51 reviews liked by Jackofblades87


Esta guapo pero igual si lo juego 1 vez cada 3 meses o así, igual no lo esta tanto.

"Once you're at rock bottom, the only way forward is up. But the bottom doesn't have to be all dark and gloomy. If you can stand and look up, you'll see the light of hope up there." - Kasuga Ichiban

Have you ever wondered what it would be like to play a Persona game with a cast of characters that are all middle-aged misfits and losers who are led by a 42 year-old homeless gamer with undiagnosed schizophrenia and the personality of Luffy from One Piece? Well boy do I have a game for you...

Featuring a whole new cast of characters, a new setting, a new protagonist and even a new battle system replacing the iconic beat-em up gameplay of old for turn-based J-RPG tactics, Like a Dragon truly feels like a fresh new beginning for the Yakuza series, but at the same time a natural evolution of the series formula as well because let's be honest, past Yakuza games were just J-RPGs with beat 'em up combat.

Like a Dragon follows the tale of Kasuga Ichiban, an ex-yakuza who hits rock bottom after a tragic betrayal. Homeless and struggling to survive, Ichiban goes on a personal quest to become the hero he always dreamt he could be and uncover the truth about his betrayal. Ichiban's story is a deep and personal adventure full of incredibly strong emotional moments and easily one of the best stories the Yakuza series has to offer in general.

I really appreciate how the early game does its best to make you feel powerless and homeless to the point of even finding 500 yen under a vending machine feels like a big event that should be celebrated and that gives such a massive sense of progression in the later game when you have millions of yen and the best gear possible. Also something I adore about Like a Dragon's story and something that sets it apart from other RPGs is how it makes even the most mundane things like just getting a job feel exciting and adventurous essentially turning real life itself into an adventure which is very fitting for a character like Ichiban.

Speaking of Ichiban a lot of people will be wondering how he stands up to Kiryu and all I can say is that after being the main protagonist of the series for 7 games Kazuma Kiryu leaves some big shoes to fill and Ichiban doesn't fill them, but that's ok because Kiryu and Ichiban are two completely different characters and the game itself does it's best to get this point across. Ichiban doesn't need to fill Kiryu's shoes or take up his legacy because Ichiban is Ichiban and here's what Ichiban is, a homeless 42 year-old delusional chuunibyou who thinks life is like a video game and has the personality of a teenage anime protagonist. He's hotheaded, overly optimistic to a fault, somewhat naive and would do anything for his friends but all these traits are exactly WHY he's so endearing and what makes him such an easy protagonist to root for, the world would be a better place if we were all a little bit more like Ichiban. Also Kazuhiro Nakaya's absolutely incredible voice acting performance really helps bring Ichiban to life as a character as well.

Yakuza games of the past primarily focused on Kiryu's life and his struggles and while Yakuza 7 does the same for Ichiban it's also an RPG with a full cast of characters that follow Ichiban from beginning to end and the game does everything in its power to flesh out Ichiban's fellow party members and companions just as well as him making the sense of camaraderie they all share feel that much more real and believable. Ichiban can build up bonds with his party members simply by teaming up with them on the battlefield or by spending downtime with them at the party's hideout the Survive Bar. Some of Ichiban's party members include a fellow homeless man, an ex-detective turned alcoholic driving instructor and a barmaid. Every party member has a Persona-like social link storyline called a "Drink Link" that you can experience. These in-depth stories help give tons of depth and flesh out Ichiban's party members a lot, but even doing smaller activities like walking around town or going to eat at a restaurant will trigger party conversations and interactions that remind me of the skits from the Tales Of series and even simple things like characters talking about their favorite foods or favorite movies together really give them tons of personality and make them feel more real and relatable.

Like I mentioned at the beginning of this review Like a Dragon is unlike any other Yakuza game before it being entirely turn-based and speaking as someone who has been playing J-RPGs for 20+ years of my life I think Like a Dragon has one of the most engaging and enjoyable turn-based combat systems I've ever experienced and one of the reasons why I say that is due to how dynamic the combat is thanks to the world around you constantly moving and your characters being able to use their surroundings as weapons in combat from picking up a bike they cross paths with as they go to attack an enemy to knocking an enemy into the road and letting traffic do the rest, there's no shortage of ways to handle combat situations. I also have to mention that the game is turn-based simply because that's the way Ichiban views the world when he gets into a fight due to his obsession with Dragon Quest and I think that's just another incredibly endearing aspect of his character and for a series known for its ludonarrative dissonance that's an incredibly clever way to explain the game mechanics and make them harmonize with the world of the game itself.

