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Yakuza 3


17:1524/03/2010Posted by Nathan Brown2 Comments

It must be pointed out however that the game engine fails to meet modern technical expectations. While Kamurocho itself benefits greatly from its HD sheen the game struggles to manage the movements of the greater numbers of pedestrians, and it’s not uncommon to see a small crowd repeatedly bumping into each other. Loading screens appear between interiors and exteriors, either side of cutscenes and before every battle, and outstay their welcome every time. A single plot development will involve flitting between cutscenes and text boxes. Phone calls are fully voiced but require a press of X after each sentence. All dialogue outside of cutscenes: text boxes. Loading screens and text: it all feels a bit old hat, even allowing for the time since its Japanese release, looking and feeling more like an HD Remix of the PS2 games than a PS3 title in its own right.

The combat system is as clunky as ever, but it still seems appropriate given the brutal simplicity of the action. The two-button combo system from the PS2 originals returns, basic combos building a Heat gauge which allows Kazuma to perform a wide variety of QTE finishing attacks. With unique Heat finishers for each weapon and most objects in the game – including one especially memorable bit of improvisation with a fish head – it remains hugely satisfying, and a levelling system that lets you choose the order in which you unlock new moves and stats boosts keeps things fresh throughout.

Outside of its combat, however, this is an RPG through and through. Ignoring the mission markers and just wandering the streets of Kamurocho or Ryukyu opens up a vast range of side-quests, all markedly different and, at times, hilarious. From doing an old lady’s shopping to a part in a movie to a murder investigation, they’re not only a welcome distraction from the increasingly sombre plot but one of the game’s high points in general. While most follow a basic template of go here and beat this guy up and come back, there are exceptions and the characters you meet and the stories they tell are a constant source of entertainment. Kazuma even dabbles in photo blogging; getting tips from a local photographer, with good pictures and a pithy caption unlocking new attacks. Casinos, mah jong, shogi, fighting tournaments, karaoke, bikini bars, UFO catchers, pool, darts, golf, innumerate well-stocked bars and restaurants; there’s plenty to see and do long after the story has run its course, and chances are you’re going to want to stick around.

Technically flawed and butchered in localisation it may be, but to deny yourself the chance to experience one of gaming’s most finely realised characters in so unique and authentic a setting, for the sake of a few loading screens, invisible walls or the lost chance to buy expensive handbags for simpering hostesses in the futile hope of some virtual petting, would be a mistake, and certainly not conduct becoming Kazuma Kiryu. While nowhere near as technically accomplished as its Western peers Yakuza 3 nonetheless deserves to be experienced for the depth of its central character and its peerless depiction of contemporary metropolitan Japan.

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2 Comments »

  • YoctoYotta said:

    Nice review, couldn’t agree with you more on most points. Regarding the phone conversations, as indicated on the lower text box on-screen, you can press R3 (push the stick in until it clicks) and the conversation will auto-play.

  • umop-episdn said:

    I’ve been playing this a lot recently, it’s a fantastic game. I just wanted to comment that the paragraph you’ve written on Kazuma at the end of Page 1 of this review is superb and one of the best things I’ve read about the game. Nice work.

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