210 Reviews liked by Alltehpie


Ok, listen. As an adult lesbian, I was genuinely excited when I heard about this VN, mainly because the Yuri genre tends to be saturated with innocent and wholesome schoolgirl fluff, and honestly, I'm just tired of it. I was thrilled to see someone finally tackling the relatively unexplored realm of Yuri omegaverse. Unlike the hugely popular BL omegaverse genre, larger-scale Yuri omegaverse projects are practically non-existent.

But the VN left me with mixed feelings - it was both disappointing and great at the same time. The pacing was breakneck, rushing to introduce players to its vision of an omegaverse setting, which felt pretty basic compared to other omegaverse works. It seemed like ideas were thrown around and plot points were set up, only to either remain unresolved or fall flat upon execution. Despite this, the writing was still very enjoyable and refreshing.

However, the biggest letdown was the VN's length. It was incredibly short, much shorter than their previous games. I finished it in about 1.5h, leaving me feeling like the game ended just as it was getting started. Which is frustrating, because I really liked the relationship between the two leads.

Overall, it's a great Yuri VN with excellent artwork and character design that tries to stand out from generic schoolgirl-themed ones, but is soured by its short length.


Monster World IV FINISHED! 10/10 one of the best 2D platform and action-adventure games I've ever played, it's a rare gem from the Mega Drive, the game was exclusive to Japan, but received an official translation on the Wii Virtual Console, and yes, I had to use alternative means to play the game, its producer is called Westone Bit was responsible for producing the game but unfortunately the studio went bankrupt in 2014 and the one who currently has the rights to the series is Sega since the game belongs to the Wonder Boy franchise, I hope this game comes in the future for the Nintendo Switch Online service it cannot be missed!

In Monster World IV you control Asha she is a girl with green hair she ends up hearing the spirits whispering in the wind begging for help coming from the Monster World, so Asha embarks on a journey to find and help them. In the adventure our heroine gets an egg that becomes her friend Blue Pepelogoo, a race that was exterminated and many people destroyed it for fear of its special powers, even though they are peaceful, the gameplay of the game changes with each dungeon as your Pepelogoo grows and gameplay is changing due to this, the fights are fun but not impossible or complicated to the point of frustration, since the save points are limited if the game is over you come back from the last save point, and the biggest challenge is just for you to survive the whole the dangerous dungeon path full of traps and enemies.

The pixel art in this game is very beautiful! They are great, something that many Mega Drive games have always highlighted, Asha's facial expressions and movements are very visible! It was a fun adventure, as I love chasing obscure and old games, it was a pleasant experience and I honestly highly recommend it to anyone who loves a good 2D platform game like me. Regarding the playing time, it was about 9:10 hours of gameplay.

The Short Hike Finished! I easily give it a 10/10, the game delivers everything it proposes! here you sit and forget your problems you play to relax, explore a small archipelagos of islands and here we explore with our protagonist called Claire a bird girl who came from the big city to spend a season together with her aunt in a natural park full of lakes ,vegetation and nature in abundance the game has an objective which is to go to Pico do Gavião to make a phone call, since at the top of the mountain it is the only place where there is a telephone signal, to climb the layers of the mountains you need to collect some feathers gold which would be a stamina in the game, there are about 20 of them throughout the game, to acquire them is by doing activities such as buying these feathers or finding them on the map randomly or helping people in the park such as playing in a race, playing a type of volleyball beach but with a stick or help finding a lost item, the more I explored those small islands the more I felt in that little world, where all the NPCs are there to simply relax and enjoy nature and everyone is charismatic.

With Short Hike you don't need to rush, play at your pace! you don't have a world to save, you don't have a super powerful villain to stop forget your problems your anxieties it's a short game but the small activities like completing the fish encyclopedia is fun collecting all the golden feathers it's rewarding, the soundtrack is beautiful TOO MUCH! or maybe you can take a boat trip on the island until you fly over it! Helping park visitors brings a sense of duty done and brings that sweet taste of having helped someone who was in trouble and being grateful for it. It was one of the best experiences I've had playing an indie game, the only downside is that it's short! But play it is a game that I recommend for all ages.

This just made me miss the original version. Thank god im using the library copy, can’t imagine actually spending 60 bucks on that.

surprisingly solid run-n-gun (not so much running), but overall feels pretty good to play for an snes game. the description on here compares to castlevania and contra and i must say, it's basically somewhere between the two.

Apparently I should have checked if 4 players could actually play together on one system before buying. Turns out that's not an option! Whoops!

This was my first platinum trophy back in 2017.
I've heard many people hating on this game and i don't get why, its a good game with a theme that's rarely used, so the more unique the better.
Far Cry Primal is set in 10.000BC, around the Carpathian Mountains which is a nice touch for me as a Romanian. There's not many games based on prehistoric times, and i liked it a lot, it was refreshing to see and play.
I think Ubisoft did the most that could've been done with the story, im glad that they used a fictional language called "Wenja" and that the game wasn't in english.
The gameplay was fun, everything was primitive and even tho it was still a Far Cry at base, it was done in a way that it didn't feel like it was just another Far Cry, this time it felt different.
Taming beasts, having them as your pets and then riding them was very nice (sabertooths, mammoths, bears).
Exploring the map was engaging and the sorroundings were beautiful.
All in all, I think this is an underrated game and its a cool experience.

La exaltación de un recuerdo de niñez reavivado en la forma más pura de aventura.

Ante la aparente limitación y la imposibilidad, se elevan la inteligencia (aquello que permite diseñar y unir las piezas que conforman la totalidad de una obra) y la sensibilidad (la capacidad de dotar al conjunto de un impacto y significado mayor) para dar paso a la posibilidad y la maravilla.

Esa unión es la clave para concebir un mundo tan rico como Hyrule: inhóspito, desafiante, pero también intrigante, poético y evocador. En cada una de sus pantallas aguarda una posible historia, un secreto por descubrir, una bifurcación de caminos donde coexiste el desafío de la navegación junto a la tensión del combate para dar como resultado la lucha por la supervivencia, una lucha donde cada acción y decisión importan frente a estas tierras totalmente indiferentes a nosotros.

Es esa indiferencia la que enfatiza el desafío de esta aventura y su naturaleza indómita por medio de la escasez de recursos, de parajes laberínticos, de supervivientes reticentes, de enemigos impredecibles y de misterios que se ocultan a simple vista. Hyrule se resiste a nosotros y, en consecuencia, buscamos prevalecer pese a la adversidad. Todo ello a través de los ojos de un niño como lo es nuestro protagonista, quien, guiado por su sentido de la justicia y armado con su pericia y valor, afronta los peligros de este reino en ruinas doblegado por la barbarie.

