Showing posts with label yakuza: dead souls. Show all posts
Showing posts with label yakuza: dead souls. Show all posts

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.

Wednesday, April 17, 2013

Yakuza Dead Souls Completion


Another Yakuza game completed, kinda wish I took a snapshot of my Kenzan completion too now but I remember there wasn't much of a statistic data compilation displayed at the end.

Tuesday, April 24, 2012

Damned Weekly Offers

My friend in Singapore was a little surprised when I didn't pick up any games during my recent trip there last month. I suppose this is because he has seen me at my worst, splurging on video games to the point he had to treat me to dinner afterwards as I simply couldn't afford such a lavish meal on my last day there. Yeah I know, I'm embarrassed by that so I made it a point not to let that happen again (the splurging of course, not the lavish meals...)

This time there were a couple of close calls like Shadow of the Damned and No More Heroes Paradise but ultimately it just wasn't as cheap as it looks after converting the dollars. I ended up having enough for a lavish meal this time even though we just had some rather affordable greasy burgers instead.

Today's Play-asia weekly special is pretty enticing, in fact they have been on quite a row recently offering Binary Domain and Never Dead just weeks after release. This week is the big kahuna, Yakuza: Dead Souls as well as Shadows of the Damned on the daily special. The only concern is Shadows happens to be the Japanese version and I didn't have time to see if it was import-friendly or not. The time was 3 hours away from the daily special expiring and there were only a few copies left. Ultimately I just had to take the chance, it's about as cheap as you can find the game selling here and just a tad cheaper than it was in Singapore. Of course, this wouldn't be a story if I failed to mention the hero's trashy looking girlfriend appearing on the cover of the box art as she was curiously absent from the others. Never underestimate the power of the string, my friend. Now it's time to make some room on my hard disk and game cupboard for my bulging collection.