Naturally it's no surprise that Like a Dragon features an old school job system akin to classic Final Fantasy or Dragon Quest itself since that's Ichiban's favorite game, but what makes the job system of this game stand out is how over-the-top and silly it is. Most normal RPGs would have mages and warriors, but in Like a Dragon we get classes like "Homeless Guy" who can throw beans at enemies to summon pigeons to attack or Chef's who throw silverware or Host's who spray champagne among many other classes. The attack animations are just so over-the-top and silly that they give the game so much charm, but I think where this is most evident is in the Final Fantasy-like summons called "Poundmates" where Ichiban uses his cellphone to order some back up and the summons include a crawfish that can poison your enemies, a soup kitchen worker who can replenish your mana or a giant Yakuza dressed like a baby who's cry defeans your enemies among many others, getting a new summon was always a treat just to witness the wacky hijinks that would happen when activating it.

Yakuza games are known for their mini-games and side activities and Like a Dragon is no exception to this rule. Like a Dragon has series staples like karaoke (Featuring a few new songs which are great btw), Sega arcade games like Virtua Fighter, golf bingo and batting cages, but also new things like a Mario Kart styled racing game, a Pac-Man-like can collecting game and a massive business management simulator that is long enough and has enough depth to it that it could be its own standalone game. Another defining aspect of the Yakuza series has always been the sub-stories and like most games in the series Like a Dragon also features over 50 sub-stories (which act as the side-quests of the game) that help flesh out the world and its inhabitants even more and give extra depth to Ichiban as a character by going through these various stories and helping the people of the city around him.

Speaking of the world-building there's tons of references to past Yakuza games both in sub-stories and just in the main game too, plenty of returning characters as well and that's the one downside to the game because it's hard to recommend to people without them having played the past games as well, but that just comes with the territory of any long-running, interconnected series unfortunately.

From its Persona-like social links to it's Dragon Quest job system, Final Fantasy styled summons and Tales Of character interactions Like a Dragon is a J-RPG that's about J-RPGs. It's a beautiful love letter to my favorite genre of games wrapped up in an inspiring and emotional tale about a man who always chooses to look at the bright side of life no matter how dark things may seem. It has a charming and well written cast of memorable characters, deep and immersive world-building, tons of side content to get lost in for hours and one of the most fun, over-the-top and engaging turn based combat systems I've ever had the joy of experiencing. Simply put, Like a Dragon is nothing short of a genre defining and life changing masterpiece that will stick with me for the rest of my life and if you love J-RPGs as much as me you'd be a fool to miss out on this game.

Damn, Square Enix once again.

Triangle Strategy gets off with a really great start, the opening chapters have a gripping narrative and present a varied cast of characters, the first decisions you make change the following chapters quite a bit, but don't betray your expectations of their impact. The final 3 chapters showcase great closure to the narrative and great character arcs, or at least it was in the case of the ending I chose, which was bittersweet, but interesting.

It is somewhere in the middle of the game that this game felt like it was being too ambitious for it's own good, promising always more than it could deliver.

Triangle Strategy (almost) always does an amazing job at presenting puzzling situations to the player, and laying a quality selection of decisions available to you regarding the circumstances. Most of the decisions symbolizing a certain ideal out of the three the game focuses on when it comes to this system, although sometimes I'd debate wether a choice or a dialogue option doesn't really fit a different ideal.

Even then, the decisions are usually cool alternatives and many times there is no right answer, which is how it should be. The characters involved present valid arguments and the game makes use of it's characteristic decision making mechanic, the "scales of conviction".

The real issue I have when it comes to the decisions is how sometimes they fail to trick you into thinking they mattered, cause yes, many of this decisions don't end up having an impact. Many serve only as momentaneus different routes that end up merging after a few chapters, ocasionally even in a way that doesn't feel organic, which is the worse part (specially a certain decision in chapter 11).

Sometimes, the issue regarding the decision comes from the stakes. The game tries to tell you that sometimes one needs make rough choices and places you on the kind of situations where a sacrifice must be made, but always gives you the chance to take the " I want it all" kind of choice and it only just causes you to have a more difficult encounter. The worse part is making a sacrifice for roleplay reasons and then getting gaslighted into thinking you are the worst piece of shit ever. This, is not the norm, but it happened often enough to bother me.

When it comes to it's characters, I think the pool is too big for gameplay reasons, so all character development is almost exclusively focused on the main cast, sadly many members of the main cast recieve very superficial treatment. However, the ones that recieve the game's full attention mostly shine, and do so during the entirety of the game.