Un niño frente al mundo. Parece un esfuerzo fútil, ridículo, casi imposible, pero con cada derrota, con cada descubrimiento y con cada victoria superamos los límites conocidos. Crecemos. Una vez superada la percepción de esos límites, la figura de ese niño se engrandece. El valor ilumina nuestra senda, revela el mundo y da paso a la posibilidad.
Solo entonces ocurre la maravilla.
Solo así nace la leyenda.

FFXVI is one of my favorite games of all time. I loved the new direction they went for this game specially.

For me when developers try new directions, visions and styles I try to appreciate the effort to innovate.

Final Fantasy XVI, for me, achieves everything that the devs wanted for this new entry. Great storytelling and lore, cinematic experience with some of the best scenes, animations and visuals in the industry, oustanding voice acting with one of the best, if not the best performances I ever seen, gameplay that feels powerfull, flashy and fun to play and a soundtrack that boost the emotional and epic moments of the game to a whole other level.

Even tho I loved everything of it and the story the devs wanted to tell us, some things I think would feel better if was improved.

Side quests rewards and structure, better level design/exploration of the semi-open world with small dungeons and mini bosses, more acessories that feel like the ones in Final Fantasy mode that changes more the stats of eikon abilities, skills and basic combat. The last one would be the whole crafting system, while it ultilizes the Hunt system it doesnt feel very good 'cause the weapon options and it's stats don't change very much, would be cool if some weapons gave boosts to some eikons or abilities.

walking simulator expressionista tateando limites de percepção da primeira pessoa: 👏👏👏
quando perspectivas de diferentes personagens são contadas embaralhadas de forma que não fique claro quem é quem: 👏👏👏👏👏
qualquer narrativa que leve dramas e alegrias adolescentes a sério: 👏👏👏👏👏👏👏

Amnesia: Rebirth in my eyes is a criminally underrated horror game. Sure, the puzzles and level design can be awkward and the story can feel a bit all over the place.

However, the core of this game is rock-solid and really engrossing. I was scared shitless at many points throughout and I always had the feeling of barely making it. I don't know how much of the tension was just an illusion but it absolutely worked - and using matchsticks for light that quickly burn away and can be hard to come by is a cruel but brilliant mechanic.

It doesn't just get the scares and atmosphere right though, no: Tasi Trianon, the protagonist of this story and its beating heart, is such a wonderful and fascinating character. I love how much the game grounds you in her experience both as a pregnant woman as well as someone who's suffered a terrifying loss. The actress absolutely nails the performance too.
So much of one's enjoyment hinges on whether or not you can empathize with her and I certainly did.

And honestly, even though the puzzles can feel awkward, I never felt like they were too obscure to solve - just requiring you to patiently experiment.

This was my first Amnesia game, and especially towards the end I was pleasantly surprised, baffled at the ratings too.

7,5/10

Dohna Dohna : A Colorful Ethical Paradox

AliceSoft is a company which always found itself in an interesting paradoxical crossroad when it comes to tackling heavy subject matter and putting it under the lens of morality. Being a eroge company and not the kind to half-ass the erotic side of their production like most Eroge seems to do out of convention (and for the most part to sell to a niche audience while bypassing censorship on more touchy subject matters) but embracing that aspect as part of their core identity puts them under a pretty unflattering light in the eyes of the general public. But AliceSoft being enjoyed mostly by a niche community of people on which its western side is the size of a small Italian mountain village means there’s not really any further or widespread discussions about the company and their works even within the fringe community of “Visual Novel fans” (I don’t like the etiquette but this is off-topic).

Usually the conversation ends as soon as it starts : AliceSoft is a porn game company, they make porn games for weirdoe otakus to jack-off to. And while we could end the discussion there, trying to be reasonable and actually explain why AliceSoft titles are more than the sum of is part is like explaining that there’s a difference between pedophilia and ephebophilia, like it exists, but it’s really hard to explain the subtle difference without sounding like a pedophile yourself and in the case of Alicesoft without sounding like a porn addicted weirdoe (which I absolutely am btw… anyway where was I ?).

And this is where yours truly chooses to bite the bullet and actually defend the idea that while being a porn game company, AliceSoft's entire existence is fascinatingly paradoxical. On one hand, Alicesoft is an eroge company and one that owns the mantle and wears it with pride, the people working at Alicesoft define themselves as “eroge makers” which can even be found on their logo and it’s not like they’re shy about it. In fact, Alicesoft has always been very transparent about their main goal when making these games : They love eroge and they want to make eroge and thus they put a sisyphean amount of effort into delivering on the erotic front, not because they wanted to sell to a niche market, not because they want to be edgy but because they genuinely enjoy and have a clear passions for the act of drawing naked women doing the deeds and then contextualize them within a thinly veiled plot with characters and complex gameplay systems to accompany said drawings.

Just one look at the Alice Mansion which is this super cool Dev Room feature present in almost every single of their titles will show you how transparent they are about that fact. They are a bunch of goofy hornballs that likes to make goofy lewd shit to please a crowd of people already averted to that type of writing or find an appeal in eroticism and pornography. Porn artists at the end of the day are still artists, they vibe with different shit, they bond over their weird quirky love for superficial details like girls in glasses and the “moe” side of their misery, there’s a lot of thought that’s put behind these elements and it’s impossible to remove that aspect of their catalog because it would just result in a different somewhat truncated experience.

So you think that something like this can only approached through an ironic lens and appreciated only by complete sociopath especially since a lot of the fetishes displayed in those games ranges from pretty extreme to downright criminal (may I remind the RanSill audience that our boy Rance isn’t an UWU soft boy but an honest to god criminal AND a rapist ?) but if it was that simple of course, the company wouldn’t have any sort of following.
Because on the other hand, Alicesoft also wants to tell good stories and more times than not, stories which actually challenge the view and the morals of the people they are trying to cater to. Being founded in the 80’s where most erotic game developers were making a quick bucks selling cheap strip poker, mahjong, shifumi or quizz games without much thought behind it, they wanted from the outset to create interesting scenarios, worlds and characters to contextualize the action. Suffice to say that in my opinion it serves the purpose of rendering the erotic situations even hotter, goofier and/or horrifying depending on what the games are aiming for and help them make more memorable in the long run because you end up having something to attach yourself to beyond the typical plumbers and stepmom scenarios.

And while that’s fine and all, I don’t think this exaggerated attention to detail and care alone would’ve made people stuck with series like Rance or their other less popular productions and they would’ve most likely died to the general indifference of many. As soon as Rance 1, the game present Rance as an awful criminal that you don’t and should not relate to or sympathize with in any capacity but that doesn’t change that he is the hero and he has to face adversaries and he alone isn’t what’s wrong with the world at large and that if people like Rance are able to exist and succeed within such a setting it’s mostly because of deeper problem with the way the world around him works, which in Rance 1 is portrayed by Lavender, the ghost of a girl who was killed by Lia, the princess of the Leazas Kingdom to quench her twisted desires and which Rance promptly punishes in his huh… own kind of way.

