Actual modern classic, even if it just as simple as "plant the one that hard counters that kind of zombie".

Wish I could think about more things to write about this game but this one aspect rules over everything else I could say about it.

This game brings out the most emotion I've ever felt in a game. Despair, anger, euphoria, anything. Popping off after CONQUERING an especially annoying opponent is unmatched.

[9/17/23]

Happy 10th. Wish I could type more about the game that's been out for half my life but I'm stupid. Would have been something about the concept of legacy, for sure.

[9/20/23]

First RPG I've played in a hot minute (a few days after I was talking about how I should get on another one). Very addicting and I love me some action commands, even if some feel like they come too early/late. Same with blocking.

Sabotage is 2 for 2. Love to see it!

[11/8/2023]

This game is a remake of a 2005 game, and it shows. Following Yakuza 0, jumping back to a game that was pretty lacking in comparison was pretty jarring. The Majima Everywhere system did some pretty heavy lifting in regards to content aside from the story. Speaking of said story, it's a pretty good one, but it's a shame that the fact that they didn't know that Yakuza was going to be as big as it is now is very apparent here. I'm surprised I haven't gotten bored of the combat yet. Kiryu's new era in his life that we follow through to 6 has gotta be pretty interesting if we follow him for that long. I'm expecting more of this with Kiwami 2. Hopefully it's not as barebones.

[11/11/2023]

I was planning to write a review for this game three days ago, when Risk of Rain had turned 10 years old. Unfortunately I was too busy playing Survivors of the Void on my Xbox because it finally released. That, and buying Risk of Rain Returns. Least I'm only three days late.

As I said in my Risk of Rain 2 review, I encountered a song from this game that would eventually lead me to discover this series. Best accidental discovery of my life. Eventually, I played the games in early 2021.

The original Risk of Rain is overshadowed by its sequel so hard it makes Street Fighter II look like a minor improvement in comparison. Stage traversal is the largest issue with this game. You can't move while attacking unless you're playing Huntress. It's so easy to accidentally loop because it's bound to the same button as normally going to the next stage. You need to kill every enemy before progressing to the next stage. Plenty of issues that add up to a pretty unenjoyable experience if you played Risk of Rain 2 first. Thankfully, I didn't do that.

That being said, though, this game's unique among roguelikes for its infinitely scaling difficulty and ability to pick up multiple of the same item. You could choose to beat the game normally, or you could collect so many items that you become a demigod, only smited by equally strong monsters should you last long enough. I wish more roguelikes would have a loop system like this game does.

Risk of Rain is more of a novelty to come back to 10 years after its initial release. It's gonna feel like even more of a novelty with Returns out. Beautiful game when you get the hang of it, and an even more beautiful soundtrack. Becoming God has never felt so satisfying.

[11/15/2023]

yeah i'm sticking to Horizon 5

[11/24/2023]

Wow, that EXP system was something. I think I like Kiwami 1's the most out of the three I've played so far. Favorite story's still 0.

Anyway, as for the story, it picks up at the second half and expands the scope with Sotenbori. I know it appeared in 0, but seeing this for the first time might have been awesome if I didn't.

It was kinda cool seeing everyone band together by the end against a common enemy. Final fight was badass. Overall, this wasn't as good as 0 in my eyes. Might have to wait a few games for that. At least the new engine was cool to see for the first time.

Also, what the fuck was that part of the game?

[11/25/2023]

The first and only time we play as a character who is not an unstoppable killing machine (except maybe Halo 5). Witnessing the aftermath of the explosion that renders New Mombasa uninhabitable as what is effectively just another soldier, combined with the music and sense of loneliness, creates an atmosphere unique to this entry. We're introduced to Buck, who's a pretty cool guy.

The symbolism in regards to Dante's Inferno is very, VERY, apparent. I'm too dumb to analyze it, though. Gotta read it first.

[12/2/2023]

And we're back. And it's gone again.

(8/10)

[12/11/23]

Honestly, my second favorite Yakuza game so far! Even though shit gets comically stupid and I understand why people hate this game (THAT twist and the final bosses), I think the pacing being so fast that it blindsides you with more shit actually isn't a bad decision in this case. Refreshing after 2 and 3, honestly. It's so cool to see Kiryu and the three new protagonists eventually meet up with one another. I see Kiryu's odd characterization as the way other people see him, seeing that Kiryu's actions from the past games built this image of him that we see come to life. This isn't Kiryu, it's the Dragon of Dojima as Kamurocho sees it. Akiyama's GOATed as a character and a fighter, Saejima's cool even though his fighting style is my least favorite of the four, and Tanimura's parry makes him the most unique. The new characters introduced through the other three's own storylines really helps make this tiny red light district I've known for 5 games deeper and more lively now. I'm a fan of the upgrade system in this game. Definitely like it more than Kiwami 2 and 3.

