The History Of Yakuza

Of all the Sega properties still relevant this decade, none have had the staying power of Ryu Ga Gotoku, which translates to ‘Like A Dragon’. The series is more commonly known in the West as Yakuza. Compared to the wildly inconsistent Sonic franchise and the infrequent releases of Valkyria Chronicles sequels, Yakuza emerged as the most prolific series for the Japanese developer-publisher in its post-hardware era. If you count remasters, remakes, and spin-offs–some of which have never come out in the West–Ryu Ga Gotoku has averaged slightly more than one release every year since its introduction in 2005. As Yakuza, the series hits a milestone in 2018 as the story arc of its mainstay protagonist, Kazuma Kiryu, reaches its conclusion in Yakuza 6: The Song of Life. We thought this would be a fitting time to look back on this franchise in our History Of series.

A Well-Planned Debut

Yakuza was the brainchild of Sega veteran Toshihiro Nagoshi, the hard-as-nails director behind Daytona and Super Monkey Ball. He envisioned a gritty drama complemented by a sense of humanity in both its storytelling and characters. The game would revolve around the Japanese criminal underworld of the yakuza, exploring the power struggles between rival groups as well as their tenuous relationships with foreign organizations. The yakuza’s fixation to their code of honor would play a huge part in the series’ many stories. How its key characters adhere to or struggle with this code led to some of Yakuza’s most compelling narrative moments.

Development began as ‘Project J’, where Nagoshi assembled a team of Sega developers proficient in both arcade games like Virtua Fighter and Super Monkey Ball as well as more story-driven consoles titles like Panzer Dragoon and Jet Set Radio.

Nagoshi’s team needed a setting befitting a Japanese mafia tale. They settled on Kabukicho, the red-light district of Tokyo’s Shinjuku ward, for their inspiration. Fictionally renamed as Kamurocho, this lively but modestly sized open world would become a staple location of every mainline Yakuza sequel. Much of the city’s immense staying power is thanks to its similarities to its real-life counterpart; this sense of virtual tourism would permeate through all of the series’ other locales. And like avid travellers revisiting Japan, fans–upon revisiting Kamurocho in sequels–would notice and appreciate both the clear and subtle changes to the landscape as storefronts disappear or relocate. The moment you start a new Yakuza and the initial exposition gives way to free roaming, you feel like you’ve returned to a theme park you haven’t visited in years, wondering what has changed, whether that’s an renovated batting center or a new selection of arcade titles at Club Sega.

Much of the city’s immense staying power is thanks to its similarities to its real-life counterpart; this sense of virtual tourism would permeate through all of the series’ other locales.

As the recurring locale, Kamurocho became a character itself, always reflective of its respective time periods. Banter among its locals provides color and context to Tokyo as it was in 2005, 2016 and every other year the games have been set in. Adding further personality to this district are the myriad optional substories triggered by Kamurocho’s many NPCs, the subject matter of which ranges from light-hearted to absurdly funny. Last but not least, this district would be inextricably tied to Kazuma Kiryu, Yakuza’s main protagonist.

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We’re introduced to Kiryu–nicknamed The Dragon of Dojima–in the first Yakuza as an up and coming member of the Tojo Clan. His plans to one day start his own crime family are derailed early in the game when he takes the fall for a murder he didn’t commit. This was done to protect his best friend, Akira Nishikiyama as well as Kiryu’s lifelong love interest, Yumi Sawamura. Within the first hour of playing Yakuza, our hero ages 10 years in prison, is expelled from the Tojo Clan, and returns to a Kamurocho that is both familiar and foreign. Meanwhile, he meets Haruka, a 9 year-old orphan. She is somehow tied to Kiryu’s former crime family, which is undergoing a tumultuous period of unrest due to the disappearance of 10 billion yen from the Tojo Clan and the assassination of the Tojo chairman who was investigating the missing money.

In a period where one word game titles like Prey, Gun, and Bully were very much in vogue, ‘Yakuza’ was effective in making Ryu Ga Gotoku marketable in the West. Yet in retrospect, the continued focus on Kiryu’s personal journey makes this title inadequate. Here we find a hero who–in his youth–was drawn to the gangster lifestyle yet has been spending bulk of his adulthood trying to leave it. From the get go we learn that his drive to protect those he loves supersedes any kind of Yakuza code of honor. This gets more complicated due to the father-daughter relationship he quickly forms with Haruka, who stays inextricably tied to Kiryu for the rest of the series. This bond is all the more strengthened by their common upbringings as orphans.