Very early on, AliceSoft was already toying the line between indulgence and the criticism of certain moral failings that may lead people to sincerely engage and create this type of content in the first place. Toushin Toushi 2 all the way back in 1994 did the whole “Sans Undertale judging you for your sins'' thing a lil bit more than 20 years before it was cool by including within its game mechanics a morality system which affected certain parameters in your games as well as changing the outcome of some scenes with a very obtuse way of absolving your sins if you so desired.

It’s a game where the protagonist is very different from Rance or even Kuma the character we’ll focus about in a bit, he’s a dude with a girlfriend who sadly finds himself in a pretty shitty situation regarding her well-being and his own deeper desire to progress that relationship to the next level followed by a second half so brilliant and so thought provoking that I really don’t want to spoil it for you or analyze it in details here (maybe some other day ?). Suffice to say that a morality system works with the type of story TT2 wants to tell but the nature of the game being an eroge and thus feeling the need to cater to an audience who genuinely enjoys and likes that type of content is a bit of an awkward position to find yourselves in.

Mind you, I think part of the reason this came to come through for the most part is because Alicesoft is pretty mixed in terms of gender ratio within the company, and a lot of the hard hitting and brutal scenes from these games were written by a female writer by the name of Torii who did her damn best to add her personal female leaning vision in the core DNA of these burly sex stories mostly consumed by a male audience, to the point that the modern western Rance fandom is surprisingly left-leaning and feminist at their core because they could pick apart the more subtle thinly veiled themes that these games had to offer.
In fact, when Torii doesn’t work on a game, you can instantly feel it in the level of indulgence and a lack of subtlety in regards to thing she had previously installed like that cynical biting edge that comes through when shouting into the void that the world is complex and the winds of change can come from the most unlikely and at times unlikable people. I’ve already talked about this in my review on Rance IX if you care enough to check it and give you a proper idea of what I think Rance under a new author might look and sound like (spoiler : I’m mixed on a lot of narrative choices in that game despite enjoying it in the end) but that’s not why I wrote this lengthy introduction.

I wanted to show you that deeply, Alicesoft never forgot about consequences, they may be fetishizing stuff like sexual assault and everything but it’s only a filter through which they can tell stories about the deeper implications of said actions and the multiple consequences that can be born from them and how people explore their own insecurities about sex while still keeping a mostly fun and lighthearted tone to disorientated the distracted players. Kichikuou Rance, one of their most popular and widely acclaimed titles is a game entirely built on a push and pull gameplay loop based on facing the consequences of your actions, making tough decisions and having to adapt to them and accept them as they come. And while a lot of this was lost after Torii’s departure from the company, I believe one writer took the mantle of what she once wanted to accomplish with her works, and that writer is known as Dice Korogashi.

Dice Korogashi was part of a newly formed team of developers at Alicesoft that I will now refer to as “Team Dohna” for the sake of simplicity. When the question of remaking Rance 01 for a modern audience was brought up by TADA who initially wasn’t fond of the idea. He thought that if it had to happen it should be done under the same condition the original game was made in : by a fresh team of young developers, a risky bet for what will eventually become the newest best entry point into the series but a bet that paid off significantly in the end, since Rance 01 is considered by many as one of the best titles in the series and the other remake they worked on, Rance 03 saw even more praise by the general public which faith were starting to dwindle during the few dry years of the company after the release of Sengoku Rance.

Dice and team Dohna perfectly captured the feeling of the franchise and what made it work in the first place, and with a material as shallow and honestly not that great as Rance 1 they managed to pull a lot of its best quality while reinventing the game for a new audience, coupled with a lot of retroactive continuity stuff, a more fleshed out adventure and generally better more witty writing which reminded people of the good days where Torii was at the office.

It is no surprise then than Dice was brought onto Rance X to take the role of main writer replacing Yoroide Dragon who only served a minor co-writing role this time around, the guy understood his stuff and Team Dohna were perhaps even more passionate and talented than their mentors when it came to making fun games which pleased a grand majority of people.

Soon, Team Dohna will start working on their own original IP, a game that will shake the world with a stunning artstyle and a level of presentation never seen before for the company.
Is it all style and no substance ? Or is there more to it ? Let’s see for ourselves.
Dohna Dohna was originally announced in 2016 and went onto a long development period of 4 years after its announcement after the scope and technical aspect of the project found itself to be too big for Alicesoft and Team Dohna to handle in a timely manner especially with the addition of guest artist joining the fray to design all of the unique heroines of the game and of course COVID, anyway the game was eventually released in 2020 to celebrate 1 year too late the 30th anniversary of the company. It wasn’t director Ittenchiroku first title within the universe as there exist a sort of prototype of Dohna Dohna called Haruurare which was a small mini-game in the Alice 2010 compilation, although no english version of it is available, the main premise is roughly similar with an heavy emphasis on kidnapping and forcing girls into prostitution which is what Dohna Dohna is mostly (but not entirely, we’ll get there) about.

The game takes place in the fictitious Asougi City, a modern Japanese metropole controlled by a big corporate conglomerate called “Asougi” who managed to claim its independence from the rest of world and establish a sort of cult of personality fascist regime with all the bells and whistles that come along with it such an heavily armed police force, propaganda everywhere, surveillance, “cleaning” drones and forced labor for anyone who steps too out of line with the system in place. To oppose the oppressive regime a couple of gangs whose goal is to trample on the establishment were founded, these gangs known as “Anti-Asou” clan engage in illegal activities such as property damage, stealing but most importantly the dangerous business of “hustling” which can be roughly translated by the act of kidnapping innocent women and selling their bodies to illegal prostitution.

You take control of Kuma, member of an anti-Aso clan by the name of “Nayuta” and the one managing the hustling business. he’s accompanied by other members such as Zappa the clan’s leader, Torataro the milf enjoyer, KiraKira your chainsaw wielding gyaru childhood friend, Porno the hypersexual loli and a slew of colorful characters joining the party as you progress through the game. Your goal on top of following the story is going to go inside various dungeons in order to “hunt” for potential new “talents” , bring them to your hideout and “train” them to perform well and bring you lots of cash during the “hustling” hours.

Let’s get something out of the way first before going in detail about this very peculiar premise. The game is absolutely drop-dead gorgeous, it’s something that many people, even those of the mainstream gaming sphere who don't know about the concept behind the game have said. I would go as far as to say that out of all of Alicesoft’s 30 year old catalog of great games, this one easily has the best presentation of them all. Alicesoft being an eroge company means that they are of a relatively humble size and their games are relatively low budget compared to even low-profile indie games and thus are mostly carried by their sprite art and CG’s as it is tradition in that field. But here the game is just fucking popping, the illustrator Gyokai did more than an amazing job giving life to this game, the colours are flashy in a certain pop-way, the character design are ultra solid and most of all, the game has actual battle animation and those wouldn’t have to envy those of productions commonly found on Steam.

