Import: Ryuu ga
Gotoku 5: Yume Kanaeshi Mono (PS3) Review
So you know the deal, Ryuu Ga Gotoku/Yakuza is a Japanese
take on the open world game that is primarily narrative focused. The open world acts as a setting for various
distractions and mini-games rather than a sandbox that lets you chaotically
have your way with it; the world is not your oyster but there are plenty of
oysters to be found.
The newest entry is for
better and worse a Yakuza game
through and through. It still has the
same bizarre mixture of comically absurd machismo and borderline implausible
scenarios for side-quests but at the same time the formula is beginning to show
its age; it's become obtuse with dozens of game systems that require too
much up front explanation, the story and game elements exist (almost) in two
different universes and this time around there are a host of technical issues
as well.
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Ryuu Ga Gotoku 5 is a massive game; 5 cities, 5 protagonists
and a 40-50 hour story (making the game around twice as long as any other entry
in the series). Each protagonist has
their own 10-ish hours long story which details what they have been up to
since Yakuza 4 and pushes each of them towards a fateful reunion in Kamurocho.
The Kiryuu and Saejima stories in particular are the
highlights of the game. In Kiryuu’s we
get to see him having realistically moved on from the orphanage to living alone
under a pseudonym. His struggle to keep
his old identity a secret and just move on means he keeps everyone at arm’s
length and it makes for some very interesting character drama; Kiryuu’s stoic
character is transformed into something more interesting simply by the change
of context. This culminates in a brilliant
battle royale of Dynasty Warriors’ proportions.
Saejima’s story sees Saejima turn himself into the police
to continue serving his sentence from the last game; a kind of self-imposed
trial by fire that Saejima sees as necessary to toughen him up before he assumes
a big role in the Tojo Clan. He spends
the majority of his time paired with a new character who acts as a little
brother to Saejima; this character pairing provides Saejima with the sounding
board necessary so that his convictions, acceptance of the Yakuza way of life
and sense of honour can be explored.
Akiyama’s story feels somewhat forced in because…well, I
guess you have to find a way to fit someone in when you accidentally make them
a fan favourite.
Newcomer Shinada is one of the most interesting characters
of the bunch and his back-and-forths with the antagonistic loan-shark Takasugi
makes for some really great screen chemistry between the two. Unfortunately his story arc is only
tangentially related to the core story and it wouldn’t have been that strange had it been entirely omitted.
Shinada is a character you will definitely want to see more of the
future though.
Each character has their own fighting style and…well, it’s
Yakuza, you know the drill right by now.
There is very little in the way of new game mechanics here that fundamentally
mix up how you approach the game; you now have Climax Heat moves (which you can
activate after building up a bar powered by regular Heat moves), you can learn
how to turn meals into enduring buffs (going over 100% health, ATK up etc) but
all of these things simply add more layers onto the same game you’ve been
playing.
Fortunately the above changes to the game systems don’t
detract from the game itself. In other
areas however, it feels like the side-content and main-content are at war with
each other. For example you get
desperate call for help, the music changes to something high tempo and you rush
to aid the caller…only to have your route cut off by an obnoxious unavoidable
side-quest/new mechanic tutorial. The tutorial in question also happens to be
comical, and totally at odds with the serious situation it just interrupted;
making it not only pace-killing, but mood-killing as well.
But it gets worse.
NPCs often spend ages unnaturally explaining the mechanics of an
upcoming section to you (and in some sections the mechanics are never used
again). Upon entering the gameplay
segment the game spits out the same advice again but in the form of a formal
text tutorial. In one section I was
tasked with delivering ramen on behalf of an old-man that had slipped on some
ice; this was an unsolicited mini-game that I could not avoid. After receiving an unhelpful double-layered
explanation I proceeded to fail at the mini-game (which was over far, far more
quickly than the tutorials/explanations) and the side-quest ended with no
option to retry. The whole thing came of
as clumsy and over-engineered.
The level of explanation is so great (and cumbersomely
presented) that the developers even included the option to toggle the level of
text-hints. And even at the lowest level
you are bombarded with them. This really
begins to bog the experience down when you get to take control of Haruka
mid-game as all her mechanics and gameplay systems are new which necessitates
tutorial after tutorial after tutorial.
It’s perhaps not surprising then that one of the best
sections in the game is Saejima’s story; there are almost no side-quests
because there are no NPCs to act as side-quest triggers. The moment he enters a town though, all that
goes out of the window. This is made
worse by the huge number of arbitrarily placed invisible walls which limit
where you can cross streets (making navigation a chore). In addition the large number of NPCs in these
areas not only drag the framerate down, but make navigation slow and awkward;
it is hard to feel immersed in the world when you have to resort to knocking
NPCs over like dominos to be able to move along the narrow pathways.
You can’t help but play the game (after it’s mammoth 8GB
install) and feel that it is a technical dinosaur. The NPCs crash the frame rate, indoor and
outdoor areas are still separated by load times, and the transition between
fights and exploration is awkward. The
developers talked up the new smoother shift between the two but it only works
sometimes; you walk into an NPC, the NPC turns around pissed and walks up to
you demanding a fight, fists go up and start flying; that is how it is supposed
to work and 1/10 times that is how it goes down. More often than not though you will trigger a
fight, the game will freeze for a second and then an NPC will approach you
looking angry, the game will freeze again whilst the fight loads, and the NPC will
take that opportunity to awkwardly switch to their default expression (normally
a really awkward smile), you wait for the HDD and disc to finish chugging the
necessary data out and when the game is ready to progress, the NPC, having
finished their aggro-break, returns to their fighting expression.
It’s not just from the technical perspective that the seams
of the game are really apparent.
Different game mechanics (chasing someone down, fighting, driving) feel
like they all exist in their own self-contained boxes and each part feels like
it was made separately from everything else.
There are times during the story where events unfold unnaturally so that
they inevitably culminate in either a fight or a chase sequence because…well,
that’s all the developers have as far as gameplay goes. Whereas many games these days allow for smooth
switching between running, gunning, fisty-cuffs, driving and so on, Yakuza has
a different rule set for each style and feels awkwardly outdated for it.
The game feels like it was assembled piece-meal with little
regard for how all the pieces would fit together in the end. If I had to describe Yakuza 5 to someone it
would be tell them that it plays the way people who don’t play videogames think
videogames play: it’s awkwardly game-y with different ‘game’ elements (exp,
button prompts, UI elements) that have all been put together rather
haphazardly.
This is one game that doesn’t
need to be localised and makes for a great allegory on how Japanese game development has fallen behind the west.
SCORE: 5/10
The game has some really interesting parts on the story that just about stop it from being an outright bad game, but the technical issues and increasingly outdated presentation drag it down from being good either. You can probably find something better to do with your time.
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