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Favorite Games

Devil May Cry 3: Dante's Awakening - Special Edition
Devil May Cry 3: Dante's Awakening - Special Edition
Higurashi When They Cry
Higurashi When They Cry
Persona 5 Royal
Persona 5 Royal
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Like a Dragon: Infinite Wealth
Like a Dragon: Infinite Wealth

Apr 13

Ghost of Tsushima
Ghost of Tsushima

Mar 14

Max Payne 3
Max Payne 3

Mar 06

Max Payne 2: The Fall of Max Payne
Max Payne 2: The Fall of Max Payne

Mar 03

Max Payne
Max Payne

Mar 02

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This review contains spoilers

Like a Dragon: Infinite Wealth is the best Yakuza game, in my opinion at least. I think it perfectly expands on the combat from Yakuza 7 creating a simple but incredibly rewarding turn-based system. I think it contains the best overworld in the series and one of my favorite overworlds in any game ever. The game is filled with likeable characters that all represent the game's main themes in one way or another. The one shortcoming the game has, and it's a pretty big one, is the 3rd act of the story which fumbles it's way through a rushed conclusion which leaves so many unanswered questions that it makes me wonder if this was meant to be setting up for a direct sequel making a trilogy. But overall this is one of the most enjoyable and memorable JRPGs I have played in a long time.

Let's go back to what I liked. The combat is a major step up from the last game. In Yakuza 7, combat was simple, it mostly consisted of each character doing their one big move over and over and using heals or buffs when you needed to. Combat in Infinite Wealth was revamped to place a heavy emphasis on positioning, of both you and your enemies. The ability to move freely on your turn creates a system of always trying to get the smallest advantage over your enemy at all times, which is incredibly fun for me because I like to do that in RPG's anyway.

They also reverted the strange decision to tie major stat increases to job level. I really love how this game encourages you to switch jobs regularly and get as many useful skills as possible while making it easier for you to do so by adding the ability to switch jobs at multiple locations. I also like the new skill inheritance system where you can only inherit a certain number of skills from different jobs. Not only does this clear up the move list and create more interesting decisions to make while building your characters, it makes it so the jobs themselves can feel more varied and individually powerful. Many jobs in Yakuza 7 were straight up terrible but pretty much every job in 8 has at least one really good move that would make it worth it to switch for a while.

The Honolulu map is my favorite city in the Yakuza series. I've always loved tropical, beach-themed places so I was very excited when I heard this game would take place at least partly in Honolulu and I was not disappointed. It just feels so good to walk around this city, everything is so vibrant and colorful while still having a laid-back, chill vibe. This probably comes more from my personal love of areas like this, but I just adore this map and I hope they use it again.

The characters were once again a home run in this game. The returning characters were just as good as before and their stories continue in a logical and satisfying way. The newcomers were great with Tomizawa and Yamai being two particularly stand out additions. Only complaint I have is that I am absolutely baffled why they waited to add Joon-Gi Han to the party so late especially when they had the perfect opportunity to do so when Zhao joined.

Now on to things I didn't like.

They really really need to retire Kiryu for good at this point. As someone who started with Yakuza 0 and played through every mainline game, I can feel myself starting to get sick of him as much as it pains me to say. This is the 233,409,216,745th time they've done "Kiryu's final stand" and I think it's time to fully pass the franchise over to Ichiban who I think is a perfect successor to Kiryu. The two are complete opposites while still holding the same core values. Granted, Kiryu still had unfinished business because of that frankly idiotic deal he made with the Daidoji faction in Yakuza 6, but at a certain point you have to recognize when a character arc reaches it's natural conclusion which thankfully I think it did here. Kiryu deciding to live for the people who he loves and regaining his name (somehow) is the perfect ending for him. I don't mind him playing a supporting role, maybe a mentor figure or something, but I will be sorely disappointed if Yakuza 9 ends in Kiryu climbing Millennium Tower to fight a corrupt Yakuza boss who wants to destroy that way of life. As a final note on Kiryu in this game, I think the decision to have Tatara reveal Kiryu is alive is the single worst plot point in the story because almost nothing comes from it. Kiryu hiding his identity was already pretty flimsy because it feels like every old Yakuza character besides the kids at the orphanage ran into Kiryu and immediately recognized him which makes you wonder what the point is. But once his identity is revealed, nothing really changes. The Daidoji act like him being alive is still a top level classified secret, none of the old characters ever react to the news, and Kiryu himself still tries to hide the fact that he's clearly alive and running around. I think it's fine we didn't get a scene of Kiryu and Haruka reuniting but at least show us how she and the other kids felt about the news that the guy who is basically their father is not only still alive but has been in hiding for the better part of a decade. It just felt like it went nowhere which makes me question why they even included it in the first place.

