24 reviews liked by CaseyFrey


Now that I’ve had a day to sit on my thoughts of the game I will make an actual non-shitpost review.

This game is a mess. I wasn’t kidding when I said this is the MGS4 of the series. An extremely ambitious, earnest, heartfelt celebration of the series that has extremely high highs but also constantly falls on its face with extremely stupid writing.

The pacing is some of the worst we’ve seen from RGG. For a game that can easily be 100+ hours long it is both too long but also too short in areas. It constantly pulls you away from the main story to do very involved mini game/sub system tutorials but then has no time in the final hours to wrap up most of the story. At least 4 of the main characters this game is about don’t show up in the final cutscene. You just have to be told about what they are doing from a mouth piece so we can wrap shit up. Kiryu is just kinda left in this weird limbo as they don’t explain what the fuck got them to this point with an achievement titles “man who reclaimed his name”. It genuinely feels like there is either an entire chapter or at least a huge segment of one missing from the end. One of the main villains just stops showing up for 10+ hours only to be seen again in a cut away and is completely unrecognizable for at least another few hours. They then try to do the coin locker scene again with them and it feels completely unearned because they haven’t done anything. The two main villains you do fight are extremely forgettable and underwhelming. One is given what you’d imagine to be a super important connection to Ichiban but it never comes up. The two share a single cutscene at the start of the game and that’s it. Why was it even a plot point to begin with then???? So many plot threads just go no where or are left extremely unsatisfying as they hand wave them away so it can’t be viewed as “a plot hole”. I seriously think how they structure their stories needs to change because I don’t think the Yakuza writing formula they’ve had for 2 decades translates to a 100 hour JRPG. Imo the best way to enjoy the main story of these games is when you can just progress the plot freely and not be bogged down by side content or busy work. I usually save that stuff for premium adventure so the story isn’t so “start and stop”. But you can’t do that in these games because of the rpg leveling and just how the story constantly blocks you to do other shit I am currently not interested in. No RGG I don’t give a fuck about your Pokémon clone and it’s 30 minute+ forced tutorial I just want to get on with chapter 4 please.

Most of the cast has nothing to do in this game which would be fine if they didn’t force them to have boring ass drink links you need to do to make them objectively better in gameplay.

The gameplay needs massive changes going forward because Jesus Christ was I sick of the multiple grinds it imposes. The long battles they do in this game are terrible. In previous entries you’d have a long gauntlet where you’d have to fight to a location and they do this here but they constantly make you take the most out of the way route and block off better ones with excuses like “there are dudes over there!” Only to send you down an alley with 7 fights. If 9 does the same formula 8 repeated from 7 I might just drop the series. I do not want to go back to scrounging for money and being locked out of jobs till chapter 5 again. I do not want to have to do massive material grinds for good gear. I do not want to have 80% of the moves you get to be fucking useless because they aren’t an AOE and don’t deal elemental damage.

Highlights of this game is everything they do with Kiryu outside of the final chapter. Life links are overall goated outside of some implications of how no one reacting to Kiryu being alive despite you are only able to see them after Kiryu is broadcasted on national news to be alive.

There is honestly too much to talk about with this game So I’m just gonna end it by saying this: I’ll look back on the good in this game as some of the best but I never want to replay this game ever again. Also this game only makes Gaiden look even dumber and further cements it at as a $50 scam. Yokoyama fucking lied Hanawa is not important and he fucking knew that.

Mark my words that this game while currently being hailed as the best game in the series, that its perfect and other things like that will be looked back on a lot more negatively once the honeymoon phase is over, once hypebeasts move onto the next thing, once people won't freakout if you have anything negative to say about it. It won't be a hot take or "being contrarian" to think that the game is mid, super front loaded and falls apart in the end. It's fine if you do think its perfect and its your favorite game or whatever but the amount of people who lose their shit when you have anything negative to say about this game or gaiden is seriously annoying.

This game also made me get into a car accident so fuck it lol

I feel like this game is the closest we've gotten to recreating MGS4 in a game ever. The pacing in this game is all over the place, the villains are awful save for one who is written out of the story unceremoniously only to reappear out of nowhere before credits roll for an unearned finale. The constant need to grind for money/job levels/exp creates a feeling of immense bloat between the story's high points that essentially just exist to exhaust you. The ending might be the most unsatisfying these games have ended since Yakuza 3.