Many people say that Dohna Dohna feels like the “Persona 5” of Eroge and from an aesthetic perspective, it’s hard to deny, everything is so fluid, the UI is really nice, it feels like a proper professional game release and is far above the standards of these kinds of production, as far as the art go, the game is freaking gorgeous and I personally love it ! Even the H-Scenes are… well not to be a gooner but the art pops even in those.
One quick look at the Alice Mansion section of the game informs us that the team went for this sort of Hip-Hop, World End With You artstyle because they felt that telling a story in a modern city would make the visuals of the game rather dull and they wanted to contrast with the heavier subject matter of the game and that was a more than excellent choice, in fact I would even dare to say that some of the more… let’s say harsher and hardcore scene wouldn’t work nearly as well with an artstyle less detailed and with less flair, I gotta admit that I rarely praise H-Scenes but some of the H-Scenes in this game really made me stop to take care of important business if you know what I’m saying.

When I said earlier that the game was considered to be the “Persona 5” of Eroge, I also meant it a bit more literally as a lot of the main criticism people have towards the game because of this poppy artstyle combined to quite a dark premise meant the game was supposedly all style and no substance, that it’s just a fun game with fun mechanics and that the stories failed at delivering any thoughtful deeper commentary about the subject matter it was trying to tackle, I must admit, that was a bit of my impression at first. Like I said, it’s really hard to release an Eroge who very obviously indulges in some crass stuff while trying to sell and please to an audience of jerkers who are only there to appreciate the “art” and the game general tone didn’t really indicate at first that the story was going to take that whole “hustling” thing all that seriously and put it as an excuse to be primordially fun first and a bit needlessly edgy second. I was actually wary about this throughout my playthrough but then I remember that the person who recommended this game to me had a lot to say positively about the game’s handling of said topic and the deeper political themes the game tries to explore.

But to talk about these, we first need to understand how the game works. The game is divided in multiple phases, you have a hideout phase where you can buy items, manage your party, participate in character events to further your relationship with your party members and manage your “talents” (more on that later). After that, you have two choices, either spend the day “hustling” which will trigger the Hustling phase of the game or go on a “hunt” which initiates the Hunting Phase of the game AKA Dungeon exploration. We’ll focus on the hunting phases first as it is the more “video gamey” aspect of the game.

After selecting a dungeon, you move your characters on a series of linear branching paths which sometimes leads to an icon triggering a fight, giving you an item or triggering an event. The battle system of the game is actually pretty fun, it’s a less hardcore version of “Darkest Dungeon”, if you ever played that game, your characters and the opposite party are placed in a round of 4 and you have to slide them left or right before using their abilities, you have to consider placement because some of your abilities only work within a certain radius or only hit a certain row (which can be seen by a line connecting to where the attack will land) and also to avoid damages yourself, as some of the more fragile units could potentially get killed easily if they’re misplaced. While Dohna Dohna, doesn’t really have the same level of complexity of Darkest Dungeons with its permadeath system and various amounts of status effects (here most of them are just stats debuffs), it does have a few “puzzle” fights when it comes to recruiting talents ! Sometimes when on the field, you’ll hit a case with a girl icon, this triggers a fight with a talent on it and if you want to recruit it, you will need to defeat that girl last and so you need to time and use your techniques right as to clear all enemies before dealing with the talent who always die in one hit ! It’s a nice change of pace on top of the bosses which are also pretty damn fun and well designed.
The game’s difficulty on a first playthrough is “just right” and the character variety of your party is pretty damn solid, it’s also nice that you can swap party members at any time in battle and an unlimited amount of time to as to keep the general flow of battle intact and not punish the players too much for harsh decisions. Fights are usually not all that hard but there were some that took me by surprises with how challenging they were, combined with the entire resource management aspect of dungeon exploration. I have a few complaints with the game's systems however : for one, only the active party members at the end of a battle get any XP which is pretty annoying to keep everyone evenly leveled by the end of the game and two the enemy variety isn’t super high. I understand this was done because animating hand drawn sprites for every characters probably was already a huge time commitment as is but It wouldn’t have killed to at least have swap colored version with different aptitudes instead of just pulling from the same pool of generic soldier troopers with more HP for new zones, that’s no to say it’s always these types of enemies as some story dungeons switch things up when the other gangs are involved but still.

Another thing that I didn’t really enjoy was the weapon upgrade system, for some reasons, Alicesoft weapon systems have always been obtuse and RNG heavy for no reasons and Dohna Dohna is no exception. To get new gear, you need to first find the material and then buy it at the shop, problem is the game doesn’t tell you where to find these past Rank 2 and even if you figure it out somehow, you need to be lucky to be able to find said material in a dungeon during an hunting phase, it makes the endgame unnecessarily grindy if you want the most optimal gear to tackle the last few challenges of the game unless you want to spend a lifetime killing one tanky enemies in one of the late game areas while making sure they don’t send your ass to the shadow realm.

Speaking of buying items, the main means of collecting money in this game is through the “hustling” part which is where the game hides its true ludo-narrative experience. One thing that I’ve noticed when playing through the game is that this aspect of the game was pretty secondary, you need it to gain money and gain more resources but aside from the time the story requires it, the hustling is something almost entirely optional and even when you are forced to interact with it the requirement to progress to the next stage of the story is usually not that high.

At first, I thought this design decision was a bit odd. Why would the secondary mechanic of the game, arguably the one the marketing of the game was centered around and one of the main sources of inner conflict for our protagonist, be left being so optional ? The main answer one could arrive at is that much like the RPG aspect of the game, they wanted this part to not be too much of a weight on the players, especially the ones that were more familiar with RPG mechanics but not nearly enough with management simulators. After all, the Alice Mansion section of the game talks about how they wanted the game to remain easy and accessible in order to sell it to a larger audience as this big bright and colorful game celebrating 30 years of the company’s history.

But by actually investing myself deeper within that part of the game out of my own volition and also mostly so I could gather enough resources to mitigate the end-game grind, I think that I was understanding why they decided to do it this way as it says a lot about you the player and how you start naturally fitting in the shoes of the main character Kuma, experiencing a similar level of cold detachment as you invest more time in those mechanics.

