought how this would just make it harder for "crowd control". Yeah, it's likely I'm just awful at this style of game but as someone who is not great at it, who likes the other aspects of it having to turn the difficulty down from "normal" near the end of the game did not feel great.

I also really, just for once, would like a star wars experience that's trying to do something new to not use Luke/Vader/other established character thrown in for a scene as a 'fan service' moment. The game doesn't need it! it works without it! stop!!!!

Now, positives. They expanded the worlds while keeping it to a nice small number of planets to explore. The collectibles still are kinda meh but they made it more open and enjoyable to get new abilities, come back, discover you've only done half the map etc. The story also is not bad! they made some interesting choices with it and Cal is still a 10/10 hot ginger.

(oh and there's so many bugs in this game it's unreal, the amount of ledges I fell from or didn't grab onto etc.... annoying.)

Would I like a third entry? probably not. Would I play it? probably yes.

After 4 and 5 both had multiple protagonists, 6 takes it back to just Kiryu being the main focus as part of concluding his “saga” (though, not so much anymore with Gaiden and Infinite Wealth around the corner).

While I’ve seen people complain that because it’s the first entry in the series to use the ‘Dragon Engine’ the combat isnt quite as good, I’d say it’s probably the best it’s been - excluding the ‘Heat’ actions, which, are semi replaced with an ‘Extreme Heat’ mode that allows you to do more damage (Hear actions are still present, but they barely appear anymore). It feels smoother and more responsive, and yes, sure, it‘s a little bit floatier than previous entries with the ragdoll physics but, that never caused me too much of an issue.

To me, 6 also had one of the better storylines of the series. Focusing primarily on Kiryu trying to protect his family (yet again, of course) whilst having some of the most emotional weight there’s been so far.

6 also moves the location again from Kamurocho (though, Kamurocho is featured at the start/End) to Onomichi - a city in Hiroshima.Unlike previous entries’ scenery change ups, Onomichi is more of a quiet, laid back city - less bright lights, more peaceful scenery.

This would’ve been the perfect send off for Kiryu if RGG had committed to it, with the ending having a dramatic (and quite emotional) conclusion closing it out the story from the previous 6 games (if we include 0). However, I’m not exactly upset that it’s not the last one Kiyru will be present for, he’s just such an endearing yet intense character and I’m not yet ready for him to leave for good.