Showing posts with label yakuza. Show all posts
Showing posts with label yakuza. Show all posts

Saturday, September 22, 2018

Yakuza Kiwami 2 (PS4) Review


Just as Yakuza Kiwami was a fresh remake of the original, the second Yakuza also gets its due.  Yakuza Kiwami 2 continues Kiryu's tale, and even uses the same engine as Yakuza 6.  It also boasts new mini-games, and some returning or refined ones.

The story continues one year after the previous game, and deals with the fallout of those events.  I like this aspect of the Yakuza story.  It might not always go the places I think it should, but it always moves forward, and lets time pass in a fairly realistic manner.  There are points where it feels like things happen just to make the story longer.  Personally, it can be a bit hard for me to keep a lot of the lore straight.  Having played 5, then Kiwami, then 6, and now Kiwami 2, there are a lot of story developments that I can't always remember the order of.  If I had the time, I'd re-play them in order to better sort out the time line.  This isn't necessarily a problem that others will face, but with the re-releases coming between the ending ones, I'm sure there are others in the same boat.  Thankfully the start of Kiwami 2 does have a memory sequence near the beginning, so you can hit the major points.

If you have played any of the other Yakuza games, the combat will feel familiar, as it is largely unchanged from the core experience.  You attack thugs, build up your heat gauge, which then allows you to unleash really powerful attacks.  It does seem like the developers are continuously refining the combat engine, making minor changes along the way.  This time, it feels like there are far fewer heat moves.  I still get them, but they feel much more situational, and I guess I'm just not in the situation for them.  Extreme Heat returns from chronologically later game Yakuza 6, but you have to buy it after a certain point in the game.  That's a bit of a pain, but I still like and use the mode.  I just wish buying a longer heat bar didn't make it harder to activate Extreme Heat.  Weapons are still very useful, but you have to store them after picking them up in order to actually keep them after a fight.  It's a bit cumbersome.  For better or worse, they give you tons of them in the enemy hideouts, so use them and throw the empty ones away.

While I will miss the plethora of heat moves, my biggest problem in combat is the dodge.  Blocking still only works from the front, ensuring I can't and won't use it.  So, I have to rely on dodging.  Trouble is, by default, it is terrible.  It's more of a timing thing, since Kiryu barely moves anywhere when dodging, which seems to go against the concept.  Trying to dodge for me usually did nothing.  In the skill menu, there is a way to increase the dodge distance.  Buying one level had such a minor effect, I checked to make sure I actually bought it.  That doesn't make me want to invest more points into it.  However, there is also a skill that gives you the ability to string multiple dodges together.  This was a much more effective way to dodge, and I could actually use it.  Too bad I had to go through half the game before finding and being able to buy it.

Kiwami 2 has a few more chapters than other Yakuza games I've played, but the chapters themselves feel shorter.  The only have a few story and battles scenes.  I think you are supposed to use the time between to wander around and do the side stories, which is pretty much what I did.  Of course there are many side stories, quests, and mini-games to fill your time.  Like the other games in the series, expect many hours of beating punks, finding locker keys, and helping out random strangers.

One cool and fun addition is the Majima story line.  No longer content to stay in the background (or attack you at random times), the cyclops now has his own mini-story and game mode.  It's really fun to use him, as he has a knife and lacks Kiryu's aversion to killing people while totally killing them.  Goro Majima just straight up stabs fools, and loves every second of it.  He doesn't gain experience sadly, but you can use items to heal.  He even has his own heat moves.  I like this mode, but unfortunately you are limited in how far you can progress in it until you complete more of Kiryu's story.  Since it takes place between Kiwami and Kiwami 2, this doesn't make sense to me.  Just let me run wild as the Mad Dog of Shimano when I want to!

Yakuza knows you like your mini-games, and Kiwami 2 brings them to you.  The Sega arcade not only packs in Virtua Fighter 2 again, but also adds Virutal On!  You can also help run a club, which is a lot more hectic than I would have thought, or play a crane game.  Yes, the virtual one is rigged too, but I've won it a few times.  The crowing achievement in mini-games has to be Toylets.  It's a mini-game that you play while Kiryu is taking a piss.

No, you didn't misread that, and yes, it's true.  There are two Toylet games, and they seem kind of simple.  Admittedly, I lost the first one I tried, but was unable to try again until I ate and drank to fill my bladder.  It's really weird to think about, weird to write about, and weird to play.  However, it does feel appropriate to the Yakuza universe.  Don't forget that probably every iteration has a sub-story to help some guy in a bathroom stall.

Like me, if you enjoyed the Clan Creator in Yakuza 6, you will be glad to know that it has...sort of returned.  Instead of Kiryu's clan, it is the clan for Majima Construction.  He truly is everywhere.  After the destruction and desertion of Purgatory, Majima moved in and is building his own paradise.  Unfortunately, some real estate big wigs know how "money" it will be, and are moving in to steal the plans.  Instead of being on the offense, you are defending your equipment from the endless thugs these construction moguls throw at you.  No longer will you buy generic units, but instead direct a small group of individuals where to go to either save your equipment, or prevent the enemies from reaching them.  So far it's pretty fun, but I do prefer the original.  Just as before, the enemies are Japanese professional wrestlers.  This time it's some legends instead of the newer guys.  It's still an awesome idea to include that kind of thing, and I'm curious who they will get next time.