Kuma is an interesting protagonist as far as the wider range of Alicesoft protagonist goes, unlike Rance he isn’t some lust and ego-driven asshole looking to dominate the screen time and the world while hiding his weaker side behind a veil of macho man behavior, unlike Seed from Toushin Toshi II, he isn’t an innocent constantly struggling with the morality of his actions and the vow he gave to his S.O. Kuma is a bit like Walter White from the Breaking Bad series, a man who after losing everything turns himself to a shady business and has grown colder and more indifferent in order to protect his own psyche from the harsh reality of the acts he’s committing. Kuma lost his family after they were used as experiments for Asougi which led him to a life of crime and joining the Nayuta clan. Nayuta, initially wasn’t fond of “hustling” as a business but Kuma began introducing it to the clan under the suggestion of “Mistress” a shop owner who gives out weapons and items to other clans around the city as “hustling” is shown to him to be the most optimal way to found Nayuta’s illegal and revolutionary activities.

Kuma sees hustling as just a means to an end, just something that he absolutely needs and has to do in order to avenge his family and further his goals within Nayuta. Kuma is a young man, still going to school during the events of the story even if his presence in class isn’t the most consistent, he even embarks his childhood friend KiraKira into that business which he probably didn’t want to do in the first place but much like anything in his life, dealing with a life of crime had terrible effects on his mind. Kuma being responsible for such a business had to grow distant and cold when dealing with “talents” and usually, he wants to deal with the hustling alone, not letting the other members of Nayuta handle that side of the clan activities and only focusing on the hunt. Of course, the other members interact with him throughout the course of the game, but they don’t really question him on that subject for more than a few seconds and it’s only when Kuma is gone from the team for a short while during the campaign that another member by the name of Joker takes the mantle temporarily and say something “well that was fucked up” and not much else.

As the story progresses, Kuma kinda loses himself in his job, leaving aside his humanity in order to perform well and grow the numbers even larger, he lost himself in the sauce and it’s not even sure that he could even escape from it, he’s not even sure of why he was doing in the first place and why he’s continuing. This is why the hustling part of the game is very light and not too player demanding in my opinion, just like Kuma, you can just treat it literally like a side-hustle that you need to participate in even a little bit to progress in the game but if you want to perform better, you need more money, you need more numbers, you need better talents, with better stats and thus any further implication within that side of the game is only greed from the players perpetuating the cycle of violence and cruelty for his gains.

In the game, you manage your talents through the uses of a tablet showing different stats like their looks (how likely they’ll get picked up by clients), their techniques (how much money they’ll bring) and their mental health stat which is akin to HP in other game and when that reaches zero, the talent “breaks” and thus cannot perform as well and is a wasted asset that you need to dispose of. Talents also comes with a series of attributes which give bonuses during hustling for example by giving a “sexy” talent to a client that demands it means you’ll get more money out of them but in return they can also add attributes to them some beneficial and some not like making them blind or disabled, these attributes have different effects on the talent stat growth and stat decrease every time they participate in sexual activities with mental health almost always systematically dropping down each time.

Of course in order to keep your talent in check, you can feed them different training items which increases their stats so they can either perform better and for longer, you also need to make sure they stay on the pill so they don’t end up getting pregnant which is about as bad as them being broken and making them discardable. It’s in this aspect that I found my mind was starting to look at these talents like just replaceable assets, things that you can just break and replace by the next talent with better stats and initially, the game actually encourages such a playstyle because it’s more efficient to discard your broken talent and replacing them with newer, better ones than keeping them for too long.

This is encouraged by something called the “Hustle Appreciation/Desperation Day” : while you can hustle at any point during your playthrough, it is preferable to keep your girls for these special day which give more money and dedicate the other days to hunting in dungeons and progressing the story. Desperation day in particular is pretty good for your wallet, as the clients give way more money per hustle but in exchange sadly are rougher with your talents which reduce your talents mental health to mush, faster than it took me to write this review and give them a lot of bad attributes !

Realizing the reality of this situation, I started trying to invest more in my talents mental health, showering them with goods to boost their moods and I realized that it was kind of harder to do than just discard them but I didn’t wanna lose some of my best talents as they were a great asset to my business and I grew attached to them. It’s upon this realization that something clicked in my head, I asked the friend who recommended the game to me about tips on how to get more mental health items to keep my talents happy and not leaving them to which they responded that “Yes indeed, it is hard to take care of their mental health, but think about it, isn’t it worse to feed them lies in order to cope with their situation ? It’s not really ethically better to subject them to continuous trauma like that instead of letting them go” and suddenly it clicked, the true horrors of hustling were coming to me. I didn’t treat these poor women as people, I treated these poor women as assets…

I was turning into Kuma, colder, harsher, more disinterested, only caring about the well-being of my talents because I profited off of their pain. I thought that I was mitigating their suffering but truly, I wasn’t. Every Time one of my “talent” mental health started dropping, I was afraid to lose those I called “My best earner” (or “bottom bitch” like that one South Park episode about Butters turning into a pimp). And the complete irony of my line of thinking was put right in front of me when the last tier of mental health training item was literally making my “talents” read the fucking “Myth of Sissyphus” which is a touch of humor on behalves the developers but made me realized how much of an ass I really was when it comes to understanding what the game wanted to say. I was feeding these girls lies to make them feel like their work here was not as bad as it actually was and in the middle of all this, I forgot that this was a game about kidnapping innocent bystanders and forcing them into a life of trauma.

And the downward spiral of awful shit that I was committing naturally without question didn’t stop there. See in this game, there are “special talents” that you can recruit after passing certain points in the story. They usually come with better stats and a unique design provided by the many guest artists who worked on the game but that’s not all. Because these are unique heroines, they have stories attached to them that you can experience by unlocking events by meeting certain conditions, usually involving hustling them to specific people.
When this happens, an ero-scene plays, with a CG and everything and it’s there that the horrors buried deep inside this colorful game starts to show themselves in a much more “in your face” kind of way. See, one of the most interesting narrative decision when it comes to the game story is that the game is told only through dialogues, it’s not an unusual style for Alicesoft of course but the absence of 3rd person narration during the story was purposefully done as to not to embellish or hide the intents of the characters during the regular story sections. Every thought and every action that Kuma or other characters take or have is presented bluntly to you without flourish as to keep the flow of the story intact and the intent of the narrative clear with the exception of two cases scenarios : The Unique Heroine Ero-Events and the “humiliation” scenes that I’ll cover later down this essay.

Here the narration flips the POV from the players, to the victims depicted in the scene because let’s not mince any words, these are harsh, sexual assault scene and the “talents” that you set to the gutter are victims in this specific scenario. During these moments, you can clearly, hear, see and read every deeper thoughts of the story at large, heck one of the CG’s in the game also happens to be in first person view, giving you a frontal look at what it means to be in these people's shoes. Notice how I said “people” and “victims” and not “talent” here because in these circumstances, with the absence of the filters provided by the fluid UI and gameplay mechanics, you can only perceive them as human beings, being progressively destroyed by your actions. You could’ve avoided this, you could’ve just ignored the event requirements for these heroines, but you likely did so out of morbid curiosity or an empty goal minded interest in completing the game CG collection and now you are granted with your “reward” which is these intensely hardcore scenes of psychologically horrific abuse.