Yakuza would also introduce Goro Majima, a fan-favorite character who would be more beloved than even Kiryu to some. His psychotic tendencies are only overshadowed by his flamboyant charisma, attributes that have only been amplified in future appearances. Kiryu’s relationship to Goro plus other recurring characters–like the detective-turned-journalist, Makoto Date–elevates a growing ensemble cast that become as memorable as any you’ll find in Dragon Age or Gears of War.

Kiryu’s relationship to Goro plus other recurring characters–like the detective-turned-journalist, Makoto Date–elevates a growing ensemble cast that become as memorable as any you’ll find in Dragon Age or Gears of War.

And with the announcement of the English voice cast, you could not have picked a better fit than Joker veteran Mark Hamill as the maniacal Goro. Another notable actor was Michael Madsen, whose work on gangster films like Reservoir Dogs and The Getaway made him a natural fit for a brute like Futoshi Shimano, one of the game’s major bosses. Eliza Dushku also proved a match for Yumi. It was a clear message from Sega of America of their well-intentioned efforts to introduce Ryu Ga Gotoku to the West. That said, the localization came with a forced hard edge, featuring more swearing and gangster posturing than the Japanese version. As if to fully own the Yakuza name, this English script played up the game’s criminal element more than what the original writers intended.

A Series Is Born

As Sega of America was localizing Yakuza, fans in Japan were treated to the series’ first spin-off, a film by the prolific and renowned director Takashi Miike as well as a shorter prologue film. These movies were fitting tie-ins to a game with strong cinematic qualities. The Yakuza games’ filmic storytelling would only get better as the series made its way to the PlayStation 3 and 4 consoles, rendering the idea of additional film adaptations obsolete. These later games would go on to use known actors familiar to Japanese audiences like Riki Takeuchi, Hitoshi Ozawa, and even New Japan Pro Wrestling stars playing as themselves. This would culminate in Yakuza 6 with the casting of one of the country’s biggest celebrities, “Beat” Takeshi Kitano, who has directed and starred in his share of gangster films.

Capitalizing on Yakuza’s success, a sequel naturally followed. Whether it was a financial decision or an attempt to provide a more authentic experience, Yakuza 2 was released in the West with no English voice acting, preserving the original Japanese audio.

Whereas the main conflict among the yakuza in the first game was from within the Tojo Clan, Yakuza 2 explored their struggles in maintaining peace with outside organizations, not just with other clans in Japan but also a crime group from Korea. It’s a dispute that takes part of the story to Osaka, particularly the tourist magnet of Dotonbori, now fictionalized as Sotenbori.

It also continues to portray Kiryu as the reluctant gangster who doesn’t hesitate to take the fight to his aggressors when his loved ones are threatened. He exhibits shades of Michael Corleone, though the Godfather never had someone as loving and kind-hearted as Haruka to keep him grounded. Wanting to get out but only to be pulled back in is a dilemma Kiryu faces time and time again, all the way to Yakuza 6. While this repetitiveness is amusing, it’s never to the detriment of each game’s respective story. After all, it’s satisfying to see Kiryu take out his frustrations on his inability to escape his yakuza roots by beating up countless gangsters in finely tailored suits. All he wants to do live out the rest of his life with Haruka and the orphans they watch over in Sunshine Orphanage, which the two establish in Okinawa.

Wanting to get out but only to be pulled back in is a dilemma Kiryu faces time and time again, all the way to Yakuza 6. While this repetitiveness is amusing, it’s never to the detriment of each game’s respective story.

And given all the peacemaking Kiryu does with his fists, Sega would continue to refine the series’ melee and fisticuff-focused combat sequel after sequel. It never quite achieves the classification as a 3D successor to classic beat-em-ups like Double Dragon and Streets of Rage. At its worst moments, combat has been clunky, repetitive, and shallow. Minor improvements to fighting would come with each subsequent release, accompanied by violent and often amusing finishing blows, like the memorable tiger punch in Yakuza 2.

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In 2008, an Asia-only spin-off followed. Set during the dawn of Japan’s Edo period, Ryu Ga Gotoku Kenzan followed a reimagined Kiryu as Kazumanosuke Kiryu, whose real identity is the famous swordsman Miyamoto Musashi. Once again tied by fate to Haruka, Kiryu reluctantly agrees to help this Edo period version of the young woman by assassinating an imposter posing as Musashi.

Sega would eventually explore the twilight of the Edo period 200 years later in the Japan-only Ryu Ga Gotoku Ishin! in 2014 for the PS4. It takes creative liberties with two real historical figures of the time. Sega reimagined two samurai, Ryoma Sakamoto and Hajima Saito as the same person with Kiryu’s personality, taking on a dual identity as they survive this era of unrest as the reign of the Tokugawa Shogunate ended.