The Ichiban side of the story on the other hand felt like it was missing a few cutscenes after the credits. It just leaves so much left unanswered. What happened to Bryce? What happened to Akane? How's Yamai doing? Did Ichiban and the others get their jobs back after Tatara exposed herself? Does Saeko actually love Ichiban? I just wish there was a bit more closure.

I've heard a lot of people say they don't think Ichiban should have forgiven Eiji but I thought that was fine. Ichiban didn't even really forgive him he gave him a chance to atone which is what he was doing at Hello Work at the beginning of the game. I think it made sense for him.

The last couple of chapters felt strange, almost padding but not quite. I don't really know how to explain it but it felt like a lot of what you're doing feels inconsequential.

Overall I enjoyed the story, I just think the party split made the whole thing pretty wonky and we ended up with a lackluster but not terrible 3rd act and a decent ending.

I am big fan of this game, I had a great time playing it and I think it serves as a good conclusion to Kiryu's character. I hope the next game is more Ichiban focused and the story is a bit more smooth. I'm definitely looking forward to the next project from RGG.

I have had mixed feelings on this game ever since I began playing it. On paper, this is a game I would love, a revenge story focusing on two brothers in a medieval dark fantasy world with the gameplay of a character action game and rpg progression, its like it was made for me.

However the longer I played the game the less I began to like it, I found little things that bugged me, I found I was rarely if ever invested in the seemingly never ending flood of cutscenes, the rpg elements seemed almost non-existent, and the combat revealed itself to be more shallow than I originally thought. I realized this is a game of breathtaking highs and mind numbing lows. I started to dread playing the game as the lows seemed to consume the highs for hours at a time until we come to this point now where I'm writing this review and the things that stick out in my mind about this game after finishing it are the numerous problems I had with it rather than the stunning highlights.

I'll go over what I liked first. The visuals and overall presentation are stunning, I had minor performance issues but I can excuse them when the game looks this good. I found the first probably 40% of the story to be very engaging and exciting. This section focus almost entirely on the protagonist Clive and his personal arc. This section feels like it should have been the entire game and ended much too early in my opinion. I constantly wanted to see what would happen next and I was looking forward to learning more about the characters and the world. The combat looks and feels good even if it doesn't have much depth. I really liked some of the characters and I thought Clive was particularly good. Along with the last point I thought all the performances were great, I played in English and it felt like everyone brought their A-game. And finally, the boss fights and set pieces are some of the best I have ever experienced in a game and were fun enough to keep me playing through the second half of the game. That is where the positives end for me, however, the things this game does well are done to near perfection and make me hesitant to straight up say I disliked the game.

Onto what I disliked. The second half of this game was a genuine slog to get through. The story goes from being personal revenge narrative that is hyper-focused on a single character and their struggle into a very generic jrpg plot with an attempted political drama backdrop. I don't think this is necessarily a bad thing, but the politics fell flat for me once I realized that there are very few differences between the political factions, they all want the same things, and they almost never collide with each other leaving me to question the heavy focus the story gives this section with one exception which I won't spoil. Without interesting politics all that's left is the aforementioned generic jrpg plot which also feels underdeveloped, neither the characters nor the world itself react or change because of the massive events that take place in the set pieces, which makes the story feel stagnant in my opinion.

