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Like a Dragon: Infinite Wealth (2024, Playstation 5) Review


HAWAIIAN SOUL-SEARCHING




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


If Ryu Ga Gotoku studio's Yakuza- and Like a Dragon-series has taught me anything, it's that I should stay away from Japan or I'll get accosted by delinquents, yakuza and assholes at every turn. With Like a Dragon: Infinite Wealth, this irrational fear has now spread to include Hawaii, which turns out to be just as dangerous for any man leaving the comfort of his hotel room.

The hero, Ichiban Kasuga, starts out working at an employment agency in Yokohama, helping retired Yakuza get a new lease in life. One day disaster strikes as he gets fired, after a dishonest VTuber exposes him for alleged immoral work ethics. He also fails spectacularly at courting his love interest, Saeko, who was a companion in the previous game, Yakuza: Like a Dragon. As he hits rock bottom, a former Yakuza-boss reveals that his mother, who was supposedly dead, is alive in Hawaii. With little reason to stay in Yokohama, he sets off for America's 50th state.



He teams up with Kazuma Kiryu, the hero of the older, "Yakuza"-titled entries, as well as other new and old friends. They go on a long, desperate search that later turns out to involve a religious cult. It's a story about the aftermath of the Yakuza dissolution, and what happens when authorities fail to integrate the criminals into society. As a location, Hawaii is a breath of fresh, humid air; a troubled paradise with beautiful scenery, including palmtrees by the ocean, beaches, flip-flops and Hawaiian shirts wherever you look. The cuisine looks as enticing as ever, and it's great fun to partake in Hawaiian culture.

Before that happens, Infinite Wealth takes a while to find its footing. The introduction crams in a lot of bewildering exposition while keeping gameplay at a minimum. This is usually the case with this series, but here it reaches the point where it's teetering on the edge of badness. Five hours in, and it's still cutscene after cutscene. "Is this gonna lead somewhere?", I remember saying to myself. Luckily, it does.


As usual, the main story is confusing and unfocused, taking many detours that feel unnecessary in hindsight. It's not the strongest. But the plot itself is overshadowed at every turn by the exceptional characterization, dialogue and voice acting (I chose Japanese dub). Apart from Kiryu and some returning characters, you team up with the disenfranchised cab driver Tomizawa and the deceitful ballerina Chitose. Others later join the fray, especially after Kiryu breaks off to become a second protagonist, with his own set of companions.

As opposed to the its action origins, Like a Dragon is now an RPG-series through and through, and a couple of bars act as party strongholds where you deepen the bond with your companions. It's fun building the teams, learning about their unexpected passions and darker emotions as you chat them up during bar hangouts. Although I spend most of the time reading and listening to dialogue, I actually feel more involved than I do in combat.



Since the series switched to "Like a Dragon"-titles, combat has evolved into a turn-based tactical affair, motivated by Ichiban's love for JRPG:s (Dragon Quest in particular). Three of his companions fight alongside him, unleashing regular and special attacks with all the tools of the genre trade. Status effects, area effects, summons, magic, items, equipment, upgrades and components - it's all here. On the battlefield, Like a Dragon emphasizes character placement and team effort. You get bonuses for proximity as well as attacks from behind, and if your blows push the enemy towards a companion they get a free hit in as well.

It all revolves around a neat JRPG job system, where you unlock new ones by partaking in sightseeing activites. Every character can switch jobs freely, specializing in defense, healing, damage dealing, magic, crowd control or whatever. A new feature allows you to transfer skills from previous jobs to incentivize experimentation. Since I never put much effort into combat strategies, nor had any reason to, I mostly stuck to the default ones, making the system a wasted opportunity.


Although the combat is a decent, relatively fast-paced mechanic with lots of humor and many fun animations, my involvement cannot avoid stagnation over the game's long runtime (my playthrough reached 89 hours). It goes for quantity over quality. Enemies are everywhere and whilst fun in a visual and thematic sense (monsters are called beerserkers, nicotine liches, maneating loan sharks and more), they're not challenging enough to warrant much effort and experimentation.