There are over 13 unique heroines that are this way and what I do actually enjoy about them is that while their fate is equally as horrible for each, they’re all on a different spot on the spectrum of trauma. Some girls, who lived in Asougi city, who believed in the good of the people living there and the system working for their own benefits, suddenly saw their entire world crumble in front of their eyes. Some of them, whose regular lives were already not enviable before you kidnapped them, see this activity as an escape from the far harsher reality that awaits them in the outside world as being sent to prostitution is marginally better than their previous life. Some of them, who never received or understood the concept of love and are receiving praises for the first time, finally feel values in this body of work. Some of them revel in this situation, as they were already inclined to work with you even if you didn’t force them too.

You might even think that some girl’s situation is “not that bad” until it becomes worse. One of the girls is a pompom girl who gets specifically requested by her childhood friend on behalf of his father buying a prostitute for him to lose her virginity. But after the sighs of relief from realizing that she only has to deal with someone she knows and can trust, it’s immediately followed by the second event where the guy breaks that trust to get out of a bad situation by offering her to his bullies. Feeling guilt over this fact, he starts menacing Kuma, who responds with a cold demeanor that he chose this, that he has his information and that if he attempted to do anything against him, he will expose him and that he need to find another solution and the best solution was simply to buy off the girl to be his private property, removing her freedom for good, just to be the one exclusive to her and give himself a good conscience.

Just like every road leads to Rome, the fate of these girls all end up in the deepest, darkest, places regardless of their circumstances or if they find new meaning in this wretched parody of what they call “their new life”. Whether you keep them around for longer because you wanna keep using their good stats to further your gain, or tire them until they can’t move and break them to replace them with others, in the end, you are always in the wrong, you are always doing bad things ! Your eyes were bigger than your stomach, you can and should’ve avoided this, you could’ve just participated “a little” but you went all in and even then you still participated anyway. Because while these heroines could express themselves directly to you as they were designed as such by the game, how about the slew of generic, interchangeable NPC talents that you sent to the gutter ? You probably only saw them as numbers on a tablet and nothing else.

This is what it means to be Kuma, this is what it means to lose yourself in something that you can’t control anymore. In the end, you’re no better than him, in the end the game molded you into what he become and it’s in this moment that you realize that much like Joker when Kuma leaves the party that the reality of hustling is much more fucked up and that you could probably never do it yourself and yet you did !

There are also other observations one could make of such a system, like how the game seems to privilege younger looking characters when it comes to distributing the beauty stat (with the more child-like ones systematically being S-tier and in high demand) or the fact that talking to your talents is yet another, pointless attempt at trying to sympathize with the victim of your crime and all of this starts to paint an interesting ludo-narrative tapestry that viciously hits where it needs to.

But see, this is where my praise for the game kinda comes to an end, because, the thing that is unfortunate about Dohna Dohna, is that this “style over substance” reputation isn’t entirely invented out of the blue. A lot of the systems that I did mention are secondary and we did see how it was an intentional choice but the problem is that the game expects you to play it in a certain way in order to get the most juice out of what it’s trying to do and this way is pretty counter-intuitive. I guess I haven’t talked about the main story but it’s because my thoughts on it are a bit of a mix bag. I think the cast is charming and the writing can be funny at times and yes, sometimes it can be thoughtful but it feels like it spectacularly ignores all of the narrative potential of the story told by the hustling mechanics.

It’s like Dohna Dohna is two facet of a coin, on the surface, if you play normally and doing the minimum to progress through the game, you realize that the story is a bit of standard and not that entertaining gang-war story with tints of themes of revolution and fighting against oppression, you’ve likely stories like these before and you’ve likely seen them done better. Heck, the game actually has heroines that are not tied to the hustling mechanic but are regular party members and the way the game writes and treats them is a bit… strange ?

When doing a regular playthrough of Dohna Dohna, you can participate in events with your party members to get closer to them and gather affinity points, they’ve become quite popular in JRPG’s these days but this mechanic took its origin from the dating sim genre to which Dohna Dohna is clearly a derivative of. Because this is an eroge, most of the events are for the most part erotic but in the end they all serve the purpose of getting Kuma closer to the girls and the rest of the gang and getting to know them better.

These are called “feelings” event and they’re all sorts of your typical romantic, weird and wacky sex scenario that you come to see from your average eroge with the character arc of said characters usually involving them discovering what sex is and the joy of having healthy regular intercourse with a respectful partner (who just happens to be a freaking criminal on the verge of psychopathy) and eventually falling in love with them or something. Of course, I am vastly exaggerating and there is some variation and some more complex arcs thrown in there but it’s in these moments that the game drops any pretends of being a deep commentary on the commodification of abuse, the cycle of violence and a character study on the fall of a broken man to dive head first into the typical kind of indulgent content meant to titillate the player’s noodlestick.

Combined with the main story itself barely acknowledging the hustling part of the game as an afterthought and you get quite a strange whiplash that might confirm initial expectations. It’s also not helped that the story itself doesn’t really care to explore a bit more deeply the conflicts that exist within its settings. There are 2 other clans that confronts you during the game, they are also Anti-Aso, also participate in similar shady business that you sometimes get to see but most often not but they never really expand on why these gangs who seemingly aiming for the same goal of taking down Asougi don’t actually work together. Is it because they have other methods that don’t fit with Nayuta’s mindset, or they’re using means that they don’t agree with ? It seems like the only reason these gangs fight each other is because it’s traditionally what happens in these types of stories instead of some more deeply rooted reasons.

This sadly has the unfortunate result of making the story go around in circle, never really progressing from hours on end and hinging on similarly repeated conflicts to create intrigues, drama and tension and while it can be entertaining and sometimes fun thanks to the writing being charming, it’s far too shallow to be able to tell an impactful story through the main mean in which the game communicates with you which are the characters, their dialogues and interactions. While there’s definitely some moments, they’re not really reflective of the main conflicts that exist within the world and what our characters are led to do in order to survive in it. The game does try to mitigate this by some neat twist near the end of the game, where it is revealed that in order to maintain the illusion of peace within its system, it had to create, manage and control the Anti-Aso clans from the shadow, manipulating them in order to create a criminal underworld where the more “problematic” citizens can give in to their deeper twisted desires. This reveal should’ve shook Kuma to his core especially when it turns out that Mistress, the shopkeep who led him to this life of crime in the first place, worked in tandem with Asougi’s CEO to maintain this masquerade.