Lost In Translation

With Yakuza 3 in 2010, Sega was still trying to find the series’ footing in the West, the least of its problems being its poorly conceived box art. Citing time constraints and the presumption that some sections wouldn’t resonate with audiences outside of Japan, Sega of America released an incomplete version of Yakuza 3 in the West. The most notable omissions were the hostess clubs and historical trivia quizzes.

Rainbow Six Siege Outbreak And Chimera Update: Everything We Know So Far

Year 3 of Rainbow Six Siege is set to kick off soon with the launch of the Chimera update. While it will bring some of the features we’re accustomed to seeing with each new season of content, like new Operators and maps, this one will be even bigger than usual, due to the Outbreak event.

In the video above, we recap everything that we’ve learned so far about Chimera and–in particular–Outbreak. There’s a lot to look forward to on both the PvP and, for a change, PvE sides of the game. PvP will benefit from the introduction of the aforementioned map and character releases, which tend to offer dramatic shake-ups of the meta.

For PvE players, the Outbreak event is an exciting addition that is unlike anything Siege has seen before. Currently, the only co-op mode is Terrorist Hunt, but Outbreak presents three-person missions where you’re taking down zombie-like monsters. However, this mode will only be available for a limited time, and it’ll only be playable with select Operators (plus the default Recruit character). It features three exclusive new maps that are more open than the standard PvP maps.

In addition to the new playable content, there will also be a special event loot box that offers new cosmetics. 50 unique items can be obtained through these new Outbreak packs, none of which will have any impact on gameplay, according to Ubisoft. These packs will cost 300 R6 Credits, though a few rewards will be obtainable just by playing. And by simply logging in during the event, you’ll get four Outbreak packs for free. Among the included items are a new Elite uniform, universal weapon skins, headgear, charms, and more.

For much more on what to expect from Siege’s forthcoming update, check out the video above. If you’re eager to try the game out but don’t already own it, you’ll soon have the opportunity to try Siege for free.

Fortnite: Battle Royale Beginner’s Guide – 13 Tips And Tricks

Though you might be familiar with other games in the battle royale genre–games that tend to stick one player (or a small team) on a map where they fight against others to be the last one standing–Fortnite: Battle Royale is a little different. The game takes the basic premise of the genre and adds its own twist that changes everything: You can instantly construct stuff like walls and stairs, allowing you to build fortifications to protect yourself and create your own tactical advantages.

Fortnite drops you onto an island with 99 other players, and the last player (or team) left alive wins. Though it’s similar to games like PlayerUnknown’s Battlegrounds, plenty of small differences make Fortnite into a very distinct experience. Knowing what to carry, when to shoot, and what to build are essential if you’re going to be the last person alive on the island.

You won’t find a tutorial in Fortnite Battle Royale, so when you drop onto its island, all you have are your wits and whatever you can find along the way. Here’s everything you need to know to get a strong start–and maybe survive long enough to find yourself a minigun.

And if you’re already a Fornite: Battle Royale veteran, check out our advanced tips guide, as well as our guide covering all the things that we wish we knew before playing the game. You can also watch our video guide on how to build more effectively.

Fortnite: Battle Royale is available as a free download for PlayStation 4, Xbox One. The mode supports up to 100 players competing to be the last person (or team) standing as they hunt other players and avoid being killed themselves. For the differences between Fortnite: Battle Royale and PlayerUnknown’s Battlegrounds, check out our in-depth feature discussing the two games and what sets them apart from one another. You can also check out more details on Fortnite’s recently released Crossbow update.

The Latest Xbox One Update Is Live, Here’s What It Does

Xbox One‘s UI is ever-changing, but the latest update isn’t about a visual makeover. Instead, this update is more about ease of access, making small changes to game hubs, do not disturb and inactivity options, and next achievements.

Game Hubs and Next Achievements have found a new home in the guide in this update. Now instead of leaving your game, having to track it down, and then go to the game hub to find all that extra community content you love, you’ll find your favorite hubs with just a press of the home button.

Next Achievements works in a similar way in terms of ease of access. But, instead of giving you all the information you could possibly want for a game, it’s all about achievement hunting. Not only can it show you which achievements you’re closest to unlocking, the function can also be sorted by common, rare, most common rare, and highest gamerscore.

Stepping away from the guide, muting notifications and power saving just got easier. Do not disturb mode mutes your notifications for as long as you have it on, and lets your pals know it might not be the right time to bombard you with party requests.

