#oneaday Day 549: The Yakuza games are the ultimate video games

I've been thinking it for a long while now, and finally making some time to go back to Yakuza 5, which I left half-finished a good few months back, I have cemented my feeling that the Yakuza (or Like A Dragon, as they're now known, to be more true to the original Japanese title Ryu ga Gotoku) games are, in fact, Peak Video Game.

By this I mean that if there is a single game you are going to invest a lot of time and effort into playing, a Yakuza game is an excellent choice. And there are a whole bunch of them now! Best of all, given that each one unfolds in a different time period, they all have a markedly different feel from one another — and, of course, as the series goes on, it expands beyond its original setting of Kamurocho to a much wider variety of locales.

Thus far in my journey through the series, Yakuza 5 is the series at its most broad. Like its immediate predecessor, the game is split into several distinct parts, each with a main protagonist taking the leading role. Unlike Yakuza 4, however, which was entirely set in Kamurocho, Yakuza 5 features several town centres for the various different protagonists to explore before they all meet up for the finale.

So far I'm on the third part out of four, which means I've finished the initial part with longstanding series lead Kiryu Kazuma living under an assumed name and working as a taxi driver in Fukuoka, the second part that involves Taiga Saejima breaking out of prison, living for a brief while in a mountainside hunter village, then hanging out in Sapporo for a bit, and I'm now on the first half of the third part, which concerns Kiryu's adoptive daughter, Haruka, and her quest to become an idol in Osaka.

Thus far, each main section of the game has been very different from the last in terms of tone. Kiryu's started with a bit of "everyday life in a small city district" feel before ratcheting up the yakuza angle once the story got underway. Saejima's was quite a personal story of this imposing, hulking brute of a man and the soft centre within. Haruka's, so far, has been deliberately a bit silly, but also with a hint of the sleaziness and darkness that underpins the real-life idol industry.

The nice thing about giving each protagonist their own areas to wander around is that it allows them to have different activities available to them. Yakuza 5 introduces the concept of each character having a "Side Story" as well as the series' iconic "Substories"; each "Side Story" is quite an involved plot that runs parallel to the main scenario, and generally concerns the main character developing their skills in an area that is somehow important to them. In Kiryu's case, we get to work his job as a taxi driver; as Saejima, we take him through learning how to hunt on the mountain; as Haruka, we follow her idol career from its humble beginnings and onwards into greater success.

In each instance, the Side Story is handled in a different way rather than just being a glorified way of marking your progress through a series of cutscenes. Kiryu's taxi driving Side Story, for example, involves a combination of driving people around Fukuoka and ensuring that they get good service, punctuated by some extremely silly arcade racing sequences as he investigates a racing gang. Saejima's hunting sequences involve unique mechanics surrounding avoiding detection by wildlife, shooting rifles in first-person, surviving in extremely inhospitable conditions, and setting traps. Haruka's Side Story sees her having Dance Battles in the street, building up her performance-related stats in various ways, and working through an ever-lengthening list of obligations her career places in front of her as she grows in prominence and fame.

If the Yakuza games were just about the main plot, these Side Stories and the Substories, they would already be extremely substantial. But then there's all the other stuff too. Eating at all the restaurants. Training with each character's "master" to learn new moves. Seeking out unusual happenings to have "Revelations" that, again, unlock new moves. Playing darts, pool, bowling. Playing real-life Virtua Fighter 2. Playing a fictional but nonetheless enjoyable shoot 'em up. Catching prizes in the crane game. Hitting some balls at the driving range and batting cages. The list goes on.

The great thing about Yakuza games is that you can engage with them as much or as little as you like. If you want to plough through the story and just see what happens, you can do that with no real penalty. You might not have levelled up as much as if you'd thoroughly completed all the Substories, but you can do it.

Alternatively, I suspect most players will find themselves unable to resist engaging with at least some of the optional activities — because each of them are handled with such thoroughness, and are so enjoyable in their own right, that they could quite feasibly have each been their own standalone games.

This is the genius of Yakuza. Back in the '80s, the software publisher Imagine got itself into a lot of trouble as it attempted to develop a series of "Mega Games" for the Commodore 64 and ZX Spectrum, but none of these projects ever came to fruition — though some had some successor projects.

Yakuza games, meanwhile, are "Mega Games". Each entry is a single game that you could quite feasibly play for a very long time indeed — possibly even forever, depending on how much you like mahjong and shogi — and there is absolutely nothing quite like them out there.