During the final moments of the game, there’s a betrayal arc that ends as soon as it starts because of some friendship speech, there’s a big team-up of all the Anti-Aso clans working together and they try to attack and dethrone the wretched capitalist overlord and their big giant robot of doom. This ending while conceptually interesting concludes in a bit of a wet fart in my opinion, with the characters triumphantly exposing Asougi’s crime to the general public without actually dismantling the company and their influences and most importantly, without facing any real consequences for their action. It was in this moment that Kuma should’ve been punished for his crimes, and face his ultimate fate after realizing that all he did was for nothing and he can only bear guilt on his conscience for the rest of his life or face death but there’s none of that shit and it kinda throw me off a little bit.

You can definitely feel that perhaps, Team Dohna was planning to continue the story and expand on its world, characters and conflicts in a sequel and the multiple endings of the game is definitely opened to it, but with Team Dohna leaving Alicesoft to move on to greener pastures and Dohna Dohna being one of the last high profile games of their catalog that isn’t an exploitative gacha mobile game, it’s not likely to happen anytime soon.

And it’s a shame because this story in all of its classicism and in all of its shortcoming and lack of completeness and ludo-narrative consistency is the Dohna Dohna that most people who didn’t push the game further than the credits and the basic requirement to progress through the game will experience and it’s a fun story don’t get me wrong ! But, I wouldn’t blame anyone for getting out of Dohna Dohna feeling unsatisfied by its promising premise that ends up being nothing more than a gimmick at first glance !

The thing is that the game has a very counter-intuitive way to push you towards a deeper, more impactful experience which hinges on you being bad at the game. See, when I’ve talked about the heroine's events earlier, I didn’t mention that all of these feeling events have a “variant B” to them which completely flips the script on its head to deliver on some hard hitting confrontation of Kuma’s action and their consequences. To access these alternate events, you have to not participate in any events with the girl (and thus not furthering their relationship and rendering them less useful in battle) until a certain point in the scenario where they get kidnapped. If you fail to save them in a reasonable amount of time, you will witness something called an “humiliation scene” which is, you guessed it, them getting treated similarly to how the unique heroine in the hustling mode gets. While it does offer another H-Scene to complete your gallery, the deeper, long-lasting effect however is changing every subsequent “feeling events” you’ll do with them to have additional dialogues to reflect the traumatic events they went through !

This is a brilliant idea on paper, most of these variant B scenes are actually miles more interesting conceptually than their regular counterparts. One of them is literally Antenna, the goofy autistic hacker girl having some sort of an existential crisis when she realizes that Kuma might actually be as much of a monster as her aggressor and Kuma retorquing that it’s indeed true and that he doesn’t want to feed her lies by pretending the contrary. Or KiraKira trying to convince Kuma from stopping all this madness and trying to go back to a regular school-life as girlfriend and boyfriend with Kuma sadly refusing as he is in too deep to back down no matter how irrational it may be and how uncomfortable it makes KiraKira.

I say on paper, because, getting to the conclusion that the heroines are “more interesting with traumas than without” is a bit of an awkward statement to make as factually true as it may be. Some of them like Porno and Medico, still have solid enough arc regularly especially Porno since her relationship to Kuma is deeply tied to her troubled past and how she’s learning to cope with it in a very unhealthy way but for the grand majority, you’re better off reaching for the heroine bad endings, if you want the game’s tone to fit the harsh subject matters brought up by its gameplay mechanics and Kuma’s inner conflict. It’s also just kind of badly handled in execution, the requirements to even access these bad endings are so specific, and so hard to miss due to the game treating them as punishments for not playing the game right that it kinda misses the point and is where it would’ve helped if the game was just a tad bit more challenging and tad bit less forgiving when it comes to managing your time and your ressources.

Because as it stands, these bad ending variants feel like rewards rather than punishment because you need to actively seek them in order to make the story more engaging and the point the story wants to get at clearer. And unlike Rance IX, where its bad endings were kind of pointlessly edgy to please to a certain demographic without any meaningful addiction to the game story and what it wanted to accomplish, here you’ll actually want to get to them because otherwise, you just end up with a shallower experience and less completion percentage on your save file.

And isn’t it all a bit ass-backward ?

By treating that side of the game as just an optional, easily missable part of the experience, you ultimately sabotage the potential the story could’ve had in the long run and I don’t think that as it stands, Dohna Dohna can hold its ground naturally as a great entry in Alicesoft’s catalog without these pointless detour. But on the other hand, Alicesoft loves their replay value and also loves their generosity and providing their players with tons of contents to satisfy their craving for erotic gaming.

This is where the philosophical dilemma lies with Alicesoft production and more specifically with Dohna Dohna. It’s clear that the reason all of the story’s depth lied semi-hidden behind obtuse condition was only made this way to turn that darker side of the game into something that players are actively seeking and while the scenes in question can be very heavy in terms of atmosphere and content, I’m not a fool to suggest that to some people, these scenes actually feels like a reward regardless of the writers best effort to accomplish the contrary. Because of the way the game leads the player to that content but also because simply, some folks are just “into that shit” and there’s nothing we can really do about that unless turning the game into a family friendly RPG where these subject matters could barely even be brought up in the first place.

But for those who can set aside their fantasies to read between the lines and really absorbing where the game is trying to lead them, they will certainly find what they were looking for story-wise and learn a valuable lesson with this cautionary tale of a broken man, breaking a lot of woman in his path for what he believed was the right thing to do in order to survive and overthrow the system. Alas, I also hoped that the actual main storyline supported that line of thinking.

As a man in my mid-20’s playing eroge I can only admire and scrutinize the story from a media analyst perspective. I can also empathize with the subject matter and the characters interacting with it and also enjoy the game for simply being a fun game to pass the time. Unfortunately, I could never entirely relate to the pleas and the struggles of these victims because I am not one myself and thus perhaps my review might be just as shallow and disinterested as the story itself was to its deeper narrative elements.

With that out of the way however, I think that while Dohna Dohna is not perfect by any stretch of the imagination, I still think it’s one of Alicesoft strongest title and that while the attempt was a bit messy, I can only appreciate that they’ve tried and create a story that might connect to someone out there who will find more value in it that I have. However I have one last thing to share before finishing up this essay.

I’ve mentioned countless times during this review that the game was recommended to me by a certain person that I had yet to mention : My good friend Kitty, mostly known by its pen-name of “Antenna” or “.Farside”. if my review made you curious about the game or if you simply want a more thorough and engaged analysis of the work by someone with more insight on it as it unfortunately has a first-hand experience with the subject matter and felt deeply touched by it, you can check what its article on the game has to say about the game here :

https://fuwanovel.net/2023/08/why-dohna-dohna-matters/

I highly recommend it personally, it’s better written than anything I could come up with myself and I consider this to be an essential companion piece to a first hand experience with the game.

“Power has always reigned supreme. Some use, while others become the used. Those who hold power are protected by it. Do you know why?”