This update also added additional inactivity options. Instead of your Xbox turning off after one or six hours of inactivity, you can choose to have it automatically switch off and save you some power after two, three, four, or five hours.

In other Xbox news, February’s Games With Gold titles are available now. Splinter Cell: Conviction is now available as part of Xbox One’s backwards compatibility, and a new Kingdom Hearts III trailer dropped at the D23 Expo.

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Comparing Luke and Rey’s Cave Visions

One of the most dissected scenes in Star Wars: The Last Jedi is Rey’s foray into the cave on Ahch-To. The film, especially on a first viewing, is wrought with tension, and nothing encapsulates this more clearly than Rey’s journey of self-discovery. This metaphor is a consistent trope in film and literature, and often does more to put the spotlight on specific characters than might be at first perceived. Not unlike Luke’s Force vision in The Empire Strikes Back, the cave reveals the truth of what lies beneath the surface of the hero.

An exploration of the cave is a motif that has been around since the days of the Greek philosopher Plato. Plato believed that the cave investigates the confusion between what is authentic and what is false. In other words, it’s so much more than a spelunking field trip. It’s a physical journey as well as a metaphorical journey into self-discovery. Rey explores the depths of the cave, but, in all actuality, is looking inside of herself to discover the truth of who she actually is.

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Radiant Historia Perfect Chronology Review: Time After Time After Time

Of the many story-driven games that feature user-dictated time travel, Radiant Historia ranks high. This RPG treats altering events as essential to its story, forcing you to regularly jump back and forth between two streams of time. The impetus for this temporal weaving is so well ingrained into its narrative that it subverts any question of gimmickry. This engaging mechanic also complements Historia’s traditional RPG gameplay of pursuing quests, surviving turn-based battles, and exploring a vast landscape. Originally released in 2010 on the Nintendo DS, Radiant Historia gets a welcomed re-release on the 3DS, and is an enhanced port in every sense of the term.

An Atlus RPG not associated with Shin Mega Tensei or Etrian Odyssey, Radiant Historia is based in its own original world with a built-in history. In fact, you start the game in what appears to be the twilight of the continent of Vainqueur–the game’s setting–as its being slowly devastated by an unexplained “desertification”. Sand isn’t only consuming the land but also living beings as well. The kingdom of Alistel blames neighboring Granorg for this plague, inflaming a conflict between these warring lands.

You initially play as Stocke, an Alistelian agent assigned to escort a spy back to your capital. Though a series of events lead to the downfall of Stocke, two subordinates, and even the spy, our hero gets a supernatural reprieve. Finding himself in another realm, Stocke learns that the White Chronicle–a book given to him by his superior, Heiss–has the power to transport the user to key events in the past thereby giving you the ability to alter these moments. Using this tome to revive Stocke and his companions to further the interests of Alistel is only part of the story. Key characters like Heiss are aware of the White Chronicle and figuring out their motives is part of the narrative’s draw.

Once empowered with time travel, you’re presented with turning points and key branching paths on a regular basis. This system is at its most appealing when you’re faced with a barrier–literal or otherwise–and trying to find the key event in the past that lets you bypass that hurdle. There are two distinct timelines and often the solution to advancing in one involves making progress in the other. Mentally arriving at some fixes can be a nuanced process, compelling you to retrace story events and figure out where an action or choice can create a new outcome.

As you overcome roadblocks and jump to the other timeline to surmount those obstacles, you’ll come across optional opportunities to change the fate of others. Provided you have a keen eye to read your surroundings, using the White Chronicle can affect the environment and the nearby characters who might otherwise perish if you didn’t get involved. Even after having the satisfaction of saving a life, there’s an alluring sense of mystery in whether rescuing someone will ultimately lead to a positive or negative result further down the line.

The beauty of these diversions is that they don’t feel like optional objectives in the traditional sense. The feeling of accomplishment in attending to the needs of others is often as gratifying as reaching a milestone in the main story. And since the White Chronicle timeline diagram is well-laid out with nodes denoting fail states, open story paths, and side routes, there’s a strong compulsion to see every result as soon as you spot the clues leading to those endings. The satisfaction of filling in the White Chronicle isn’t unlike finding all the dead ends in a dungeon before venturing forward on the presumptive main path. With 283 nodes to discover, Radiant Historia Perfect Chronicle is that rare breed of RPG where the drive to find minor and bad conclusions is as strong as reaching the main “good” ending.