The Reign in Blood of Yakuza games: starts off great, hits you with a whole bunch of filler, then ends with a bang, and people call it peak because those two bookends are so good they forget everything in between was lame. Basically what I'm saying is Slayer sucks, listen to Razor.

This review contains spoilers

This is a STRANGE one. A different type of survival horror that tried to innovate with its almost invincible ghost enemies, items that can negatively affect you through the whole playthrough, and a safe room and AI partner that can become haunted as the game progresses, harming you in the process.
The problem with this game isn't so much that it's so different from SH1-3, but rather that these additions don't add that much to justify what is lost. There's a bigger focus on combat but there's only one real boss and two firearms that are almost functionally the same. The process of defeating ghosts is cool in theory, but you need to knock them down like 3 times before the game lets you stab them with the sword and you may think that you're not doing it fast enough, and the only ghost that really feels like it behaves different from the others is Richard's.
Room hauntings don't really amount to much more than proximity damage from visibly haunted areas save for one, and they're very easy to avoid. Why not have the ghost that comes out of the wall ACTUALLY come out and chase you if you stay too long? I didn't clear a single haunting on my playthrough because I didn't even get that I was supposed to use the candles IN the room, thinking they had some connection to the ghosts and that killing them with candles made hauntings disappear. I think this is because you also stop thinking of Room 302 as a proper place in the game's second half. More puzzles could've been solved by doing things in the real world, the bar's codes are a great idea, but it's as far as they go with it, and more things to do in the room would also force you to interact with the hauntings more.
The shabby doll is another great idea, but only this and the key in the Forest World have negative effects on you. How about an item that did something positive but makes Eileen more possessed or makes enemies target her at the same time?

Speaking of, let's talk about Eileen. She's great and has the best voice acting in the game! One of the big complaints is about the game turning into "an escort mission", but I never felt like I was escorting Eileen, she felt more like my ally. Again, enemies don't target her, she doesn't have a health bar to take care of, she's actually pretty good at fighting and you can find some strong weapons for her, so she took very little damage. Saved me a couple of times from ghosts too! Her pathfinding is good and she doesn't really need to be that close to the door to follow you between rooms. Really, the only problem is that she attacks enemies that you may want to avoid, like ghosts, but she'll stop if you unequip her weapon, though you do need to be close to her to do so which is actually annoying.
So, again, hard to fuck up and get her possessed unless you play like an asshole and leave her alone all the time. What did you think was gonna happen??? I think more things could've been done to make her more likely to get possessed, like forcing her to run all the time in spite of her complaints, choosing not to give her weapons, or maybe even how often you spy on her? I know this would be frustrating, but it's these sort of interesting readings of player behavior that make SH2's multiple endings cool.

But the story is great, right? Well, you get the feeling that the presentation isn't all there as soon as you get introduced to the premise with just a still image and some text. Just a little introductory section that had Henry go from the real-life subway to the building, interacting with neighbors, to Room 302 before discovering that he's trapped would do so much for this game, something like SH3, show us just a little of the protagonist's daily life and the real places that get corrupted. But the writing isn't quite to the standards of SH2-3 either, even 1. It seems to me that the devs first thought of the concept of being trapped in your own apartment from the inside, which is very compelling, then a serial killer antagonist that has transcended death and tried connecting the two. The result is this bizarre plot point of a grown-ass man that thinks an apartment room is his mom. Or only his inner child does and he thinks making his inner child happy is the only way he'll be at peace? I guess it sounds fine if you interpret it that way... I get the whole womb symbolism, but I don't think it quite works when the character thinks of it so literally.

