Yakuza 0 Review
Sega’s Yakuza 0 is a pre-sequel to the popular cult series and
gives introductory narrative to two of the series main protagonists, Kazuma
Kiryu and Goro Majima. Set in an artistic impression of a neon soaked 1988
Tokyo and Osaka. A narrative intertwined with deception, power struggles and
loyalty delivered in two split narratives that eventually coincide and
eventually lead to a powerful conclusion.
The main campaign is split between two main characters
and is delivered in two chapter increments. Kiryu is set in Tokyo and Majima is set
in Osaka. Both of these settings have a very unique but traditional 1980s Japan feel to
them. Tokyo is a calamity of claustrophobia and Osaka boasts a little more open
area and natural environments. Regardless of location, everything is vibrant and drenched in a neon splendour. Each location also has an extensive living
environment with plenty of random occurrences generating a real living
environment feel.
Besides the main narrative which has about a forty hour
existence, it also has in the realms of ninety side quests or sub-stories as
they are known in the game. These side quests can often be just fetch quests
but jumbled among them are some quests where you need to listen (read) to what is
being said and relay information back correctly. These quests often end up in a
brawl and sometimes they are completely whacky. For instance one of the side
quests revolves around you helping to teach a young lady how to be a better
dominatrix. The wacky humour is served up quite regularly but is never intrusive
or overbearing but just enough to feel genuinely Japanese. With so many strong
themes and an abundant and rich story line, the humour serves as a well deserved
relief from all the sincerity.
When it comes to distractions that serve to sidetrack you from
the main narrative, Yakuza boasts a multitude of activities. These activities do
not only serve as great well developed mini games, but also assist in the
immersion of 1988 Japan. These activities range from Baseball batting practice,
gambling, dancing, billiards, darts and of course karaoke. But my most
favourite would have to be the old SEGA arcades where you can play genuine 1980
SEGA titles in all their retro splendour. These activities can have you
spending many an hour away from the main campaign but at the same time aiding
you with currency (Yen) or equipment and consumables that will all come in
handy later on in the campaign missions.
When we think about the Yakuza game series of course we
relate it to organised crime in Japan and a heavy handed helping of narrative, but of course our main driving factor is the combat. Yakuza 0 not
only accommodates to our more brutal necessities but often over delivers
resulting in euphoric combos and extreme amounts of brutality. Both characters have their own three unique
fighting styles. They are essentially just two different variations of brawler,
rush and heavy. Each of these have different and preferable applications with
many different enemy variations that call for a different approach. This makes
combat, which can sometimes be labelled as slightly repetitive, a little more
engaging. A mixture of combos centralised around a four button input process
helps to not convolute the combat mechanic with an over saturated amount of
combos. A heat gauge helps measure levels of success during conflict but also
serves as a depletable resource which you can use to unleash a heavy attack.
The heaviest attack available to you in the game is a grapple manoeuvre that is
applicable to many environmental circumstances. None are more brutal than the car
finisher that utilises brute force and a car door.
Upgrading each character is not a hard process to comprehend, just a lengthy process. Each upgraded ability cost Yen and quite a hefty
amount. The game is not shy in handing out the currency, it is just the sheer
abundance required. The most notable aspect to upgrading your abilities that
needs attention is that each fighting style has a 'Master' character within the game that you need to meet in order to acquire their said style. Revisiting this master throughout
progression of the game enables the ability to acquire new moves and combo
variations. This not only helps to maintain a sub plot but adds a feeling of
achievement when the new move is obtained. It's not a hard process but it's definitely one that
requires attention.
There are a few aspects of the narrative delivery that need
mentioning and analysing. Firstly are the cutscenes. This being said, the game
has no problem taking the reins and delivering anything from ten minutes to an
hour long cutscene. This serves to deliver a very in-depth story with a
massive amount of character development and detail. One of the major factors
between this being a major AAA game and a pure cult series title, is the fact that it
is all delivered in Japanese with English subtitles. This being said, a lengthy
cut scene can turn into quite a lengthy reading session. This amount of
devotion from the player would usually resonate with a fan of the genre as
opposed to a mainstream gamer. The cut scenes can be broken down into three
different delivery styles. The first being a fully rendered cut scene complete with voice acting. The second being a comic book style picture in picture
with random facial movements, still with full voice acting and the third
delivery style is with in-game graphics and no voice acting other than just the odd word
with all subtitle style communication. The cut scenes can sometimes feature all
three delivery methods which can derive from the games overall graphical
quality and delivery.
There is a metal inspired soundtrack during combat that is second
to none when it comes to music that rises to the occasion. A good
soundtrack coupled with competent voice actors delivers a very well rounded audio
presentation. I have made mention that in the western world there will be a lot
of players reading the subtitles as opposed to understanding the Japanese, this
is not a bad thing in my opinion because the traditional voice acting adds depth of quality and traditionalism to the
title. Unfortunately the fact that it is all subtitled will hold it back from a
wider range of player base.
This is truly a stroke of genius from SEGA. Boasting over 40
hours of campaign, not to mention the side stories, mini games and post game
content, which lends itself towards more of a 200+ hour experience. There a lot
of aspects of the game I have only touched on in this review and left for you
to just experience for yourself. I would love to hear your comments and what
you think about this game either in the comment section below or feel free to
come join the conversation across on our Facebook page.
SCORE: 8 out of 10
Positives:
- Brilliant
combat mechanic
- In
depth living world
- Complex
and well delivered narrative
Negatives:
- A
lot of subtitle reading
- Inconsistent
narrative delivery
- Occasional
graphical inconsistencies
Platforms: PlayStation 4, Playstation 3
Genre: Action Adventure
Initial Release: 24/1/2017
Developer: Sega
Publisher: Sega
Red
Aussie Gamers Express