Somehow, I'm still not tired of this series yet. Goes to show what happens when I'm engaged with the world, and this entry continues to add new dimensions to it.

[1/16/24]

Yakuza 6 was good as an exit for the Kiryu saga on an emotional level. Introducing an entirely new set of characters and ending the saga with the mainstays that stuck with Kiryu not appearing at all until a cutscene after the end, though, is a bit disappointing. Like a Dragon Gaiden makes up for it in spades.

I'm not typically a fan of Sotenbori. It's small as hell and the bridges take so much time to go around to when navigating. It's also never been the main setting of a game despite it being the second location we're introduced to. This game gives it a chance, and now, I actually find it tolerable. It helps that this game is only five chapters long.

For the first time since Yakuza Kiwami, Kiryu finally has more than one fighting style. Thank god. Yakuza style is the same Dragon of Dojima we're all used to, and Agent style is the most unique style out of the 5(?) Kiryu's learned throughout the years. The multiple gadgets give Kiryu ranged capabilities, even greater mobility, crowd control, and insane combo potential at the cost of it feeling a bit slower than the other style. It is a more refined style, after all.

Kiryu being a secret agent is an unexpected turn for him. From yakuza to real estate agent back to yakuza to yakuza-adjacent civilian father to secret agent? Just let him rest, please. Especially after the ending. Man...

Now, though, I'm officially done with all of them. This is a good note and a great return to brawler combat between Yakuza 7 and Infinite Wealth. Just one more. Turns out my guess from all the way back in November was right.

[1/24/24]

Pretty fun game! The kind of game where you struggle to rachieve flow state, but shred through it with minimal errors when you do, is a favorite of mine. Katana ZERO, Hotline Miami, and now this sit on that list. Hitting tricks to get ammo, with repeated tricks becoming stale, keeps the game flowing as I checked my mental checklist to see what combinations I haven't tried yet. You can't fumble tricks and eat shit, so the focus is entirely on stunting and shooting. The various enemy types, too, encourage constantly swapping weapons. Flow is everything here.

The plot lying beneath the gameplay centers around the media being focused on entertainment admist growing political instability and private companies delving into militarization. I've yet to beat the Out For Blood mode, the NG+ for this game, to know if there's more information, but the underlying story is intentionally left empty. Shut up and skate.

Also the game looks good and it's pretty hard! Short, too. Thank God for that.

This review contains spoilers

[2/9/24]

I DID IT. I BEAT ALL 10 GAMES IN UNDER 4 MONTHS. What a series. What a game.

If I thought that Yakuza: Like A Dragon was massive after all the previous games, Infinite Wealth turns it into an appetizer in comparison. Hawaii is such an incredible map that's as huge as it is colorful. The corner of the map that's a chunk of ocean to swim in, even if it's just for two vendors and picking up trash, is such a great touch. I heard some time before release that Hawaii was going to be around three times the size of Ijincho from Yakuza 7 (which by proxy makes it 10 times as large as Kamurocho). I don't think that's true, but it's still massive enough that it alone would make it the most expansive game in the series. 65 hours into the main story and I never felt bored. I'm still playing it to chill in Dondoko Island.

The ability to move in an area during combat makes a world of difference as it also makes way for new types of attacks and abilities such as those where the user attacks in a straight line from their current position and having to find the right distances to buff or nerf enemies, as any abilities that focused on all allies or enemies in the previous game have now been reduced to areas around either the user or their target. MP regeneration on a basic attack is now universal, but greatly reduced. The new jobs in this game take after the fact that it's mostly set in America, with Desperado being my personal favorite. The weapon upgrade system is also a welcome improvement, as now crafting and upgrading are separate things. Upgrading weapons lets you add certain attributes to them at certain levels, so you can get more creative with how you want to build characters. Giving the magic users greater MP regeneration breaks the game, and giving your attackers increased damage out of both the desired physical and elemental attack types turns them into beasts. Despite the percieved tedium that it might bring trying to grind out the resources to obtain every job's ultimate weapon, the grinding spots also saw an improvement. Procedurally generated dungeons means more loot every single run. Both also have their own currency you get by completing a floor, and there are three tiers with 10 floors each. A single run on each tier is more than enough to get what you want out of it if you're at the recommended level, and grinding the third tier is nothing but rewarding every single time.

