I remember every inch of Kamurocho, from the batting cages a block down and to the left of the park where the homeless hang out at, or the Don Quijote store next to the taxi near the bottom of the map. It’s the best example of quality over quantity I can think of. You can go to karaoke bars and pool halls, but on the way, you might bump into some thugs or some yakuza, and instantly find yourself in battle wherever you come into contact with them. Instead, you have stores and restaurants on every corner that you can walk into, peruse, and buy from. You don’t have a large sandbox to drive around and create mayhem in. However, in these small, densely packed environments, you’ll find just as many, if not more, activities than you would in any other open world title. The locations of Yakuza 0 are nowhere near that size. You could describe the Yakuza games as being “open world”, but that paints inaccurate comparisons to traditional open world experiences like Grand Theft Auto or Assassin’s Creed. Most of the missions flow very well, but there are a handful that have a mind bogglingly tedious that really weighs the game down, like having to fetch five different drinks from different stores in order to progress the story. Your main missions have you going to other unique locations, but you also find yourself wandering around these environments for a lot of the time. Kiryu is located in Kamurocho, the mainstay city present throughout the series, while Majima finds himself in Sotenbori, a location familiar to players of Yakuza 2 and Yakuza 5. They don’t really look awful, but in comparison to the pre-rendered cutscenes that come immediately before or after a lot of these scenes, it’s jarring. It should be noted that in Japan this game released on both PS3 and PS4, but there are some noticeable cases of characters having really blurry textures that stand out like a sore thumb during in-game cutscenes.Īs you experience the story of Yakuza 0, you’ll be exploring two familiar cities, dressed up with fresh, 80s visuals. The game flip flops between a lot of different styles of cutscenes, so you’ll sometimes get beautiful pre-rendered scenes with fluid animation and realistic depth-of-field, but largely have to live with in-game cutscenes where characters mostly stand in place or go through canned animations, robotically moving their head to look at whoever they’re talking to. The presentation of the narrative is helped by the ridiculously sharp visuals on PlayStation 4, although they aren’t always utilized effectively. Along the way, though, their narratives twist around each other, and while the Kiryu and Majima never come head-to-head in this game, seeing the events that shaped them into becoming The Dragon of Dojima and The Mad Dog Majima is an fantastic experience for players new and old. They seem like totally separate stories that simply serve to explore what makes these character become who they end up being.
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