After hearing all the internet-hype Yakuza, I decided to check out the second game in the series. I was actually quite surprised at how similar it was to Shenmue (considering that title’s commercial failure), but the modern-day setting seems to have helped it achieve success in Japan.
Here are the notable bits for the North American release:
— Gameplay-wise, Yakuza 2 feels very much like a Final Fight (or in Sega’s case, a Streets of Rage) RPG. Levels are gained, weapons break after a few uses, and combat takes place on a separate screen.
— The storyline of the Yakuza series has received quite a bit of praise, but it’s more of an over-the-top soap opera than a serious drama. The cast has a penchant for betrayal, characters never seem to die permanently, pro-wrestler types toss around grenades, and ancient castles transform into crime-lord fortresses.
— Unlike the first game, there is no dubbing and whole experience is subtitled. Probably for the better, too.
— The combat is fast and brutal, and filled with interactive components. The player can pick up just about anything not nailed to the ground, and the stuff he can’t pick up can often be used to execute custom moves (e.g., smashing an opponent into curbs, bike racks, etc.)
— Combat scenarios are not the only events that can happen while randomly exploring the city — side quests and even main storyline points are often initiated in this fashion.
— Leveling up is split into three categories, each one representing a linear path. Every step on a path quickly increases in cost, which does a pretty good job at balancing the player’s abilities while providing some customization options. The upgrades are not just statistical in nature either, granting all new moves to the player, e.g., the ability to drag around and attack downed a opponent.
— Somewhat predictably, firearms are relegated to the role of pesky spit-wad shooters, never posing any real threat and quickly running out of ammo without the ability to actually reload them.
— The game’s minimap is crucial to figuring out which buildings can be entered, with new areas lighting up as the narrative gives reasons to visit them. The full map is a bit of a pain to get too, though, and has a clunky interface that doesn’t showcase any of the landmarks. This proves particularly irksome in Kamurocho, which is quite a bit bigger than the relatively compact (and probably more suitable to the gameplay) Sotenbori.
— Completing side quests can have the added benefit of combat bonuses in specific areas (in addition to the regular rewards of finishing the quest itself). This is done through a quick-time event at the beginning of a battle; the people that the player has helped in the past will toss in weapons, initiating a cinematic event that usually ends with the defeat of one of the enemies.
— Throughout the game, AI partners will join and follow the player. During battles, they’ll freely engage the enemies and periodically hold them up, setting up special tag-team moves. What’s most interesting here is that they usually won’t finish off the enemies themselves, making sure that the player always feels like the hero.
— After a certain amount of enemies are defeat, optional “encounter” bosses appear in the city.
— If the game is left idling for an extended period of time, the camera zooms in on the protagonist who lights up a cigarette and ponders his current quest. Although a small touch, this is a nice way of reminding the player of his goals without breaking the suspension of disbelief.
— All boss battles are infused with special cinematic moments. These are initiated after a certain amount of damage has been dealt, and have the player rapidly tapping a button to power up his “super meter” to unleash a special attack.
— The underground coliseum contains even more twists on the combat system. Its battles are 3-fight tournaments filled with special modifiers — e.g., electrified fences, boxing-only duels, etc. — and unique enemies not encountered anywhere else in the game.
— The game world is filled with the various shops and nightlife attractions, each one providing various goods and services often accompanied by a minigame. What’s really neat about them is that they’re all interconnected and tied into various side quests. Even the ridiculously expensive brand-name purses come in handy when you need to increase the morale of your club’s hostesses!