The story is mainly told through notes, but they can be strange too. Sometimes the authors just write their screams of horror or just things they have no reason to write about unless they wanted a video game player to read them, to the point where some of them straight up go "This is how you solve the puzzle on the other floor!" And that breaks my immersion because I'm supposed to be reading the last words of some kid that can't leave his cell. Previous games were a lot better at giving hints to the players through notes while still making them feel like something a person would realistically write, nightmare world or not. Other things like what exactly are the connections between Walter and some of his victims are left to external reading as well, though they make sense once you do the homework.
And the big elephant in The Room is Henry himself. People latch on to the fact that you can peep on Eileen (through a hole Joseph made) as something to characterize him, but it seems to me more as something they put to criticize players instead through the giant Eileen head that follows you. Even the other residents of the building don't know anything about Henry, which is ironically probably the most work done to characterize him, but not even the artist has a painting for him, despite Henry himself knowing all of these people, which makes me think the devs didn't think of him as a character at all. You'd think that having been to Silent Hill as a kid, or being the last sacrament would give him a secret connection with Walter but it really is just that he's the guy living in the apartment and it's even implied that the Silent Hill memories and things he has in the room aren't even his! Make Eileen a friend or an ex-girlfriend to make him real motivated, have him meet Walter once in his life, or just tell me what the guy's job is, give me SOMEthing!

I'm very harsh on it because I think these specific complaints aren't brought up that much, but this IS a good game. The camera angles are better and more dynamic than 2-3 and almost as good as 1's. The absurd level of detail from 2-3 isn't in the first few worlds, partly without the darkness around the environment, and they make the grave mistake of bringing back SH1/3 imagery without Alessa, but it gets more detailed and original in the Building, Apartment and Hospital Worlds. The second part of the game is pretty fun if you try to figure out how the special items and mechanics work on your own, and now, the level design makes sense, though I will always wonder why they didn't just have specific layouts for the first half. You don't need to make new worlds, just level design and enemies that aren't so boring without Eileen and the haunted room and make it less formulaic.

The OST obviously bangs and there's a lot of great atmosphere. Eileen stopping after seeing the sketchbook and the gun room only having model guns (I went back to Room 302 to empty my inventory to get them without examining them like a FOOL and also had the ghost harassing me) are some creative scares. As iffy as the story can be at times, it is very intriguing when you're playing it and Walter is the best human antagonist the series has had, as well as the first stalker enemy.

In the end, though, even Team Silent's swansong couldn't make fighting humans not look awkward as hell...

I played about 12 hours of this and then went back and installed Oblivion again.

Oblivion fuckin rocks dude

The scene where Andore picks up Haggar and carries him all the way to an arena while Cody just leisurely walks alongside him is godlike.

These guys really had the balls to say "Let's make a better version of fucking Chrono Trigger"

Going into Yakuza 4, I wasn't sure of what to expect, as pretty much nobody talks about it and reception seems to be mixed, so it surprised me how much quicker and strongly the game hooked me from the start. With the multiple character setup, the city is open for you very early on, but this game also has the best progression system in the whole series, as I hear even 5 messes it up a little, letting you pick exactly which upgrade you want as long as it's not locked. This lets you get new moves quickly and have fun with the combat very easily, despite how limited every character that isn't Kiryu ends up feeling. Despite the snappy gameplay though, its first chapter is pretty slow when it comes to proper bosses (more than 8 hours for Akiyama if you go around doing side stories!) and meaty story bits, partly, because Yakuza 4 is more interested in showing us who the new protags are on a personal level, so it's not a big problem if you're into that.

Speaking of levels, they're the best in the whole series so far! In my Yakuza 3 review, I mourned how little of them there were, as this is where Yakuza's combat shines the most. Here, they throw neat twists to the combat that I'm surprised took this long for them to try, and coupled with the great progression system, they can be a great challenge as sometimes the game will put them at the beginning of a character's story and you'll have to... Think about which moves are most convenient to buy in your current situation, woah. Akiyama's has no healing items because it's at the end of his story, Saejima's has you dodge snipers while you fight and he also has some fights with time limits before this; Tanimura has you fight enemies while walking on slippery oil and Kiryu gets one that lasts like one hour, with 4 minibosses and a fight in the dark. It's great! But the finale really needed one final epic level where you switch between all 4 protags before the final bosses. You finish leveling everyone up and some of their side content, ready to take on the final challenge and it ends very quickly and underwhelmingly.