And they're a markedly different experience from western open world games that provide a huge, boring map littered with objective markers and expect you to hoover them up systematically while working through a tedious skill tree that gives you 0.1% poison resistance with every level up or something equally meaningless. No; although Yakuza games are full of things to do — and each comes with a handy "Completion List" marking how much of all its component Bits you have "completed" — not one of them feels like it has been designed with "player retention" in mind. Not one of them is designed for the explicit purpose of 1) being your "forever game" and 2) monetising the crap out of its user base.

No; Yakuza's wealth of things to do is all in service of creating one of the most detailed, compelling worlds in all of gaming. And although I'm very behind on the series at this point, I am well and truly determined to catch up and see where things go from here. Because after this many hours, this many games and this many in-game years having passed, I care what happens to these characters!

If you've never played a Yakuza game and are daunted by the prospect of there being (counts) 11 games set in the main series continuity, a further two spinoffs in the same setting but not directly connected, and a wealth of other, non-canonical spinoffs that range from historical adaptations to a Fist of the North Star-themed adventure, don't be afraid! Start with Yakuza Zero, play it, love it, see how you like it. And then you'll understand. And, several games later, you'll be about where I am now.


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#oneaday Day 99: Yakuza time again

I've been making a start on Yakuza 5 alongside the other stuff I've been playing recently. I'd put off starting this one after playing Yakuza 0 up to Yakuza 4 pretty much back-to-back (and playing Kiwami and Kiwami 2 in place of the original PS2 games, and the PS4 remasters of 3 and 4) because I knew this one was the largest and most ambitious of the PS3-era games in the series.

One of the nice things about Yakuza games, though, is that they're quite "dip" friendly, particularly if you're the sort of person who likes to enjoy the side activities before moving the main story along. It's perfectly enjoyable to play Yakuza 5 for an evening, not move the main plot along at all but still feel like some meaningful "progress" has been made.

Unlike its immediate predecessor, Yakuza 5 opens with you playing as main series protagonist Kazuma Kiryu, though following all the shit he's put up with over the course of the previous five games, he's now hanging out in Fukuoka under a pseudonym and driving a taxi for a living. As you might expect, this translates to a number of significant things in gameplay terms.

Because yes, Kiryu working as a taxi driver isn't just for show; you have the option of engaging directly with his job. And his work in the taxis takes several forms, which is rather fun: regular taxi jobs demand that you drive sensibly and carefully, while "race" missions allow you to let loose on the highway while Kiryu attempts to take down some street racing gangs. The former types of job have quite realistic handling; you have to take care not to accelerate or brake too sharply, ensure you indicate to go around corners and try not to hit anything. By contrast, pretty much anything goes in the race missions, which are distinctly arcadey in execution — to such a degree that you have a boost that leaves trails of blue flames, and "Heat Actions" that can be used at various points on the course for silly, cinematic events that usually put you at an advantage over your opponent.

Outside of that, it's business as usual for the Yakuza series, with this game once again being set a few years later than the previous one, now bringing us into the 2010s. You can go out, eat food, get drunk, play darts, play Virtua Fighter, hang out at cabaret clubs and chat up hostesses, get into street fights and pick up trash for the good of the community. The main plot has something about Daigo Dojima going missing but honestly I haven't moved this along at all other than to get Kiryu into a position where I can do the taxi missions.

And, of course, there are substories aplenty to discover, ranging from the simple to the absurd. One thing I've always liked about Yakuza is that it recognises how it's a video game, and thus it isn't afraid to be very, very silly at times; it juxtaposes this silliness with the rather serious nature of the main narratives, and it's always very effective. It's a reminder that people are complex, and even someone as stern-faced as Kiryu has a more light-hearted side that he enjoys indulging at times.

Anyway, as I say, I'm not that far into the game as a whole as yet, but I'm enjoying what I've played so far. I'm looking forward to getting the opportunity to soup up Kiryu's taxi a bit… I get the impression it's going to be necessary to clear some of the later racing missions.

For now, though, it's after midnight so I should probably sleep. Probably. Except you and I both know I'm probably going to watch an episode of Deep Space Nine first.


Want to read my thoughts on various video games, visual novels and other popular culture things? Stop by MoeGamer.net, my site for all things fun where I am generally a lot more cheerful. And if you fancy watching some vids on classic games, drop by my YouTube channel.

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