Story Highlights
- Yakuza: Like a Dragon’s turn-based system feels less engaging as compared to beat-’em-up brawls.
- While the new system offers some strategy, it disrupts the flow and loses the thrill of the old combat.
- Yakuza’s new combat system might leave some fans feeling like they’ve been hit below the belt.
Let’s be real, who didn’t enjoy the old Yakuza brawls? Piecing together combos with Kazuma Kiryu or beatdowns with a baseball bat as Goro Majima felt great. Tossing enemies into phone booths and utilizing the environment (NPC’s bicycles) to take down enemies was chaotically satisfying. But with Yakuza: Like a Dragon (and Like a Dragon: Infinite Wealth), RGG Studios threw a curveball – turn-based combat.
Sure, some might say it’s a great evolution. But for me? It felt like a gut punch from Kiryu. The beat-’em-up brawls were more than just button-mashing; they were a core part of the Yakuza experience. Instead of the satisfying flow of combat, we’re stuck in menus, picking skills and attacks. Combat pacing feels like an eternity. Where’s the adrenaline rush of a perfectly timed dodge or a bone-crunching combo?
Trading Fists For Menus In Yakuza Feels Wrong
One of the biggest appeals of Yakuza’s combat was its straightforwardness. You saw goons, you punched them. Simple yet satisfying. This simplicity allowed players to fully immerse themselves in the gritty underworld of Kamurocho, where every alleyway held the promise of a brutal showdown.
Enter Like a Dragon, and suddenly, things take a sharp turn. Now, battles are a slow, menu-driven affair. Picking skills, targeting enemies, and watching animations play out feels like I’m watching a visual novel. This sluggishness disrupts the flow of combat, turning what used to be a thrilling brawl into a boring chore.
Imagine my frustration, as I get pumped up after a tough boss cutscene, only to have that energy sacked by navigating menus and watching drawn-out attack animations as I keep cursing RGG Studios. It feels like the new system forgets a key element of Yakuza’s combat – the raw, visceral thrill of putting your enemies into ER.
Strategy Is Nice, But Where’s The Thrill Of Yakuza?
Yakuza’s Heart Might Still Be There, But…
Sure, the quirky stories, weird side quests, and over-the-top characters are still present in Like a Dragon and Like a Dragon: Infinite Wealth. But the combat, the heart and soul of any Yakuza game, feels like it’s lost a step.
The flashy cinematic attacks are a nice touch, a flashy homage to the over-the-top action of the classic beat-’em-up brawls. But they can’t fully recapture the raw intensity of landing a well-timed combo or the satisfaction of tossing an enemy into a pile of trash cans.
Don’t get me wrong, I appreciate RGG Studios trying something new. But for me, Like a Dragon’s turn-based combat feels like a missed opportunity.
Do you think that changing the gameplay from beat em up to turn-based was ultimately a good decision for the future of the series?
by inyakuzagames
Here’s hoping the series can find a way to blend the best of both worlds in the future. Like a Dragon: Infinite Wealth’s real-time combat for Kiryu proved quite effective. Perhaps in future entries, a hybrid system that uses real-time elements for basic attacks and dodges, while a turn-based strategy can be used for special moves and boss encounters, could be the answer.
One thing’s for sure: Yakuza’s future combat holds the potential to be an exciting evolution, but for now, the jury’s still out on whether turn-based brawls can truly capture the magic of the classic beat-’em-up style.
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