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Venturing out of the capital of Alistel to accomplish your missions will bring you face-to-face with all manner of hostile creatures and soldiers from Grenorg. These battles–triggered by making contact with enemies visible in the field–unfold in classic turn-based fashion. Facing off against foes who are laid out in a three-by-three grid presents its share of strategies. One of the most useful battle skills allows you to knock your target into another enemy-occupied space, either one space back or to the sides. With the right planning, a follow-up attack can deal shared damage to those crowded square in a single blow. There’s further combat depth since you’re also offered the option of swapping turns with other teammates. These opportunities deliver a puzzle-like sense of strategy, which make victories feel rewarding.

It’s a battle system that feels both traditional and brain-teasingly fresh and it would’ve been superb if not for its quality-of-life shortcomings. For instance, if your threesome targets a single enemy and it’s vanquished before all your team’s turns are used up, remaining attacks will not defer to the other opponents. This results in wasted turns, which is all the more frustrating when party members in your reserves swoop in randomly to offer a one-off support action. This well-intentioned perk is appreciated when a teammate heals or buffs, but not when he’s attacking a monster the active party is already cued up to attack. And if you hope to avoid excess grinding, think again; the advanced difficulty of the combat discourages trying out new characters as active teammates in battle, given their relatively low starting levels.

The improvements in Perfect Chronology over the original DS version range from minor to significant. The changes in 2D art character designs isn’t an upgrade so much as it feels like Atlus trading the works of one talented artist for another. More clear cut production enhancements like new voiceovers, a retooled soundtrack, and a new anime-styled opening music video adds freshness to this game, but Perfect Chronology’s more substantial upgrades are found in its new modes. A bonus dungeon called the Vault of Time provides opportunities to fight more monsters for a chance at exclusive items like support skills, which often prove useful in the main story. The difficulty of the vault increases with each subsequent floor and the stakes are heightened by the inability to use items.

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The boldest new feature by far is the addition of a third stream of time. Given the tight woven relationship of the two other timelines, this third path–dubbed ‘Sub-History’–unsurprisingly doesn’t affect the original game’s story or outcomes. Rather, it presents a host of what-if adventure scenarios where Stocke interacts with familiar friends and enemies, some whom behave out of character. It offers a look into the world and inhabitants of Vainqueur that manages to be insightful even if it’s non-canonical.

With all the time juggling, the brain-teasing mechanic of the White Chronicle doesn’t overshadow Radiant Historia Perfect Chronology’s story. Its politically charged tale complements Stocke’s personal journey as he follows his orders and makes sense of his powers. The White Chronicles’ close connection to the plot only makes temporal manipulation all the more engrossing, regardless if you’re working your way to the game’s best conclusion or hitting every node in the timeline. This feature maintains its grip for much of the game’s 60-hour journey in spite of its combat shortcomings. Had this been a straight port of the DS version, it would still warrant the attention of RPG enthusiasts who missed Radiant Historia the first time around. With its upgrades and considerable bonuses–particularly the Sub-History–even those who think they got their fill by beating the original game should check out this definitive edition.

Monster Hunter World: 11 Ways To Make The Game Better

Monster Hunter World may be one of the most entertaining and accessible Monster Hunter games to date, but it’s far from perfect. More than a few things would have improved its overall quality. Whether these additions are in the form of an update, patch, or a future sequel, here are 11 things that would make Monster Hunter World a better game than it already is.

What do you think would make Monster Hunter World a better game? Let us know in the comments below.

Monster Hunter World is out now for Xbox One and PlayStation 4, with a PC release to come later in the year. That’s notable, as recent entries were limited to 3DS. The additional horsepower has allowed for a game with much larger, more beautiful environments to play in. It also does a better job of introducing newcomers to the flow of playing a Monster Hunter game. You can read more about what to expect in our Monster Hunter World review.

Those playing on PS4 will be able to get their hands on some exclusive gear based on Horizon: Zero Dawn. We also know that new Mega Man-themed items are on the way, as well as character skins themed around Street Fighter V–and if past games are any indications, this won’t be the last crossover content that Capcom releases.

Top Zelda: Ocarina of Time Speedrunner Nails Insane Record

Torje Amundsen has a pretty unique ability: he can beat Ocarina of time for the Nintendo 64 in just over 17 minutes. Of course, a game that should take upwards of 20 hours to complete being finished in less than 20 requires all sorts of special skips and glitches, but for Torje, finding these exploits is just part of the charm that Ocarina of Time speedrunning has to offer.

I spoke with Torje about what it’s like to speedrun this particular game, and how speedrunning has affected his as a whole. Here’s what he had to say.

IGN: First off, is streaming and speedrunning a full-time job for you? What is your normal daily routine on a day you plan on streaming?

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