Popular perception of sequels suggests they’re usually worse than the original. This arguably rings truer for films than other media, but I have frequently felt mystified when playing game sequels I’d often heard described as better than their predecessor, usually finding that other cornerstones of the experience are neglected or lost in pursuit of mechanical refinement. This is common enough for me that it’s part of why, despite loving the first, I deliberately avoided playing Lost Judgment for over a year. I’ve rarely been so glad to have my misgivings dispelled.

Judgment’s walljumping, leapfrogging and cancelling moves via EX Boost were exactly the sort of expressive tools that RGG Studio’s combat always needed, but Lost Judgment takes several further steps to result in what’s by far their most cohesive system. Buffing Yagami’s attack speed, damage or knockdown resistance through dodges, charged attacks and parries respectively makes styles far more functionally distinct than the first game’s conceptually sound but imbalanced attempt at separating them into fighting individuals and crowds. Get two or more of these active at once and you can do some pretty fun stuff, EX-actions feeling more congruous now that Yagami’s able to do cool things without them. There’s less to it than it looks, but juggling being easier and more consistent pull off than in Judgment allows for more creativity on the player’s part and encourages better knowledge of Yagami’s moves, while also retaining just enough of a barrier that it feels more proportional to its reward than at least two other Dragon Engine titles’ combat. What accentuates this is that enemies are similarly fleshed out, between heavy ones that can throw each other at you and new status effects to watch out for among those with weapons, while bosses are (generally) no longer Frankensteined out of old assets and feel all the more distinctive for it. There’s enough to chew on that I recall feeling like there was a party going on between my hands at this part early on in my first playthrough.

Most full-on action games are still better alternatives to Lost Judgment if combat specifically is what you’re after, but that’s fine, because it’s stuffed to the gills with other things to do. It deserves as much credit for how much more enjoyable it’s made traversing the hub cities this time around, especially Ijincho. With the simple addition of a skateboard, what was once a mire of either absent-mindedly holding forward for prolonged periods or taxi-induced cuts to black becomes a giant playground of endless obstacles to jump over and grind along. Climbing hasn’t much more going on than something like Uncharted’s, but the grip meter at least adds a degree of tension to it, enough so that there are timed challenges in the (very handy) Gauntlet menu. Side cases retain the thematic harmony with the main plot that they enjoyed in the first game, though I did very few on my first run since I was so gripped by wanting to see what happened next.

What the plot comparatively lacks in personal stakes for Yagami, it makes up for in being thought provoking. The issues at its core are treated with a healthy dose of nuance to the extent that even Yagami’s friends will occasionally comment on sharing Kuwana’s perspective; the Mole was, and is, great in his own way, but they made the right call not trying to one up him and instead opting for an antagonist who’s not so clear cut, handling the (usually tired) angle of grey morality with grace. There’s an apparent step up on various levels of its presentation too. Few bosses have had quite so mythical a backdrop as that of Tesso’s first encounter, with its neon-lit rain and eerie throat singing, while the modellers and artists have gotten noticeably better at making characters created from scratch look believable. I was genuinely surprised to learn that Akutsu isn’t facescanned, for instance, a marked contrast from the days of Yakuza protagonists looking uncanny when onscreen alongside obviously real people.

I’ve only just now mentioned Yakuza by name because, increasingly, I feel that Judgment shouldn’t be lumped in with it as though the two are synonymous. I mentioned part of why I avoided playing Lost Judgment for so long at the start; the other part was Yakuza, or more specifically its approach to sequels. They’d conditioned me to expect that Lost Judgment would either diminish or totally axe some of the original’s good ideas for seemingly no reason other than difference for difference’s sake, something likely brought on by a release schedule that occasionally feels akin to an assembly line. It not only does nothing of the kind, it’s marinated in a palpable albeit not completely successful effort at improvement from top to bottom. In any case, the first Judgment did better than most of its sister series in considerably less time despite technically being a new IP, so I don’t think it’s unreasonable to suggest one has an appeal which the other lacks.

For me, that appeal lies in the relative clarity of what this now-duology wants to be and do. As aforementioned, Lost Judgment isn’t an entirely rosy sequel; among other things, Hoshino’s dragged through the mud to such a cartoonish extent I can only assume one of the writers (understandably) wanted Saori for himself, detective segments are barebones as ever and perhaps the only part of Kaito’s DLC that isn’t underwhelming is its price tag. These are only slight blemishes, though, on what’s otherwise a game which has dug in its heels and demonstrated unwavering belief in its identity as an (arguably for the first time) unambiguously solid beat ‘em up with plenty to say and plenty else to do that all ties into it. I’m simultaneously interested in a potential third Judgment and so satisfied with the two we now have that I don’t think it’s really needed. It’s almost enough to make a man forget about Sawa-sensei for a split second.

Reviewed on Dec 16, 2022


2 Comments


1 year ago

in no way did i struggle with the fights in this game but if my gameplay looked anything like yours i'd be calling this the greatest goddamn game i've ever played
Thanks. I wouldn't say it's too bad difficulty-wise either but I did die a fair few times in certain bits, something else I appreciate about both Judgments is that the damage enemies do actually feels appropriately high. Regardless, it speaks to what a solid job they've done with combat this time around that there's room for people to play noticeably differently. It's nice to be able to finally recommend one of these to actionheads without too many asterisks or caveats.