This is why I also recommend doing Amon on this one. The game doesn't require you to complete every hostess and every minigame to unlock it this time, so it's pretty easy to get to him, and the fight isn't complete stupidity for masochists either, I fought him on hard mode and I didn't even die, but it was a decent challenge and a good way to finish the game. I was actually advised against playing hard mode, people saying Saejima's first boss was one of the worst designed in the series, but it really wasn't that bad. I honestly had more trouble with the dude that chokes grenades at you on that level lol. What surprises me is that Yakuza 3 combat haters never complain about this one's combat. Maybe it is because I was on hard, but I swear, something actually IS wrong with this game because the frequency in which enemies will grab you from behind, even teleporting from 6 feet away to do so and stunlock you as 5 dudes punch you is way more egregious than any of the blocking in Yakuza 3. One quick tip for the final boss, no spoilers, get a good spear for Tanimura, trust me.

Some notes on side content: Inner Fighter sucks in this. It came up with neat twists to previous boss fights in 3, but here, they only do it with the chainsaw guy for some reason and you only get new skills from fighting Kiryu, whereas 3 gave you some with all fights, so it's a waste to do them outside of Kiryu unless you want a larger heat bar, which you don't need. There are less substories this time, but the game doesn't overwhelm you with them like 3 did, it feels like the right amount for each character. And finally, Yakuza 4 introduces a batting cage minigame that doesn't suck ass!

Now I'm gonna talk a bit about the story so get out if you haven't played it. Let's get it out of the way, the twist is fine, the first time. Most of the talk about this game's story revolves around it, but its critics seem to not realize that the whole point is that this is the shittiest, most sloppily done conspiracy ever, and the only reason it was kept that way is because someone of higher power and even more corrupt wanted in on the whole thing for bigger purposes. It doesn't invalidate Saejima's arc or his scene at the coliseum either, even if he didn't kill all those people, he still pulled the trigger each time, lived for years with the trauma and guilt, was treated like an animal in prison and lost his sister because of it. No wonder he doesn't give a shit that they were rubber bullets and he got framed. Part of this twist is obviously still motivated by the awkwardness of RGG Studio not actually wanting to have a protagonist that murdered people so savagely but also wanting to have multiple protagonists that are criminals, corrupt officers, or just kinda shitty people (Akiyama). Now, the second time this rubber bullet twist happens, it's pretty silly, but whatever.

Akiyama may have the shortest end of the stick here, I really would've liked to see more of his relationship with Arai and I think he should've been the one to fight Kido as well, he's been friends with both for years and I think this should've been the emotional crux of the conflict with the villains, but it left them without someone to fight Saejima with Katsuragi being both weak and dead. I dunno, they could've brought back the biggest hater in Japan, Saito, one last time, who would surely side with Munakata. I enjoy Munakata's design, guy never seems to blink and it makes him creepy as hell, but there's a reason these games always have the weak main villain with a gun and goons be the penultimate boss, and have a strong rival as the final boss. Maybe they could've had Daigo as the final boss, whose role here, really should've carried a lot more weight. Kiryu's just kinda reprimending him and because this is a Yakuza game, this can only be done with a shirtless fistcuff on a rooftop, but unlike Yakuza 3, it doesn't feel like it should go like this with Daigo, who looks like he knows he has no chance of winning here. I would've liked to see a Daigo that gets more corrupted by the position Kiryu mistakenly put him in, a Daigo that goes "balls out" to accomplish his goal, even if it means killing Kiryu. So we're left with Munakata for last and Tanimura is the one to fight him because it makes the most thematic sense.

A lot of it feels like they wrote the story first and designed the game second, and it would explain many of the issues with the game. The plot isn't as convoluted as it's made to be, Yakuza 3's was worse, but most of it is awkwardly dumped on Tanimura's chapter as, again, the game is more interested in exploring the characters on a personal level, where it usually shines really nicely. I especially love, once more, Hamazaki's arc. The whole "this clan is the only proof guys like us ever existed" thing really got to me, here's where RGG actually manages to fully do it, I feel empathy for a proper criminal that did terrible things, with just a few words. The game is very good overall, but its finale just deflates the whole thing and makes people think the whole thing sucks in both gameplay and story and I think it's far from it.

Special thanks to @Detchibe for this and Binary Domain's Steam key.



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