The story, often the strongest aspect of most Yakuza games (MOST) is, unsurprisingly, good. This is the first time since 0 where there're multiple protagonists, and unlike 0 having the two journeys converge late into the story without the protagonists themselves crossing paths, Infinite Wealth has them meet up, split up, and intertwine to give each other the full picture as the story, in typical Yakuza fashion, grows from a rather small goal to something much larger and sinister as in most entries. Also like all Yakuza games after 5, it isn't a complete mess. Yamai was the guy RGG was betting their money to become the next Majima, and despite initial pushback, I'd say that he's a good character! If he becomes Ichiban's Majima, I'll be very glad. Both protagonists' endings are poignant in different ways: Ichiban's is the culmination of social media harrassment given physical form while he believes that the harrassed can change, and Kiryu's is his discovery of a reason to live as he confronts a man who hates everything he stood and fought for. I also really like the beginning portions before Hawaii where it's very apparent that Ichi, Nanba, and Adachi, a group originally brought together out of bregrudgingly wanting to help the first guy, have become genuine bros and have also gotten their lives together (even if we only see the tail end of it). Plus, Chapter 12's bosses fucking rule.

Even with all of this, though, I still have my grievances, most of them to do with the resolution of Ichiban's half of the game. Eiji seemingly runs off, never to be seen until the last cutscene with Ichiban that I talked about. The reveal of Ebina being Ichiban's half-brother feels like it exists only for the former's monologue at the end driving home the point that they're foils of each other, something that could have been done without that detail. Ichiban's mom, Akame, is not present in the ending at all. It all feels rushed, which is a shame given that it was shaping up to be better and even more personal than Yakuza 7. Something persistent throughout the story is Saeko giving Ichi the cold shoulder. It was funny at first, and it's funny at the end when she does it again after the two resolve the issue, but it's her most prominent trait throughout the game. Nanba helps Kiryu with a way to enjoy the time he has left, Adachi helps Ichiban in Hawaii out of them being bros, and Joon-gi and Zhao are still kinda there which isn't really a bad thing given that that was also Zhao's deal in 7. Still a cool guy, though. Saeko's character feels like a downgrade from what she was in 7 since it's mainly about having beef with Ichi. Ichiban regrets doing what he did to piss her off, but with the two being across the Pacific it's an awkward unsolvable issue that lasts through the whole game.

Mechanically, this game blows Yakuza 7 out of the water. Kiryu's half of the game is also a beautiful way to wrap up his time as the face of the franchise. Ichiban's story, however, shows its cracks near the end, however, and I don't feel like it ends up as a better narrative than 7 when put together. That story was personal from start to finish, as the big bad was the man he called his brother and had an actual bond with. It's another instance of a larger world meaning that there's less time to flesh everything out, but I'm glad they kept it in check instead of becoming too ambitious.

Then, there's the biggest detail of that ending that I'm sure will become topic of many arguments as more and more people beat the game: Kiryu lives and is getting his cancer treated after a fake-out similar to the endings of Yakuza 2, 3, and 5. At first, I felt a sort of mild disappointment that they didn't go through with the decision to kill him, especially after both the marketing leading up to release centering more on his cancer as it got closer to the 26th and the gut-wrenching ending that was Gaiden. But then I saw his face. That is the face of a man weaker than he's ever been. And then I learned that the director of the game is a cancer survivor himself. Cancer is a very touchy subject to bring up, let alone write about, and it's obvious that this is the only tactful way to have written the ending. If Kiryu, the unstoppable man that he was for 10 games straight, succumbed to it, what would that say?

This is still an end to Kiryu's story. And it's a perfect swan song. It's the end of the Dragon of Dojima, and the true beginning of a new Hero.

[2/20/24]

Rocket League trading died for this. Not cool.

When the Big Bang live event happened, the three modes that were revealed all had their own segment showcasing them. Among them was Rocket Racing developed by Psyonix, the same team behind Rocket League. It's not those old Fast & Furious arcade games, but it'll do.

The controls are the most important part, and this falls into the list of arcade racers heavy on drifting. The drifting is good, but only if you're actually pressing the drift button to hit a tighter one. The Mario Kari Wii-ass automatic drift doesn't feel that good, and most tracks are built with the manual drift in mind. You can hit some really good drifts, but they're only on really wide turns. Being able to press the button multiple times for course correction is nice, but the boosts you get from it really only start getting good at the point where the gauge widens. Anything else and you're wasting time. Since this is also based on Rocket League, aerial control is important, too. You get an air roll that you can use to latch onto surfaces or get more air. It uses the same button as drifting, but in the air. Gotta mash that button. I guess drafting exists, too. You crash from the smallest collision at just the wrong angle, too.

Track design benefits from wide turns as I said, but with a handful of themes and variants having glowing red danger zone spheres and boxes, it all feels the same. The early maps sucked.

Psyonix gonna Psyonix, and so the music is of the same breed that Rocket League has. I just put on a DnB playlist, because I got sick of the music real quick.

Out of all three new modes, this was the one I had a hunch was going to be the weakest. With everything we saw from the event, it was easy to assume that the gameplay potential had already been hit. Disappointed to know that I wasn't wrong.