I’ve been in a good groove lately, jumping around with a handful of games that I’m really into. A bunch of games have come out recently and I’ve tried hard to focus on finishing or revisiting some games that I’ve had for a while.

Over the past couple weeks I’ve revisited Yakuza 5. I think I completed the main story of Yakuza 4 back in December of 2015. That was a free PlayStation Plus title that happened to be exactly the game I wanted to play at the time. I was always in love with the premise of the Yakuza series but never got around to playing them. Yakuza 4 gripped me hard with its overly excessive violence, fun gameplay and skill progression system. The story caught me a bit off guard for how good it was. In the end, I think it took me about 40 hours to complete, while I expected it to be somewhere in the 20 hour territory.

Now that you’ve got my backstory, Yakuza 5 was released on PS Plus almost immediately as I mowed through Yakuza 4. I was kind of fatigued with it at that point, and it didn’t help that Yakuza 5 starts off incredibly slow. A few weeks ago I was reminded that Yakuza 6 comes out next month so I decided to take another look at Yakuza 5.

The game starts with the protagonist Kazuma Kiryu hiding out in a new city as a taxi driver. It starts you off having to do taxi missions and highway race battles (in typical over-the-top Sega fashion). Not so much fighting so it starts pretty slow. Once the game settled in, it’s pretty much more of the same. In this game, you’re running around a few blocks of Fukuoka. It’s a much more mundane environment compared to the red-light-district of Kamurocho, where the majority of Yakuza 4 takes place. I believe there are other cities in this game, but I don’t think they’re as big. I’m looking forward to what happens next as if I’m looking forward to the next episode of a soap opera. So many twists and turns and backstabbings. What you’d expect from a crime story.

I’ve been taking mental notes about the structure of the game. It’s basically an old school beat ’em up game but it’s got a lot of layer to it which make it more interesting. You’re free to wander the open map and get into random battles with enemies wandering the streets. The found the streets generally more restricted compared to the more open areas of Yakuza 4, so it can be more difficult to avoid battles when you’re not interested in fighting. You’re rewarded for fighting by gaining experience, which gives you skill points when leveling up. These skill points are basically used to make you more god-like by giving you greater abilities to grapple, dodge, and special attacks.

You can eat at various restaurants to gain buffs to stength, defense, stamina and your life bar. You can craft weapons and armor. And there’s an endless amount of side content that you may be awarded for (missions and mini-games). I like the semi-non-linear approach and I’m starting to consider something like that for a future game. I really love the idea of an open town hub, that also has random battles.

The Heat system is main event when it comes to fighting in Yakuza. These are special attacks that you can use when charging a special meter by damaging enemies. It also drains when you take damage. All you have to do is press Triangle next to an enemy while your Heat guage is above a certain threshold. The best part is that it’s context sensitive so the action will change depending on where you are in the environment (smash an enemies face into a pole), which item you’re holding (smash a fallen enemy with a bike), or what position you’re in (being grabbed from behind). This can be fun to setup a situation where you can execute the most devastating attack. It helps break up the monotony.

I don’t think any of this is new for this game but the actual Heat attack animations have been switched up. I believe you switch to other characters later on in the game. In Yakuza 4, different characters had slightly different fighting styles which helped switch it up a bit. I’m looking forward to seeing where it goes, but I think I just really want to see what a Yakuza game looks like on PS4. I’m hoping I can make my way to Yakuza 0 and Yakuza Kiwami soon. Continue Reading…

 
The Sokay Fam ready to exhibit Raybeem at Super Future last weekend – rockin new Sokay shirt designs.

I’ve probably spent more time creating Sokay clothing and other merchandise than I should have been doing. I’m supposed to be making more games, right??? But you know, I have fun doing it! Can’t help myself. Last week, we exhibited our VR music visualizer Raybeem at an art show in Downtown Los Angeles – Super Future by Futra. Since we were showing some Sokay stuff out in public, I took the opportunity to try to sell some Sokay shirts, at least put them out in front of people. This got me thinking of the journey of this Sokay clothing experiment.

Back in 2012, when we were getting close to the release of Donut Get!, I became obsessed with creating merchandise for the game. Even longer ago, a friend of mine had pitched me this idea of creating mini-games that were tied to the designs of shirts he was making. I thought it was a great idea but I took forever to finish games, it wasn’t an idea I thought could actually follow through with. I think this was before we even finished our second game LUV Tank, so I probably wasn’t in the mindset of making bite-sized games at this point. I revisited this idea with Donut Get! – could I sell a shirt for a game that I was essentially giving away for free?

Continue Reading…