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Lost Judgment (2021, Playstation 5) Review


STAND BY YOUR BULLY


Also for: Playstation 4, Windows, Xbox One, Xbox Series


This is one review I'd rather not write, because I've rarely seen such potential go to waste. Lost Judgment only has one real, good quality going for it: its story. It's so good that it alone makes me put the game in the "decent"-category by the narrowest of margins. As for the rest, most of it is flawed, or doesn't matter, or is such a distraction that the game would be better off without it. Not even the storytelling itself is perfectly solid - the story is often better in terms of theme than execution.

I've been a fan of most of Ryu Ga Gotoku Studio's (the creators of the amazing Yakuza-series) games so far, but this is one time I wish they'd drop their winning open-district formula, because it ruins the promise of the game's narrative. And as a player you cannot do much to improve it. It's a lose-lose situation: Beelining the main story takes away most of the good gameplay, and exposes the tedious flaws in the narrative. On the other hand, embracing the open world and all the wacky side stuff creates a tonal clash and pacing issues that wrecks the impact of the heavy-hitting drama.


All-in-all, I'd say this is the studio's weakest game to date (of the ones I've reviewed), rivalled only by Yakuza 4 that had some of the same problems, but not to the same extent. Lost Judgment actually has a better story going, which makes the drawbacks hurt even more.

The game is a sequel to the 2018 Yakuza-spinoff simply titled Judgment. Like its predecessor, this entry centers around the lawyer-gone-private-investigator Takayuki Yagami, and the detective agency he runs with his ex-Yakuza friend, Kaito. The spin-off is best known for keeping up the tradition of real-time action combat, which the mainline Yakuza franchise abandoned for a turn-based system from part seven and on, to the dismay of some fans (but not me).


In Lost Judgment, Yagami travels from Kamurocho to Yokohama, where he assists a couple of buddies from the first game. They have opened a private investigation firm of their own and need aid in cracking a case regarding high school bullying. Little does Yagami know that their case ties into a high-profile molestation investigation he's already wrapped up in, back in Kamurocho, where a policeman stands accused for groping a woman on a train.

As Yagami keeps investigating, a shady group of people make it apparent that his meddling is not welcome. The more he investigates, the more sinister the plot becomes, and the more danger he puts himself and his friends in. Although the story is not gracefully told, with conversations and explanations repeated to death, the subject matter of bullying and suicide is handled with care. Some of the most skillfully directed scenes will stay with me for a long time.


This is best represented by the anguished look on the face of a bullying victim, as he makes a muted "hush!"-gesture towards a teacher, begging her to stay silent and not reveal his hiding spot on the roof of a school building. She says nothing, but that doesn't help much. Soon thereafter he's found dead by his father in their home, a victim of suicide, as he couldn't bear to live on in constant fear of his schoolmates.

This is heavy, devastating real-world stuff, and the skillful way the best scenes are delivered I've not witnessed before in this entire medium. In fact, it's such an unprecedented achievement that the main story deserves a fully dedicated game of its own, without the silly open world nonsense. But sadly, Ryu Ga Gotoku Studio feels obliged to insert the usual craziness of the urban jungle - mini-games, combat encounters, gangster opera, wacky side stories - ripping the amazing potential to shreds. I cannot help but feel both sad and angry about it.



What's worse, the game is too hung up on the idea that the player actually partakes in all these distractions. To help the player remember the story threads, once they come back to it, they throw too many plot reminders and recollections into the narrative. If you stick to the main story, you'll hear every plot point repeated a handful of times, to excrutiating detail. And with hardly any input on the dialogue, all the player can do is read and listen as if it was a visual novel. This isn't great storytelling. For long stretches of time, you only walk from cutscene to cutscene and click through endless "broken record" conversations.

The detective gameplay, hardly present in the main quest, involves boring activities like tailing,  interrogating, lockpicking, chase sequences, and crime scene investigations. None of these are remotely  challenging, and only give the player an illusion of participating in detective work. An interrogation will not proceed until you've checked all the important topics. An investigation scene will not end until you've found the crucial evidence. If you lose track of a chase subject, it's game over and you need to retry the chase until you catch him.


The high school bullying case develops into a side game so substantial it could've been a game of its own. Here Yagami helps the school's Mystery Research Club investigate the epidemic of delinquent tendencies in some of the extracurricular activities. Here's where the game finally demonstrates some real gameplay inventiveness. You get to partake undercover as an advisor in dancing competitions, drone fighting, boxing, skateboarding and more - all with their own simplistic mini-game mechanics. Some of the stories are also kind of entertaining.

