Publishers seems to recognise the importance of good will among the consumer these days.
Take Yakuza 5 for example, when Sega announced the localisation of this 3-year old game, fans lamented that they were basically sending the game out to fail without a retail release. It was only months later when the game is about to release that the full picture is revealed. Sega never had high hopes for Yakuza 5 given the circumstances of the timing, it's Yakuza 0 that they are pinning their hopes on.
But in order to ensure that they don't alienate fans and leave a bad impression before 0, Sega knew they had to give Yakuza 5 a localization even if it means losing money. Now Yakuza 0 takes centre stage and will get a proper retail release on Sony's thriving PS4 console. It's in a good position to succeed unlike Yakuza 5. The announcement of Zero on the eve of Yakuza 5 release hopefully created more good will for fans to believe again.
Another prime example would be Zelda Wii U. With the NX announcement looming this year, many believe Nintendo will jump ship and release the new Zelda on the NX instead. They might very well do so but probably not at the cost of forsaking the original Wii U version. Sure, Nintendo has no legal obligation to do so and would only be breaking their word if they do. But Nintendo can't afford to lose anymore good will at this point especially when they are hoping this very same customer base will buy their new NX.
Releasing the Zelda Wii U is probably a losing business for Nintendo just like releasing Yakuza 5 is for Sega/Sony. It's only the big picture that is making these losses worthwhile as any clever businessman will recognise. Sometime you need to lose a little first in order to win later. Or sometimes, it's not about losing but maintaining the relationship that matters here.
Showing posts with label yakuza 5. Show all posts
Showing posts with label yakuza 5. Show all posts
Thursday, January 21, 2016
Wednesday, December 10, 2014
Digitally Yours
I would like to talk about a gaming trend that has became more and more prevalent over the years, digital distribution of games. Some say it will spell the end for brick and mortar game shops eventually though maybe not in Japan where they still love their game box arts and so fore.
The reason I'm bringing this up is because it's starting to affect me, several of my favorite series have recently announced digital-only distribution of their new releases. Unlike some other fanboys, I don't feel less ownership of the game if it's digital, it's just I would like to have some tangible to add in my proud collection. I do enjoy the convenience of not having to get up and swap discs when it's digital but to me, it's just a minor annoyance I would gladly put up with to own the physical copy.
Now developing games are becoming more costly and putting out a physical copy isn't as cheap as one may think, there are logistics involved and not just the mere cost of writing the actual disc. I get all that but I really wonder for the case of Yakuza 5, is Sega allowing the fate of the series to continue down this road? It's really a chicken and egg dilemma, are you going to able to foster new fanbase if you don't spend the money to put physical copies in stores and promote the game? Rebirth HD and Revelations 2 will sell on their own even if it's digital only as the Resident Evil franchise is huge so in Capcom's case, it's just a matter of Capcom trying to save some bucks by going this route (to be fair, Capcom did distribute Rebirth on disc in Asia region and also give a significant discount for the digital version of Revelations 2).
Yakuza is a series on its last legs in the West, each sequel has seen diminishing sales so it's almost like Sega is doing this just for the fans and not hoping to reach out to new fans. While I applaud Sega (and Sony) for doing this, I'm also sad that Sega is no longer interested in investing in this franchise overseas though it's probably been that way for some time now. Well I guess I will always have my Asian copies and now not have to worry about ugly box art on the western version anymore.
Labels:
Capcom,
Resident Evil,
resident evil: revelations 2,
sega,
yakuza,
yakuza 5
Saturday, January 4, 2014
Yakuza 5 Final Impressions
When Team RGG made Dead Souls, they clearly pushed the game engine as far as they could. In fact, I would say they over-exert the system resulting in frequent frame-rate drops and long loading time. Dead Souls is a low point in SEGA stellar series especially after reaching great heights with Kenzan (the first spin-off), it would be a shame if the game ends the series run outside Japan.
Yakuza 5 is a turning point for the franchise with a new game engine which will be basis for the next few installments in the series (Ishin appears to be running on the same engine). When you first play Yakuza 5, the difference is not immediately noticeable as there isn't a great graphic leap from previous installments. The improvements comes from a gameplay perspective which I will share from my observations having finished the game. Obviously there won't be any spoilers as I will probably cover the story some time later, now onto the improvements found in Yakuza 5.
1. The Gang Fights
Kiryu is a beast when it comes to fighting even with hoards of yakuzas, it doesn't matter how many they are Kiryu will always be the last man standing. The last few RGG games have big epic brawls but you can fight up to about 6 to 8 yakuzas the most at one time, the game will usually show a screen of more yakuzas stepping in before 'loading' a new wave of enemies. This time you get to fight them all, no screen to hide the loading if you can see them, you can fight them. This is a major step, big epic brawls are what RGG games are all about - just imagine how many more yakuzas the game will have on PS4 system.
2. The Chase Sequence
I can't remember when the chase sequence in RGG games started but it was really clumsy at the beginning and team RGG knew this as they kept improving it with each installments. It always felt ridiculous when you begin running around in the same 'laps' over and over again if you can't catch up to the guy fast enough. Now you can do more that just tackle the guy, you can execute a whole set of moves including a cool drop kick if you get close enough. No more laps too, the chase sequence actually covers a wide area of the city crossing through busy traffic and crowd (Did I mention the cars are no longer just part of the background?). Team RGG finally nails it right in Yakuza 5 but I wish they would focus more on tailing missions instead, which was introduced in the Kurohyou PSP game and seen briefly here in the taxi missions.
3. Seamless Transition
This was the big selling point before Yakuza 5 was released but I'm not convinced if it's a fully seamless transition to 'combat mode' when it comes to random encounters. It feels more or less similar to Yakuza 3 which was a big leap from Yakuza 2, there is still a loading time only this time - more enemies can join in or escape from the fight depending on how well you are doing. You are never quite sure how many you are fighting unlike in the past games' random encounters, it's always a fixed number of enemies you have to clear them all to win the fight. In Yakuza 5 if the remaining enemy gets scared and run off - you automatically win the fight, I can't really appreciate this feature so I'm writing it down last.
There you have it, Yakuza 5 improvements if you can't be bothered with the game or was not impressed by the demo. The last game engine was use for up to 4 installments so it remains to see how long team RGG will keep with this.
Labels:
naughty dog,
Playstation 3,
sega,
yakuza 5,
yakuza: dead souls
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