I've gone back and forth on how I feel about the combat, but as of right now while writing this I can't say I think the combat in this game is good. They did away with almost all traditional rpg aspects including a controllable party, turned-based combat, elemental weaknesses, and even ability selection from the past two real-time Final Fantasy games for something more closely resembling a character action game. I don't mind the change on paper, Devil May Cry is one of my favorite franchises, I love games like Bayonetta and Metal Gear Rising and a big part of that are the easy-to-learn-hard-to-master combat systems those games have. Unfortunately the game doesn't really commit to either style of gameplay. There are loose rpg elements although I'd argue they are too simple to really think about in most cases, equipment is just stat increases, and the skills mostly come down to if you want single-target or AOE damage. This would be fine if the character action side was polished enough to stand with the best of 'em, but its not. There are no combo extension tools, air mobility, stylish combos (or more than one combo in general), or even multiple weapons/stances. The main thing feature it brings are the Eikon abilities which each give Clive one unique ability to use in combat along with it's skills which as mentioned before, mostly boil down to simple damage. These abilities are pretty cool and some of them are incredibly useful even if a good number of them feel kind of same-y. However, because you can only equip 3 at a time, I gravitated towards the 3 I thought were best and never changed them, I also don't see myself changing them at all if I ever replay the game because the abilities are either clearly inferior to others, or they don't change the gameplay enough to warrant using over something else. The combat simply doesn't have the depth or replayability of the average character action game. This leaves the combat feeling that of an action rpg, but the rpg elements are missing, see what I'm getting at here? Add onto this the lack of controllable party members and it leaves little room for variation. It feels like there was supposed to be more to this. Each Eikon changes the element of Clive's magic, the problem is because there are no elemental weaknesses this change means nothing. It makes more sense to me to look at it as if there were originally things like elemental weaknesses and controllable party members but they were cut and the developers just gave everything to Clive. Overall I thought the combat was okay, I didn't get bored but I wasn't wowed by it and I'm certainly to itching to play more of it, I prefer FF7 Remake and even FF15's styles of combat over this game.

The structure of the game becomes very formulaic at a certain point. Clive will go to a new place on the map and do some of the most boring quests you can imagine, receive a kind of entry pass, go through this game's version of a traditional dungeon which plays more like levels from DMC, then there is one of those amazing set pieces I mentioned earlier concluding with Clive facing off against the minor villain of the week. This happens over and over again except it feels like the quests you are forced to go through become more and more boring the longer the game goes on. This brings me another major problem, the quests. These main filler quests and nearly all of the side quests are awful. They are designed like MMO quests, "go here get this", "retrieve 3 of these things and maybe fight an enemy", "talk to these people in order" and so on. I originally planned to do something I almost never do, I was going to complete all of the side quests, and those who know me know I do not often do side content without a very good incentive. I thought this was feasible because the number of side quests given in the early game is so low. I thought I could get some xp on the side doing these boring quests every now and then. However, as the side quests became more numerous more frequently and the main quests started to resemble the side quests more and more, I gave up, it was just too boring. These filler main quests also contributed to the problem of the game being too long in my opinion. Many of the quests felt like complete filler that could be taken out completely and the game would lose nothing of value. I've heard that there are nearly 20 hours of cutscenes in this game. If this number is accurate I will have spent more time watching cutscenes than playing the game yet I still don't know surface level details about the game's world and many of it's characters. What was that time spent on? I honestly don't know because one would assume the game would convey much more information than it did during that time.

This review seems much more negative than I originally intended, the more I think about this game the less I like it. Almost everything I think is good about the game occurs in the first 10-15 hours and then the quality falters more as the game reaches it end. Right now I'm giving the game a 6/10 although that could easily go up or down depending on the day and what part of the game I'm thinking about. I was quite disappointed by Final Fantasy 16.


The first 60% of the game is excellent, challenging dungeon crawling and combat with an interesting story and cast. Then it falls off hard, the end of the game is a tedious slog.

I feel they had too many dungeons at the end that don't contribute much to the story. In my opinion Atlus went way overboard with the dungeon design in the second half; hidden doors, dark rooms, moving floors, teleporter mazes and invisible paths all over the place. A lot of these things turn the dungeons into pure trial and error and crossed the line from fun to frustrating to me that I just wanted to end.

A few of the bosses are really bad. Spamming status ailments and healing each turn are not fun to fight. Also this game has the highest difficulty spike for the final boss I've ever seen, then in redux they added a new final boss which is somehow an even higher difficulty spike. The first half carries my rating hard for this game.