Yakuza Kiwami 2 is an easy recommendation if you are following the Yakuza tale.  It looks great and plays pretty well.  Combat is again similar to all the others, but slightly tweaked to ensure it is not the exact same.  One day they will get it perfect.  Like all the others, there is a focus on the story, but includes a lot of side stuff to distract you.


The Good:
More of Kiryu being a badass, lots of things to do and punks to beat up.

The Bad:
Story drags on at times, combat is again tweaked from previous releases.

The SaHD:
My favorite part in any side story is when some dumb punk talks down to Kiryu.  You just smile as he runs his mouth, because you know you are about to whoop his ass.

(Review code for Yakuza Kiwami 2 was provided by the publisher)

Monday, September 4, 2017

Yakuza Kiwami (PS4) Review


The first Yakuza game that I played (and reviewed) was the latest chronological entry, Yakuza 5.  I am glad to get to play Yakuza Kiwami, which is a PS4 remaster of the PS2 original game.  I'll eventually get Yakuza 0, too.  New things were added to Kiwami, making it more than a simple remaster.

The story is actually a big focus of the Yakuza series, and the story of this game is good.  Some points are predictable, but I was interested and entertained the whole way through.  Although, Kiryu needs to stop leaving unconscious enemies laying around...you think he'd learn eventually.  Anyway, the remastered character models and graphics look great, and run super smooth as you battle thugs, rescue friends, and run around Kamuracho.  It does feel like Kiryu gets stuck on the environment a lot, which is noticeable, since you run around town a lot.

I loved the brutal combat in Yakuza 5, and fully expected to love it here.  I was mostly right.  You still beat up thugs with various kicks, punches, and grabs.  As long as you hit and avoid damage, you build up a heat meter which allows you to do special (and damaging) moves that usually look extremely painful.  Some are clearly deadly.  I would like it if the heat moves were on a different button, since there were times I used it when I just wanted to use the Triangle Button attack.  Kiryu can block and dodge, but so can the enemies.  And oh boy, do they love to do that.  It's really (not) fun to watch an enemy dodge/dash around 10 times while you do nothing.  Calm down, son!

I initially started the game on normal, but the enemies were sometimes annoying.  They would dodge out of the way of every attack while their friends took cheap shots.  They like to also have cheesy get up moves that would hit me, or attack right as I got to my feet.  So I bumped it down to easy.  Trouble is, that didn't really fix it.  There are still too many enemies that just constantly dodge attack after attack unless you are in certain styles (more on that in a bit).  You also fall down...a lot.  It's really annoying.  You can mash the X Button to theoretically get up faster, but it rarely helps.  There's plenty of fights where a gun guy hangs back and just picks you off, so you fall down and his buddies can land some more cheap attacks on you.  I'll fully admit I wasn't going to learn every in-and-out of the combat system.  If I'm playing on easy, I shouldn't have to.

Kazuma Kiryu now has different stances in battle.  I don't know if this was in the original.  Each is set to a different direction on the d-pad.  They also have their own strengths, weaknesses, combos, and heat moves.  While it's fun to switch stances, there are times when it's pretty much necessary.  Some enemies are only really hit by some styles.  Switching isn't as easy or fluid as I would like, since there are only certain times you can switch.  You can stand still to do so, but that makes you an easy target.  Bosses sometimes kneel down and you can use a specific style's heat move on them for big damage.  This would be cool, but they aren't specific to the enemy.  Oh, and they heal while down, too.  Not a good combination.  Overall the styles are passable, but not as fun or fluid as I think they should be.

While your attacks and stats are lacking in the beginning, there are multiple skill grids that you can spend experience on.  The main three - body, tech, and soul - use experience levels to purchase passive and active skills.  Each "ring" has a set cost, from 1 to 85.  Yes, 85 is a lot when you are starting out, but completing the later chapters will net you a few hundred.  The fourth grid is "dragon", and you can't spend experience to level it up.  Instead, you will fill out most of it by battling the Mad Dog of Shimano, Majima.  An added feature is "Majima Everywhere", where he can jump out and attack you, or interrupt one of your fights.  Strangely, it you don't advance it much, he doesn't really appear.  This is nice because your fights won't get a lot harder randomly, but bad because the dragon style will suffer for it.

The story mode will set you back 20-25 hours.  Mine was toward the end of that, and I didn't do much extraneous stuff, just some of the side stories.  The side stories aren't marked on the map as they are in the...later(?) Yakuza 5, so I may have missed some.  After the story there is the premium mode, where you can clean up various things, and also new game plus.  Nice.  Besides that, there are several mini-games.  Bowling, karaoke, slot car racing, a glorified rock-paper-scissors card game...you get the idea.  They aren't all my cup of tea, but the slot car racing was pretty fun.

Is Yakuza Kiwami good?  Yes.  Is it fun?  Yes, mostly.  I enjoyed the story, even if the combat didn't feel as good as Yakuza 5.  There are still plenty of scenes that sell Kiryu as a legit badass.  It's easy to focus on the story, and there are a lot of extra activities to do when you are done.  It's an easy recommendation for people like me that got into the series more recently, as the story is a central focus.


The Good:
Brutal heat moves, good story, and lots to do.

The Bad:
Fighting some of the bosses is really frustrating.

The SaHD:
I am totally excited for this studio taking a swing at a Fist of the North Star game, even if Kenshiro will have to do silly side jobs.

(Review code for Yakuza Kiwami was provided by the publisher)