Skip to main content

Yakuza 4 Remastered (2019, Playstation 4) Review

THE FOUR NINJA TURTLES OF KAMUROCHO


Also for: Playstation 3 (original version)


When I was a kid, a good question to ask before trying a new game was: "How do I play this?" Games were short, the controls were usually pretty simple and the mechanics stayed intact all the way through. Later, as linear games gave way to the freedom of the open world, a more sensible first thing to ask would be: "What can I do in this game?" The question of "how" could wait for later, when you had decided whether the first answer made the game worth playing.

The Yakuza-series has so far found its identity in being a great amalgamation of both of these questions - one initial "What can I do..." followed by a thousand "How do I..." This has made the franchise a smorgasbord of simple game mechanics. It's all held together by the gangster opera at its core, always melodramatic, sometimes effectively so. In order to cope, you occasionally need to unwind, which Yakuza always has given you many opportunities to do.


But Yakuza 4, the fifth game in the series for me (because Yakuza 0 was the first), is so heavily oriented around its gangster drama it becomes like a wet blanket. The drama feels heavier than the quality of writing can measure up to. The cutscenes drag on forever, with long contemplative pauses for added effect. And when you finally regain control you're often stuck in some pressing matter, cut off from the open world. As I play Yakuza 4, I often ask myself an entirely new question: "When will I finally get to... [insert random side activity here]?"

Previously, I have been a bit player in most things on offer - a jack-of-all-trades, if you will - who likes to take a break after every major plot point. The hilarious substories have best helped me to unwind. Secondly, let's admit it, the dating sim is pretty awesome. I also love to slip in a game of blackjack every here and there, as well as sing my heart out in karaoke, and win a game of bowling, puzzle pool, baseball batting or darts. I like to give the SEGA arcade at least a few tries. All for the sake of variation, of lifting my spirit, of resetting my mind.


In Yakuza 4, however, the story only sporadically hits a natural pause, where free roaming makes sense or is even allowed. So once these interludes occur I hurry to try it all at once, which takes a lot of the fun away. I feel like I'm playing two different games that both intrude upon the other. They are decent on a fundamental level, but make me ask why I care since it takes so long (most Yakuza games range from 30 to 50 hours). This has never happened before in the franchise. Ryu ga Gotoku Studio attempted something new here, and couldn't get it quite right. They lost the Yakuza beat.

Maybe it's because the perspective shifts between four different player characters for the first time in the series. Kazuma Kiryu is still around and the best - cool, dignified, smart, handsome, kind - with his development over an entire series working in his favor. Akiyama is also great, a charismatic loan shark of unimaginable wealth, with a kick-ass fighting style and a mysterious past.

As for Saejima, the death row inmate, he is a surprisingly decent and sensitive soul, but looks downright scary. Also, he feels hampered, with a stiff fighting style and some aggravating traversal limitations. Something about Tanimura, the dirty cop who helps immigrants, irks me. It might just be his smug looks, or the way I really don't get a grasp on his personality, but he's the worst of the lot.


They each have their individual storylines that sometimes intersect, and eventually they find out their causes align. Together, they form the Ninja Turtles of Kamurocho.  They all butter up to the same femme fatale. They pop in and out of sewers, escape the law across rooftops and fight it out with random punks on the street. I like how the different characters have their unique fighting styles, which makes the levelling stay relevant throughout the entire game. You can also learn new moves through a few different, entertaining means. I'm glad to see the revelations, where you observe funny slapstick incidents around you, still remain. 

The city of Kamurocho looks a little better as it distances itself from the limitations of the PS2. It has grown to include a few new sections, which isn't doing the game any favors. Finding your way through the underground maps - a mall, a parking garage and some sewer tunnels - is a nightmare, and one of the player characters needs to take these detours to avoid the law.

These areas don't bring a lot to the table, nor do the added loading screens as you leave for a new area. However, I do appreciate the new focus on Kamurocho's social situation. All the homeless people sheltering in the sewers are a direct consequence of the Tojo clan's expansion plans. Kiryu has played an active part in that. Through the eyes of the other three we get a different perspective on your previous actions.


It's a decent story for quite awhile, with some good character moments. But it also has some unsatisfactory villains, and one of the worst plot twists I've ever seen - one that the writers could only have gotten away with under more lighthearted circumstances. The cutscene staging is better than anything since Yakuza 0, but that alone doesn't make it worth trading off the fun. What bugs me the most is that three out of the four characters have mostly drawn-out and humorless substories. They serve to deepen your understanding of what makes these newcomers tick. To me that is understandable. It is also unforgivable.

This is still Yakuza - you basically do all the same stuff, and to many a big fan that might be enough. But my heart's not in it this time. You're supposed to treat the over-the-top violence of the street fights as some kind of slapstick, but with no comic relief the effect is numbing. The side activities stress me out, because they only prolong the strife of the main plot. I still enjoy this game in bits and pieces, but it never comes through as a whole.


Ever since I played Yakuza 0 and loved it to death, I've been waiting for the rest of the series to catch up to those impossible standards. None of the subsequent games have been bad - heck, Yakuza Kiwami 2 even surpassed it in a few ways, like combat, exploration and visuals. But none have been close to match Yakuza 0:s killer combination of a touching main story, badass non-player characters, cutscene quality and hilarious substories. It also had the best mini-game ever: disco dancing.

With Yakuza 4 the developers tried to create a tonal shift into something more mature, possibly to acknowledge the aging of their fanbase. The four playable characters could easily have been reduced to two (preferrably Kiryu and Akiyama) and the others could have become side characters. Maybe Ryu ga Gotoku Studio got cold feet, because the last minute involvement of Kiryu feels like an afterthought. Still, I'm glad he's here. His part of the game feels like old-school Yakuza. Too bad it's too little, too late.

Comments

Popular posts from this blog

Wing Commander (1990, DOS) Review

ALL YOUR SPACE ARE BELONG TO KILRATHI

Baldur's Gate: Siege of Dragonspear (2016, Windows) Review

NEEDLESS FAN FICTION

Zack Zero (2012, Playstation 3) Review

AVERAGE TO THE MAX

Wolfenstein: The Old Blood (2015, Playstation 4) Review

ONCE MORE INTO THE FRAY

Assassin's Creed: Origins (2017, Playstation 4) Review

MASSIVE TO A FAULT

Assassin's Creed: Syndicate (2015, Playstation 4) Review

THE HIDDEN BLADE OF THE FRANCHISE