- Joined
- Dec 19, 2019
- Location
- Tokyo
Pre-Yakuza 7 games were great because of the larger-than-life characters that suited the serious and unironic setting. Their actions were ridiculous, but it fit their character and the environment, whereas Y7 was completely the opposite.
I normally don't care about lore and all that nonsense, but a homeless guy, an unemployed driving instructor and a hostess (all of whom are painfully boring) defeating Kiryu in a fantasy fish-out-water scenario feels 'off' to me, like (forgive the comparison) turning The Godfather into a self-aware comedy. The previously wacky side quests have bled into main story/core gameplay and it has the tone jumping all over the place in Y7, from serious to wacky and back again. It's like if Haruka woke up with Kiryu's powers in Y6 and just wiped everyone out. A cool idea for a minigame or a PC mod, but I wouldn't make it the entire game.
I have two hopes for Y8 -
1) A return to a clear difference in tone between story/gameplay and wacky side quests.
2) In the knowledge that they won't go back to the action battle system, I would settle with them keeping the team of playable characters small and making the RPG battle system more indepth, 'cause I could easily see it becoming an overcrowded band of underdeveloped cameos and a regurgitated battle system, further diluting the product. The reason the card battle simulation minigame in Y6 was fun was because it was a crazy minigame, not the entire battle system, which Y7 basically morphed it into.
I don't have high hopes for the above considering RGG's iterative approach to development though, so I may just have to force myself through it and sell it shortly after.
I normally don't care about lore and all that nonsense, but a homeless guy, an unemployed driving instructor and a hostess (all of whom are painfully boring) defeating Kiryu in a fantasy fish-out-water scenario feels 'off' to me, like (forgive the comparison) turning The Godfather into a self-aware comedy. The previously wacky side quests have bled into main story/core gameplay and it has the tone jumping all over the place in Y7, from serious to wacky and back again. It's like if Haruka woke up with Kiryu's powers in Y6 and just wiped everyone out. A cool idea for a minigame or a PC mod, but I wouldn't make it the entire game.
I have two hopes for Y8 -
1) A return to a clear difference in tone between story/gameplay and wacky side quests.
2) In the knowledge that they won't go back to the action battle system, I would settle with them keeping the team of playable characters small and making the RPG battle system more indepth, 'cause I could easily see it becoming an overcrowded band of underdeveloped cameos and a regurgitated battle system, further diluting the product. The reason the card battle simulation minigame in Y6 was fun was because it was a crazy minigame, not the entire battle system, which Y7 basically morphed it into.
I don't have high hopes for the above considering RGG's iterative approach to development though, so I may just have to force myself through it and sell it shortly after.
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