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This
reviewer only recently found out about Sega’s Yakuza series, known as
Ryū ga Gotoku (“like a dragon”) in Japan, which has been by many sources
classified as a roleplaying game pantheon, and has been around since
the PlayStation 2 era. The first and only prequel title to the
franchise,
Yakuza 0, saw its Japanese release on both the
PlayStations 3 and 4 early in 2015, although it would take over a year
for the entry to reach North American shores, coincidentally on this
player’s thirty-third birthday in 2017, only for the PS4. There are some
minor hiccups, but the prequel proves one of the stronger games of the
year released in the United States.
Yakuza 0 in parallel
follows the stories of Kazuma Kiryu, a fledgling yakuza, and Goro
Majima, a cycloptic nightclub owner, in Japan in 1988, with their paths
ultimately intertwining late in the game. There’s a surprisingly-high
story-to-gameplay ratio, the prequel effectively weaving a story that
feels like a Japanese version of
The Godfather, dealing with the
ins and outs of the country’s organized criminal underworld. There are
some narrative gameplay clichés such as unclear direction at one or two
points and having to wander around a quarter hour or so, but the plot
ends satisfactorily, telling the fates in the middle of the credits of
various major characters, and is one of the driving forces to play.
Fortunately for those yearning for solid gameplay to accompany an excellent plotline,
Yakuza 0
delivers, with Kiryu and Majima each having three different fighting
styles the player can change on the fly during combat with hooligans,
mobsters, delinquents, and whatnot that sometimes take notice of them
while they’re wandering the streets, not to mention storyline
antagonists. The protagonists can string together combos, with standard
attacks building up their Heat gauges, both able to consume it to
execute more powerful attacks at the right moments.
Subjugating
foes earns the player yen, which players can use either to learn new
abilities, active, and passive, in any fighting style in circular
grid-based setups, or buy consumables such as medicine at shops, the
game limiting the number of items the player can carry, although an item
box accessible at save point phones allows for storage of excess goods.
The battle system works well for the most part, with beating up enemies
being a very satisfying experience, difficulty mercifully being
adjustable, although one can easily miss split-second opportunities to
execute Heat attacks.
Yakuza 0 interfaces well with the
player, with easy menus and shopping, but retains the RPG tradition of
save points, with this reviewer, for instance, missing out on the first
save point and having to wait over half an hour before the next
opportunity to record progress, the sole other save opportunities coming
between chapters. Furthermore, while some text during cutscenes is
skippable, there are many where it is not, which needlessly stretches
out playing time for those who would rather read dialogue than listen to
it entirely. Interaction could have definitely been better but is by no
means a deal-breaker.
Perhaps the weakest part of the prequel is
its limited musical presentation, with very few memorable tracks, and
no music during many moments such as normal exploration. The
localization team left the voicework in Japanese, with voices definitely
fitting the characters. The sound effects are realistic, as well, but
the developers could have definitely cared more about the music.
The
prequel’s visual presentation, however, is very well above average,
with a high degree of realism regarding the character models and careful
attention to detail when the player sees their faces close-up during
cutscenes. Granted, there is an occasional storytelling method where the
characters’ lips don’t move at all to the dialogue, and some
environmental textures look pixilated when viewed close, but these
hardly detract from solid graphics that do the PlayStation 4’s
capabilities justice.
The game text is generally free of error
except maybe for one misuse of “it’s”, and retains Japanese honorifics,
but gamers can easily look them up online to see what they mean.
A
straightforward playthrough of the prequel, finally, can take players
around one day’s worth of playtime total, with plenty to stretch out
playing time such as trophies and a New Game+.
Overall,
Yakuza 0
was definitely a good start to 2017 in terms of gaming for North
Americans, with satisfying combat, general good control, an excellent
narrative, and solid visuals. It does have some issues regarding things
such as the unskippable text during many cutscenes and the conservative
musical presentation but is very much an excellent diving board into the
Yakuza franchise. Given that chronological successors in the franchise
will receive upgraded ports to the PlayStation 4, players will most
likely be able to enjoy the entire franchise on the system in the near
future.
The Good:+Engrossing combat.
+Easy menus.
+Excellent plotline.
+Solid visuals.
+Plenty lasting appeal.
The Bad:-Unskippable text during many cutscenes.
-Limited save opportunities.
-Unmemorable music.
The Bottom Line:A great diving board into the franchise.
Score Breakdown:Platform: PlayStation 4
Game Mechanics: 9/10
Controls: 7/10
Story: 9/10
Localization: 9/10
Music/Sound: 6/10
Graphics: 8/10
Lasting Appeal: 10/10
Difficulty: Adjustable
Playing Time: ~1 day
Overall: 8.5/10