Areas are level-gated, prohibiting free-roaming by making overleveled enemies virtually unbeatable. Thankfully, the same goes for them; if you're overleveled you beat enemy groups automatically by a simple button-press. Because of this, I never built up many strategies for boss encounters. I simply went with the flow, acting on pure instinct.

This puts the damper on the two "optional" combat dungeons. Remembering my bad experience with the previous game, I finished these as soon as I possibly could this time around to accelerate my character level growth and consequently, I avoided all possible difficulty spikes. That being said, the dungeons are just dull, flavorless filler. For as long as they last, they rid the game of all fun. Going forward, I hope RGG studio removes them entirely.



Instead, my deep involvement with the series remains tied to the characters, the writing and the grip it has on the emotional storytelling. I particularly enjoy Kiryu's sections back in Yokohama and Kamurocho, in spite of the plot taking a loosely motivated detour to get there. It's funny, sad and nostalgic to witness him reminiscing about old friends and locations.

When he accidentally bumps into them, he cannot reveal his true identity, since he's supposed to be dead. But his effortless disguise fools no-one. It sometimes leads to hilarious situations where both of them talk about Kiryu in third person; the other one knows he's Kiryu, who in turn knows the other one knows. Naturally, it's tragic as well, as this story is shaping up to become his final farewell (although I've said that about his two or three previous entries.)

Ichiban's quest in Honolulu is not as strong, but his map is full of amazing side activities. Some are new, some recycled from the last game. The usual mainstays remain at the same high level of quality. Karaoke, golfing, batting cages, darts, as well as the ones I rarely partake in; gambling, mahjong and shogi. New stuff include a Crazy Taxi-ripoff and a fun photo op-game where you try to snap some shots of perverted, muscular dudes whilst riding a tram. Dating is now a super-fun chat app that ends up in a physical encounter if you adjust your profile right and don't flunk the typing mini-game. The SEGA arcade offerings, however, are probably the worst yet: SEGA Bass Fishing, SpikeOut and Virtua Fighter 3tb.



Two disappointing major side activities include a Pokemon-style collectathon-and-battle-mini-game of enemy "Sujimon", and an Animal Crossing-style Dondoko Island resort management simulator. I merely dabbled a little with both of them. Although I found them to be solid mechanically, they weren't fun enough to motivate finishing the stories. It just took too long to no substantial reward.

If the story is the heart, exploring the cities and discovering the side content is the soul of the Yakuza-experience. It all amounts to the usual zany mixture of feelings, often humoristic, sometimes sad, occasionally angry, quite possibly all at once. No holds are barred; Ichiban is an extroverted character wearing all feelings on his sleeve. The game reflects that. When he's in love, he has to shout it across the rooftops. When he's depressed, he's down the drains. When he's angry, he brandishes his electrifying bat. The neat thing about him is he uses it all for good, like the hero he wants to be.



A major difference from Kiryu, however, is that he's that way naturally, in main quest as well as side content. Kiryu, on the other hand, is and was always a stoic, contemplative character with a straight-faced facade. Exploring his substories always felt more rewarding, as it revealed some surprisingly relatable aspects of his personality. Ichiban's substories are generally great fun - I particularly liked one involving a random shaman and a video-recording rock band - but doesn't extend his character traits very much, since he acts just like he does in the main quest.

That's why I have some reservations for this series going forward. I preferred Kiryu's more mysterious, reserved personality, and the contrast of throwing him into crazy situations. I'm seeing myself tiring of Ichiban way quicker. The writers throw everything bad at him to see if it sticks, and it seems everything does. In spite of that, he's almost annoyingly hell-bent on being the good guy. It's no small feat that he actually kinda works as a character in spite of that, but I don't see him developing much further.

Maybe it doesn't matter. Ichiban's main function is probably acting as a magnet for interesting people. Most of his companions - I'm not the biggest fan of Joon-Gi and Zhao, who've been late additions in both games - are absolute bangers; real, complex characters that are great fun to be around. Turning the franchise into an RPG, which allows for an extended roster of companions, might turn out to be the masterstroke RGG studio needed.

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