“Because that is this country’s very foundation.”

Yakuza 4 is rough and sloppy. It’s got a ton of loose ends and demands some touching up. However, its deep and thorough reverence for series’ legacy can’t be overlooked. If you can look past the iffy occasional plotline, 4 is a thorough mechanical exploration of the series and its ideological framework. Broken men accustomed to a broken system, and yet punching their way up through pure meathead tenacity and physical brutality. Vested interest in noble samurai myth, modernized in Japan’s organized crime. Despite their many shortcomings, however, the four men atop the Millennium Tower hold a shared conviction.

Imbued with Koichi Yamadera’s swagger and nonplussed voice lines, Shun Akiyama exists as Kamurocho native. He doesn’t drop in to visit when things get rough, he’s lying around in his office during the dry patches when alleged virtuous yakuza come storming down the street. Akiyama’s seen it all, the absolute height of stature and the nadir of poverty. He’s not above sharing a couple beers with the homeless discarded around West Park. After three mainline games of steamrolling everything in sight as Kiryu, Akiyama is a nice refresher that places the world the men share in a new perspective. Suddenly, even the most petty and minute yakuza feuds become huge headaches. The ebb and flow of crime and commerce in Kamurocho is just something you get used to.

To the confusion of Kanemura’s goons, Akiyama isn’t in it for money. He’s got more of that shit than anyone could ever need. He’s like a god, strolling through the city knowing anyone that fucks with him gets the good old one-two capoeira treatment. Akiyama owes his life to the yakuza. Nishiki’s explosive departure back in ‘05 gave him an extra chance out of the life stripped away from him by the powers that be. And if that wasn’t good enough, good old Arai meted out his brand of justice to anyone looking to rob a desperate homeless man. Shun’s got nothing but respect for Arai – in his eyes, a spitting image of a future chairman. Just as the man gave him the means to pursue greater things, Akiyama’s in love with the idea of offering his own second chances to clients.

Taiga Saejima takes matters into his own hands. No bullshitting around, no asking questions until after things are done. He’s resilient as an ox, and chained down by his eighteen sins carried out all the way back in 1985. RGG Studio plays around with the idea of a good-natured yakuza grunt funneled through 25 years of The System. Saejima doesn’t have the charisma of an Akiyama or a kind of tactical mind like those moving him around as a chess piece, but he exists as an immovable wall. Saejima contrasts with Kiryu and Majima in the utter disgust he views his own legend with. He won’t look back ‘cause he cares way more about helping Sasai out than anything else, but the 18 men he took out haunt him every day. Detached civvies stand around Purgatory, treating him like a circus act – waiting for the tiger’s ferocity to dominate deathmatches. But Saejima is scared shitless of putting down another man ever again. Nobody understands the weight of life more than a man with a conscience that’s taken it.

Majima processes his trauma through his facade of the Mad Dog, an idea further touched on in Zero and Kiwami 2. The immense guilt from leaving his brother behind, and the fear of getting tricked by an asshole like Shibata again shares him shitless. But Saejima doesn’t really have that kind of tool. There’s nothing he uses to help him sleep at night, to him getting drunk on a delusion or distraction to help him sleep would mean he’s forgotten the eighteen lives he believes he’s stolen, even if just for a night.

Guy wanted nothing more than to save his stepsister and make sure she had a proper organ transplant, but ends up signing off his life to the Sasai Family, serving their beck-and-call. Despite always being under someone, Saejima chooses to be that way. He’s no charismatic magnet, but he attracts those around him willing to listen and change. Fundamentally, even if it’s for the sake of someone else, the man faces everything head-on.

Yasuko tells Tanimura his brother wanted to be a teacher. While he’s got no chance these days of being in the education system, Saejima naturally gravitates towards his mentor role. When he’s able to look past his guilt and self-loathing, the man’s able to pour into young men looking up to him. The Sodachi Dojo reinforces this idea and the way he encourages Kido to face shit head on is inspiring.

Tanimura’s a weird guy. If Akiyama is king of the night, running a good chunk of Kamurocho’s businesses, Tanimura’s here for the little nooks and crannies of the city. He knows he’s not a saint, and doesn’t care either. Meandering about day to day, knowing he can strong arm the healthy black market in the city. What’s there to say about him? He’s a dirty cop that fits the similarly coarse setting of the city. Compared to the seemingly morally righteous Arai, Tanimura doesn’t try to back up his shit with any kind of lofty speeches. He’ll empty a mag inches away from your head if it gets you talking. This fictionalized archetype of “bad cop” fits great with the storyline and adds a well-deserved extra dimension to Kamurocho.

Yakuza 4, and the series as a whole, is tied together by Kiryu’s conviction. He’s a pretty well-rounded guy by this point, living comfortably as a living legend and carrying on Kazama’s legacy through his orphanage. Kiryu’s inspirational words drive Yakuza 4: even the biggest pieces of shit can come around and learn to confide in others. Hamazaki, the guy who eats duck bones like potato chips and leaves bombs in suitcases, the man willing to surprise poke Kiryu in the gut, can still choose what little he has left of his life to shape a better world. Kiryu and Saejima are similarly bull-headed guys that have gone through it: losing their loved ones and being forced to adjust to a criminal world so incredibly drastically different from their glory days. It sucks, but Kiryu’s seen this shit before. After Yasuko croaks, Kiryu’s the one to push his ass into action.

“Too many people depend on us. Their dreams depend on us.”

Kiryu’s messed up quite a bit. He’s fundamentally split between his second life raising kids and the enormous Kanto criminal organization he pretty much walked straight out of. His routine of slipping in to help out when shit gets real bad and pulling out the whole rest of the year might be convenient, but the incredibly variable nature of his arrivals means the Tojo Clan is slowly dying. Daigo’s more aware of this than anybody else, and the rosy ideals of Kiryu don’t really convince him anymore. After the Hakuho Clan falling apart with Mine’s death, what else is he supposed to do? In his eyes, they’re pretty much screwed. And yet, it’s so incredibly damn important that the way of life we’ve vicariously lived through these past few games is preserved. Kiryu and Saejima need to fight for the Tojo Clan:

“It’s the only proof that guys like us ever existed.”

Yakuza 4 fully comes to terms with the series’ romanticizing of yakuza and places it within a deeply corrupt framework, distilling series tropes of backstabbings and betrayals down to rapid-fire gunshot sequences almost beyond parody. The reality of the yakuza, and the Kamuro police, is they’re deeply sinister and morally bankrupt. Despite it all, we can still aspire to meet Kiryu’s undying conviction.

Esse é o primeiro ff que eu finalizo, achei simplesmente fantástico, com certeza irei jogar os outros da série...

two years later the most important memory i have of this game is beating it the same day I started HRT so to that i'll say hell yeah