The problem is that all of them are totally isolated from the main quest. If you pursue these, the main quest is put completely on hold. They each have their own progress indicator, requiring you to grind the mechanics until you increase it one notch. Then it can progress, until you finally beat it to meagre rewards. With ten such activities it's such a drawn-out process, with innate tonal inconsistencies, that the drama of the main quest suffers a mortal blow.


But wait, there's more. Outside of school, you still have two cities to consider. Apart from all the usual entertainment district distractions, like the SEGA arcades, golf, gambling, shogi, batting and mahjong, Lost Judgment features Flying Drone Races and a weird Virtual Reality board game that I only got to try once, and it peppered me with money. Back in your office, you also have a SEGA Master System, for which you can collect a few cartridges to play whenever you need a break. A few smaller, optional side cases serve as a source of income, and they're neither memorable nor particularly rewarding, and the same can be said about the dating sim.

To add insult to injury, Yagami is a boring, uncharismatic protagonist, too mired up in justice and social commentary to belong in such an unfocused gameplay experience. He's yet another reason it's no fun to partake in any of the mini-games. The goofier side quests don't fit his personality at all. He feels miscast, and could only have been a good fit in a drama wholeheartedly dedicated to the gravitas of the main storyline.


Also, in a story with so many shades of grey, I found it annoying to see Yagami navigate with such unflinching self-assuredness all the way through. His moral compass never falters, he never expresses any doubts in his beliefs and is never mistaken. Everything he does, he succeeds at like a boss. He's like one of those "Mary Sue"-characters the Internet loves to scorn, but he gets away with it because he is male.

Luckily, he's surrounded by a good cast of side characters. In particular, one of the villains belongs to the pantheon of best-written video game characters I've seen, with motivations I could almost get behind myself, or at least understand. Many of the acquaintances from the first game return, and it's obvious the designers struggle to fit them into the story, but that doesn't make them any less entertaining.


To provide us with even more variation, the designers throw some combat into the mix every once in a while. Yagami maintains his "tiger" and "crane" fighting styles from before, and has developed a new, more nimble "viper"-technique. This efficient style can be used to scare people into fainting, which is very politically correct when you're fighting schoolboy delinquents and don't want to hurt them more than necessary.

The action combat engine is among the best we've yet seen. It's responsive and expressive, but that fact doesn't help the game to improve. Whatever style you stick to, Yagami makes short work of every random enemy and boss encounter. The possibility to stack up on endless healing items makes sure you're in no danger, and charging up the heat gauge gives you so many devastating combat options that no opponent stands a chance.


Some of the story-driven fights are also really poorly motivated, and it's a trope that has quite recently started to annoy me, even in movies (it happened in an otherwise good movie like Blade Runner 2049). It usually goes something like this:

The hero arrives at a location, finding some guy he's desperately been looking for. He approaches the guy and says: "Great that I've finally found you! I've an important message from Steve."

The guy respons: "I don't wanna hear anything Steve has to say!" and turns around to leave.

"But this is super-important! You really wanna hear this."

"Fuck off!"

"Well, then I'll make you listen!"

And instead of just shouting out the message, the hero attacks the poor sod, punching the living daylights outta him until he lies defeated on the ground. Then he can deliver his message. This neverending contrivance annoys the hell out of me, and seems inserted just to spice things up when the director is starting to fear he's losing his grip of the audience.


Ryu ga Gotoku studio seems so hell-bent on following the law, it's afraid to step outside its own boundaries of game design. How would the core audience respond to a game of theirs that doesn't follow the mold; that isn't open world, that doesn't contain all the side stuff or any combat for that matter? The studio's fears may be justified, but that doesn't help this game a lot.

Lost Judgment seems to propose the idea that we all should stick to our bully of choice and stand by them no matter what. Be it the judicial system, the police, the vigilantes or the sports jocks - let the bastards lead their flock into the fray and try to manipulate them into becoming the best bully they can be. The only losers in society are the lonesome doves. They will always lose and have their feathers plucked by the brutes, no matter whether the law protects them or not.


I'm not comfortable with the idea, but maybe there's something to it. At least Lost Judgment is a game that got me thinking about real world issues, which is an accomplishment few video game titles share. That fact alone makes me almost want to recommend it. The ending is very strong, even if it takes many obnoxious detours to get there.

But then again, loads of bad design ideas sabotage what good there is, and the game is too long because of it. Is it worth it? Can you not watch a 90-120 minute movie on the same subject matter (try the 1986 movie Lucas, for instance) instead of playing this game for 50 hours or more? I'll leave the answer to you, but this is me telling one of my favorite game designers this:

You had great potential here and you squandered it, but you haven't lost me yet. Now go back and to the drawing board and improve. Be the best bully you can be.

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