The villains are decent, some are weaker than others but both Gustadolph and Avlora were really cool, specially Avlora's development. When it comes to Hyzante some of the Saintly seven I enjoyed Exharme, Idore and Lyla.

I really liked the character development Roland and Benedict recieved in the ending route I followed, and Roland is the best character consistently throughout the whole game and I specially enjoyed him in the final chapters (although as I said, I liked him during the whole game), and Benedict was quite good as well.

The combat was quite good , at least on hard difficulty, specially on certain maps that gave it a certain twist, each character was quite unique and had innovative gameplay ideas, I found it to be quite good for the TRPG standard. The difficulty curve was a bit weird at the start but as you get upgrades and recieve new tools it gets better.

I also cannot finish without mention how beautiful the game looks, the game is absolutely gorgeous, maps , sprites and portraits all look incredibly good. And the OST is amazing, as expected from a Square Enix jrpg.

As I was hinting at the beginning of my review, I believe the end product is a concequence of Square Enix's modus operandi. Favoring certain development teams while misstreating others. The game is very ambitious and delivers on many aspects of the game, and achieves it's promises in both the beguinning and the end, but made some deterring mistakes through the middle that gravely affected my overall experience, specially the ones regarding the false illusion of choice and the feeling of stakes being fake in some very few scenarios. Even felt a little burnt out and some parts felt a bit sloggish. It did nevertheless deliver in both the plot and character departments and provided a good combat experience. I can't help but think that maybe if they weren't so ambitious or spent just a bit more time on certain parts of the game the final product would be twice as good, but who knows, perhaps the few mistakes it made clouded my view and affected my experience more than it should have, which is a shame, because I really felt in love with the first chapters of the game, and the ending managed to satisfy me despite my gripes.

I will 100% replay this, and follow different routes and perhaps my opinion about certain aspects changes when I see how different it really is.


i forgot to update this review for a while but im here now.

so im a little conflicted after finishing it. gameplay wise its incredible, but... at some point you wonder to yourself "is this it?". you fight a lot of the same enemies, the exploration isnt very meaningful a lot of the time (though the exploration that does feel good, is very good), and the story is just frankly not good. the game really takes its time in the first region, but then you move onto the next one and its over in less than half the time, then you move into the last and third region and the games over pretty much right away. and if that was it this would be a 3.5, but then if you engage the true ending at the very last section you get into a far more interesting part of the game in pretty much every way. i wont spoil it, but then after just a few more hours its over. those last couple hours do drag it up by quite a bit honestly. it has a strong beginning, a very weak middle section and a strong ending, but i expected a pretty heavily replayable game which this isnt. it would be a little that if some of the changes to the world that are made in the last part were made permanent in ng+, but as is this is a one and done kinda deal which feels a little disappointing, but its still amazing in the gameplay department so its really really worth playing just for that, just dont expect it to change your life.

While I enjoyed the original slightly more, I definitely enjoyed my time with DD2. I paired it with my second playthrough of BG3 and it complemented it wonderfully.

Masterfully crafted RPG. I just can't express in words how i love this game, there is so many things to talk about.

Right now i just want to play it again with different class and i will do that.

My first metroidvania.

I have never been a fan of platformers and I still think this is not really my kind of game, regardless of that I have been able to enjoy it.

It is hard to believe that this game is 30 years old, the ambience is unbelievably well achieved thanks to the visuals which make each area iconic and is supported by an outstanding sound design.

The level design is remarkable, but I will say I didn't enjoy when the game forces you to backtrack. Arriving at an area that you have already explored earlier with a newly revealed shortcut and having to go all the way there just by backtracking are two completely different things. Super Metroid sometimes manages to make interesting shortcuts with it's upgrade system, but forgets to do so in some scenarios, forcing you to go all the way back where you came from (not just a few rooms away) a copious amount of times.

Some rooms where platforming was needed seemed to drag for too long, specially when provided with some foes and proyectiles along the way for increased anxiety.

The movement was smoother than I expected overall, but I struggled with the jump, specially with wall-jumping and using the space suit roll jump.

Despite all that, the exploration of new zones always feels fresh, and the upgrade system not only provides with a sense of progression of Samus's power level but also providing a variety of tools to delve deeper into each area and progress towards the next one.

Many of the upgrades seemed very advanced for the time where this game came out, for example , the grappling hook feels surprisingly smooth. By the end of the game Samus's arsenal has changed so much that it almost feels like another game, also making dealing with enemies much easier and satisfactory. I had one huge issue with the arsenal tho, and it's swapping between weapons, which felt incredibly clunky probably because the console lacked enough buttons or maybe because I played this with an Xbox controller.

