I've always been a fan of J-RPGs. So much so that I was shocked
playing Dragon Age: Origins when Leliana invited me to her side of the
camp and announced indignantly that she was less than happy with the
fact that I was cheating on her with the Swamp Witch. What? You saw me
go into her tent? No, no, haha, nothing like that, I was merely showing
her the wonderous support provided by a bra whilst the two of us played a
jolly good game of chess, Leliana, my dear. I'd never even think of
becoming romantically involved with a woman dragging around a 3000 year
old umbilical cord smelling like a Chasind wench... This point's getting
away from me, isn't it? What I'm trying to say is that it's good to
play a game that takes the J-RPG stance on how to treat women. I like to
imagine the expressions on the hostesses I've repeatedly told I would
stay away from hostess clubs while the two of us are going out as I walk
into the club and designate a different hostess, the bubbling rage they
feel when I rescue this different hostess from whatever peril her
endearing character traits have brought about this time around, her
nail-biting horror when I drag the new hostess to the privacy of the
hotel district, presumably to show her the wonderous support provided by
a bra and for a jolly good game of chess.
Yes, from
the institutional ingrained sexism to the food with the consistency of
snot, from the hideously cute cartoon animals to the men who roll their
R's when angry, from the overly bouncy 'punks' to the statuesque, stoic
'cool guys' whose main tactic in winning a fight is standing as stock
still as possible in an attempt to fend off Japan's natural T-rex:
Godzilla, from Tokyo to Osaka this game is as Japanese as it possibly
can be without selling its underwear and dressing as Lelouch. And I love
it.
One of the things I love most about Yakuza 4 is,
in true Hideo Kojima fashion, the game isn't afraid to stop for five
seconds and to tell the story at a proper pace. Cutscenes are long in
places but only because they need to be, if the story wasn't any good it
would be a real pain, but the game far from disappoints there, with the
story being one of its strongest points. I won't try and explain it
fully, there are so many double-crossers, triple-crossers and ulterior
motives that I'd be in very real danger of going cross-eyed, and what
little gaming skill I have at the moment couldn't take such a blow. Just
trust me when I say it's worth every yen and more.
Gameplay
on the other hand is a double edged sword. Not literally, Akiyama does
not at any point in the game pull a Darth Maul and decide that sometimes
one light-saber just isn't enough compensation for all those bald jokes
he got as a kid. No, what I mean by that is that the battle system can
unfortunately begin to grate on the nerves after several hours of using
it. The game fixes this by giving each of the characters their own
fighting style but toward the end of each 12 or 13 hour segment
(assuming you did a fair bit of star trekkin' and side questin' across
the universe) you'll find yourself mashing one button every battle with a
bored look on your face. Still, this isn't so bad, it fixes itself
toward the second half of the game when strategy breaks down a door and
makes you acknowledge it through force and hey, at least it's not the 50
hours of pressing X that was FFXIII. Never again. Ever. ...Until
FFXIII-2.
That was the bad end, the other end of that
double edged gameplay sword (the end that goes where you want it to,
assuming you aren't a hardcore masochist or an ad hoc suicide attempt)
is the sheer volume of game that there is to play. This is without a
doubt my favourite thing about the game. As you'll see if you take the
time out to watch some of a video walkthrough of the game there will often be 4
or 5 hour breaks from the storyline simply to dip into the
games substories, the various minigames, the aforementioned Hostess
clubs (a Japanese phenomenon I will never understand or see the allure
in) and the incredible... well, I'm going to call them side-quests since
they seem too grand in scale to fit into the minigame section (such as
one side-quest involving the training of several rookie fighters Karate
Kid style, I have never caught myself singing the Rocky soundtrack as
much as I did playing that side-quest.) Now, I made a lot of complaints
about Final Fantasy XII (until FFXIII came out, whereupon I realised how
bad Final Fantasy XII could have been) but one thing I loved about that
game was the sheer amount of side-questing and extra content outside of
the main storyline. The same can be said for Yakuza 4. What game
designers don't seem to grasp is that when I say "replay value" what I
mean is an excellent story and lots of fun things to do along the way,
what I do not mean is an unlokable outfit and infinite ammo, nor do I
mean a different ending. Here, Yakuza 4 stands with my other favourite
games.
Finally, the characters. I absolutely love the
characters, that's why the lucky bastards have gotten their own
paragraph. I'm even going to go through the main characters and describe
why they're so fantastically designed. I know, I know, get a room...
First off, Akiyama. Good old Aki-Yamaha reminds me a lot of Nathan Drake
from the Uncharted games, the only difference being that he feels like a
real person and you don't get the Nathan Drake impression that if you
pulled on his arm like a crank cogs would turn and he would churn out
some random piece of dry sarcasm... and he's Japanese... and he doesn't
fight fishmen... seriously though, fishmen? What were they thinking?
...anyway. Next up is Saejima Taiga, a man so angry his brow is
permanently attempting to attack his eyes. Tenori Taiga is a stone cold
killer understandably pissed off with the world, seeing as everyone
seems to have sold him out. However, we see a few of his soft spots for
people who remind him of his sister and for other tough guys who go in
for all that honour stuff, bless their little hearts... not that
Saejima's heart is likely small, the man doesn't look like he watches
his health. Tanimura is next, a corrupt cop. What's that? "How
origional," you cry? Well, he's actually giving the money he coerces
from people to the poverty-stricken Chinese immigrants in Japan. This
extra layer helps me see the characters of Yakuza 4 as deeper than those
of your average game, take it from someone who made a Code Geass
reference 4 paragraphs ago when I say I love a character who gets a good
job done through seemingly evil means. No one likes a white knight. And
by no one, I mean me. So yeah, no one likes a white knight. Finally,
there's Kiryu, the muscle-bound demon from a circle of hell so deep they
don't tell new arrivals about it for fear it'll scare them off. Kiryu,
while being a nice sort of guy, has the dark past that comes with the
territory of organised crime. He also has a daughter that compliments
his character and makes him look like a big teddy bear armed to the
teeth with muscles that can take about 4 magazines of ammo, not to
mention she must have stirred up a storm with the Humbert Humberts of
the world. I'd put an emoticon here, but I'm doing so well without them.
To
conclude, says the one who spends their life writing exams in
continuous prose, Yakuza 4 skyrocketed from the moment I bought it from a
good opening cutscene to an absolutely fantastic game chock-full of
extra content and acceptably subtle hilarity. For example, at one point a
hostess complains that she doesn't enjoy the company of other women as
they always want your approval of their opinion, rather than your own
opinion. She asks you what you think and, for full hostess marks, you
say "I couldn't agree more." She thanks you with implied sex and 10,000
experience before you throw her away in the style of Persona 4. True,
the city of Kamurocho may seem a little daunting to those playing Yakuza
4 for the first time, but take time to explore shops at random and have
fun with the games many activities while learning your way around.
Yakuza 4 currently stands proudly (I've got it leaning against one of my
speakers, game cases don't have legs so they can't really stand up
well) as one of my favourite games. Definitely worth a try, a
playthrough and then another playthrough.
Total Score: 176% out of 49 stars.
And that's what I think about score systems.
About the author: metutials is a talking windmill who lives exactly
on the magnetic north pole. Aside from asking riddles through the medium
of rhyme to the few people who pass by he enjoys scaring the local
wildlife and devouring lost children.
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