Here's where you can contribute your thoughts and opinions for Yakuza 5 for potential inclusion in the forthcoming podcast.
A friendly reminder that where the feedback for the podcast is concerned, we love it - but keeping it brief is appreciated. We do want to include a breadth of opinions where appropriate, but no-one wants a discussion podcast that’s mostly reading out essays. Better to save yourself time and cut to the chase if you can.
Yakuza 5
- JaySevenZero
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- AndrewElmore
- Member
- Posts: 9
- Joined: October 3rd, 2018, 5:55 am
Re: 560: Yakuza 5
My wife and I have been playing through Yakuza 5 together, and at the time of writing this we're in the second "half" of Chapter 3.
At this point it's become quite clear that the bulk of this entry is made up of these individual characters' respective minigame-oriented campaigns, for lack of a better word. I suppose one could skip these segments when given the opportunity, to advance the primary story forward. But I'm so deeply endeared to these different threads. Kiryu's taxi/street racing career, Saejima's hunting/trapping journey, Haruka's quest for idol stardom, whatever Akayama's thing ends up being, my heart is bought all the way in.
But it's not the mini games themselves that interest me. They're fine, they're functional. Taken separately, they remind me very much of SIMPLE2000 releases of yore. The most interesting thing I've noticed so far in terms of (drumroll please) ludonarrative cohesion (I'm so sorry) is the two separate rhythm mini games for Haruka's dancing events as they compare to each other, and relate to their contexts. The mini game for a street dance battle is very improvisational. The button presses come in a shuffled order, with randomized meters subdivided to the song's tempo. Having to select the appropriate track with the d-pad before hitting the corresponding face buttons is, I think, an interesting abstraction of Haruka's personal creative agency and expression in an improv street battle like this. Particularly compared to the mini game for the formalized, rehearsed sessions. Those are _events_, designed to be practiced to a point of comfortable familiarity, and the rhythm game reflects that. You don't need to select a track, because Haruka knows what's coming and when. This is further cemented by the significantly longer note tracks, giving you ample time to prepare, as Haruka is thinking about the next several steps. This is a practiced routine, she doesn't need to think about what she's doing, only how she's doing it. I hope that makes sense?
Kiryu's mini game is more directly tied to the main thread of the game's central plot, and (Whoops, looks like I either meant to return to this paragraph, or perhaps wrote and deleted something here, my apologies!)
Saejima's may have been an exercise in tedium at times, but it felt like I was helping this digital man do the honest hard work of helping to provide for this village that had saved the lives of himself and his friend. It made me proud to take my large adult son Taiga out to the small "Main St." pathway that serves as the village's communal gathering place of sorts, talk to everyone to learn how he can best assist them, and then load up his gear to go up on the mountain for the day, keeping an ever-vigilant eye out for opportunities to help out the locals.
This is already getting too long and if the resident Sega Arcade Racing Game Dork starts talking about Kiryu's quest we'll be here all day.
Suffice it to say that this game has been a delightfully welcome sherpa-lined throw blanket during a particularly cold and wet Seattle winter. I wouldn't want the whole series to be restructured this way, but having at least one entry that's primarily built out of a bunch of bespoke communal activities has been immensely relaxing. Regardless of anything else, this is the coziest Yakuza game yet.
Edit: I forgot to mention that Haruka's hoodie & t-shirt combo is colored like she's mimicking Uncle Kaz and that's adorable.
At this point it's become quite clear that the bulk of this entry is made up of these individual characters' respective minigame-oriented campaigns, for lack of a better word. I suppose one could skip these segments when given the opportunity, to advance the primary story forward. But I'm so deeply endeared to these different threads. Kiryu's taxi/street racing career, Saejima's hunting/trapping journey, Haruka's quest for idol stardom, whatever Akayama's thing ends up being, my heart is bought all the way in.
But it's not the mini games themselves that interest me. They're fine, they're functional. Taken separately, they remind me very much of SIMPLE2000 releases of yore. The most interesting thing I've noticed so far in terms of (drumroll please) ludonarrative cohesion (I'm so sorry) is the two separate rhythm mini games for Haruka's dancing events as they compare to each other, and relate to their contexts. The mini game for a street dance battle is very improvisational. The button presses come in a shuffled order, with randomized meters subdivided to the song's tempo. Having to select the appropriate track with the d-pad before hitting the corresponding face buttons is, I think, an interesting abstraction of Haruka's personal creative agency and expression in an improv street battle like this. Particularly compared to the mini game for the formalized, rehearsed sessions. Those are _events_, designed to be practiced to a point of comfortable familiarity, and the rhythm game reflects that. You don't need to select a track, because Haruka knows what's coming and when. This is further cemented by the significantly longer note tracks, giving you ample time to prepare, as Haruka is thinking about the next several steps. This is a practiced routine, she doesn't need to think about what she's doing, only how she's doing it. I hope that makes sense?