I have also tried practicing some techniques like bomb jumping and wall jumping, although they were useful to me in a small number of situations as I'm not any kind of speedrunner, I can begin to see and appreciate how this game influenced the world of speedrunning and how the developers took care in making it possible.

My favorite part of the game were the first few zones, I feel this is where I enjoyed the exploration and ambience the most, every area felt unique and I really like the abandoned and hostile planet it helped to picture, I enjoyed the wrecked ship as well. The ending was pretty cool and the areas were visually impressive but having to backtrack and getting stuck not knowing how to progress kind of worsened my overall experience (I probably should be more patient with this kind of games, can't help it tho it's my first metroidvania). I have the feeling that I will appreciate this game much more when I come back to it in the future after tackling some other games of the same genre. With my platforming skills honed and the patience required to tackle the genre ( I was looking foward to other titles that I mean to play in the following days, which stressed me to finish this one faster).

Overall this game surprised me and helped understand how ahead of it's time it truly was, I will surely come back to it in the future.



I have blind faith that it's going to be peak

It’s clear where Lords of Exile got its inspiration from. Still, the game has some little touches of its own and its challenge is very interestingly balanced. You get 8 stages with bosses at the end and often mini-bosses in between. You also unlock speed run, boss rush and a second playable character after completing the game. You mostly try to beat enemies and stay alive because there are death pits and if you get hit by enemies, you can easily fall to your death. You have some traps, jumping, climbing, gambling, 2 shadow skills and 1 upgrade after every boss. Now most of it sounds basic and perhaps boring but the way they’re done can be a bit different sometimes. Jumping is unique in that you only execute a double jump when you’re about to fall instead of instant the moment you make your first jump. There are some horizontal and vertical climbing sections where you also need to be careful not falling to your death. The 2 shadow skills are mostly used for platforming. One breaks blocks to get through a level and the other is kind of a hook that brings you to the other side. Upgrades are stat increases mostly like stronger attacks, more ammo with the throw weapons but also how you get double jump. Gambling is pretty much a slot machine where you pay money to win prizes like more money etc. There are shops in the stages where you get three random items you can buy like more health, throw weapons and shield.

So let’s start with the good stuff. The graphics look charming with the retro style. The stages are pretty varied, there are a decent variety of enemies, all the bosses are unique (& awesome) and there is even a lot of effort put into some of the mini-bosses. With some of them I thought they were bosses at first because they look so cool and intimidating. The game has some Asian style setting and you can see this with some of the Japanese kanji used correctly in certain spots. It’s a nice touch. The music sounds wonderful and always keeps me energised. Playing with the second character, Lyria, is fantastic. She’s so nimble and has long ranged attacks by default. It was a great reward unlocking her after completing the game. Remember me bringing up death pits and the game’s unique challenge? The game is pretty challenging and you will die BUT, the game has frequent checkpoints. So you don’t have to retry big sections often. Same before every boss. This is a great decision since you get some challenge but you’re also given the opportunity to learn and not repeat sections too often. You’re still incentivised with playing good in order to not die but the fun is not taken out of the game by punishing you too much. The achievements are also excellent. They’re fun and there is a decent challenge with no damage boss rush, but they’re all doable with a bit of practice. It took me over 10 hours to get them all.

Now on to the not so good stuff. Gambling honestly feels pointless aside from the 2 achievements attached to it. You have enough money, drops and shops that you can easily ignore it. And that’s fine to be honest. I prefer having them all instead of being forced to gamble. The 2 shadow skills also feel basic, they don’t really add much to the platforming. There is one bug with boss rush but you can get around it until a patch is released. Double jump is okay for the most part but it can be clumsy with boss fights. It might appear that it doesn’t register sometimes, it’s just very strict. But hey, I guess this was also part of the challenge.

I had lots of fun playing LoE. It might not be super original but it was entertaining and scratched that itch. I appreciate how your time is respected with checkpoints and fair achievements. I paid €11 and think it’s worth it.

When I saw the launch trailer I was very intrigued, as the game looked like retro NES Castlevania games. And to be honest it plays like it too. AWESOME music, gameplay, and overall fun. Controlling the main character is a bit wonky at first but you get used to it. After completing the game you unlock two new modes and another playable character so it makes for some replay value, and for speedrunning. Would highly recommend. Game is short, so maybe grab it on a sale.

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