Kiryu's mini game is more directly tied to the main thread of the game's central plot, and (Whoops, looks like I either meant to return to this paragraph, or perhaps wrote and deleted something here, my apologies!)
Saejima's may have been an exercise in tedium at times, but it felt like I was helping this digital man do the honest hard work of helping to provide for this village that had saved the lives of himself and his friend. It made me proud to take my large adult son Taiga out to the small "Main St." pathway that serves as the village's communal gathering place of sorts, talk to everyone to learn how he can best assist them, and then load up his gear to go up on the mountain for the day, keeping an ever-vigilant eye out for opportunities to help out the locals.
This is already getting too long and if the resident Sega Arcade Racing Game Dork starts talking about Kiryu's quest we'll be here all day.
Suffice it to say that this game has been a delightfully welcome sherpa-lined throw blanket during a particularly cold and wet Seattle winter. I wouldn't want the whole series to be restructured this way, but having at least one entry that's primarily built out of a bunch of bespoke communal activities has been immensely relaxing. Regardless of anything else, this is the coziest Yakuza game yet.
Edit: I forgot to mention that Haruka's hoodie & t-shirt combo is colored like she's mimicking Uncle Kaz and that's adorable.
- Tolkientaters
- Member
- Posts: 98
- Joined: April 22nd, 2021, 10:39 pm
- Location: Florida, USA
Re: 560: Yakuza 5
- Spoiler: show
- Tolkientaters
- Member
- Posts: 98
- Joined: April 22nd, 2021, 10:39 pm
- Location: Florida, USA
Re: 560: Yakuza 5
On a more serious note, as a guy who's struggled with depression and everything that comes with that, Shinada and Baba's storylines gave me a bigger emotional impact than I've had from any other game.
- Spoiler: show
- Jobobonobo
- Member
- Posts: 508
- Joined: July 27th, 2016, 4:30 pm
Re: Our next podcast recording (12.3.23) - 560: Yakuza 5
Many of my favourite entries in the Yakuza series have compelling side content that I will put countless hours into whether they be cabaret club management, estate agency, pocket car racing or defending a construction site in a real time strategy. Yakuza 5 has an abundance of such games within a game that I would forego the main game entirely for days and become the best taxi driver, hunter, idol or baseball player. I was gripped by all of these activities and appreciated how they broke up the main gameplay. They represent to me what is the main agenda of this title: ambition.
This Yakuza (so far) has the most amount of playable characters, most amount of locales to roam around in, a massive supporting cast of characters from Saejima’s prison gang to Kiryu’s taxi crew to the talent agency of Dyna Chair. I welcomed all these changes. I like Kamurocho but the change of scenery for most of the game is greatly appreciated. Even Saejima having a shaved head was a big improvement on that awful mop he had in Yakuza 4. Shinada is also a great addition to the roster being an interesting mix of a perpetually broke sleazebag with a strong child-like enthusiasm for his passions in life. Him handling weapons that never break are also a fantastic bonus.
All in all, Yakuza 5 is a lovely return to form after the jankiness of Yakuza 3 and the frustrating boss battles of Yakuza 4. It may have needed two prior games of experimentation to really get things in order but Yakuza 5 is an absolute highlight of the series for me and contains an abundance of gritty crime drama and absurd daftness that makes these games so special. Kiryu taking on the entrie Tojo clan while he dodges rockets is undoubtedly the most badass he has ever been and it makes clear that the man is less a exceptionally fit human being and more of a demigod. If you are looking for something fun and addictive to keep you busy for a long time, Yakuza 5 comes highly recommended.
TWR: Down with T-SET!
This Yakuza (so far) has the most amount of playable characters, most amount of locales to roam around in, a massive supporting cast of characters from Saejima’s prison gang to Kiryu’s taxi crew to the talent agency of Dyna Chair. I welcomed all these changes. I like Kamurocho but the change of scenery for most of the game is greatly appreciated. Even Saejima having a shaved head was a big improvement on that awful mop he had in Yakuza 4. Shinada is also a great addition to the roster being an interesting mix of a perpetually broke sleazebag with a strong child-like enthusiasm for his passions in life. Him handling weapons that never break are also a fantastic bonus.
All in all, Yakuza 5 is a lovely return to form after the jankiness of Yakuza 3 and the frustrating boss battles of Yakuza 4. It may have needed two prior games of experimentation to really get things in order but Yakuza 5 is an absolute highlight of the series for me and contains an abundance of gritty crime drama and absurd daftness that makes these games so special. Kiryu taking on the entrie Tojo clan while he dodges rockets is undoubtedly the most badass he has ever been and it makes clear that the man is less a exceptionally fit human being and more of a demigod. If you are looking for something fun and addictive to keep you busy for a long time, Yakuza 5 comes highly recommended.
TWR: Down with T-SET!