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#majima has the money for proper equipment
tekitothemagpie · 10 months
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Actual footage of Majima Construction Team working on the Kamurocho hills
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doktorpeace · 5 years
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Top 5 Games Of The Year #4
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Yakuza 0 is a pretty special game both individually and as a part of its franchise. It’s the first time Yakuza has taken a step backwards chronologically, in order to better explore already established characters and what led them to the events of the first game. It gets a lot of praise already and I’m just here to heap a little more onto the pile because it well deserves it. Although the series at this point is no stranger to having multiple protagonists and Majima has technically been playable before the special feeling Yakuza 0 elicits by having two protagonists wasn’t really lost for it. Compared to the four in Yakuza 4, or the frankly over padded five protagonists in Yakuza 5, taking a step down to just two and placing an almost equal emphasis on each really does the game’s narrative and pacing wonders. Yakuza 0′s story is really good it is an excellent crime drama and among the best main plots the series has to offer. While some might argue other entries, usually 2 or 4, can stand up alongside it I feel 0′s has an edge in some areas. Largely in terms of pace, ambition, and intrigue. For instance, 2 doesn’t really mess around with plot twists, the entire game basically waves a giant flag over Ryuji saying he’s the final boss and the whole plot exists basically just to get to his and Kiryu’s legendary fight. And that’s fine, it doesn’t try to be more than it needs to be and that’s okay. 4 meanwhile has more intrigue and some good twists in there but its pace is much poorer in my opinion. Your mileage may vary on the bullets plot twist, too. 0 has some legitimate plot twists and it does a great job getting players engaged and interested in what’s going to happen next. To get back to 0 though, it doesn’t sacrifice characterization to achieve the quality of its plot either, far from it. It’s the first time we’ve seen a young, hot blooded, and frankly really stupid Kiryu. Kiryu’s never a smart guy but getting to see how he handles situations and behaves before 10 years in prison and subsequent stories smooth his edges and temper his personality is really a treat for fans of the character and newcomers alike. He’s fun, relatable, serious when he needs to be, and most importantly he’s still perfectly recognizable as Kiryu. He is still absolutely that amazing protagonist that you know and love, he’s just young, dumb, and full of.....well you know. On the other hand Majima is almost unrecognizable in this game, being calm, well dressed, a charismatic and professional showman, dissuading others from fighting, all while being openly depressed to boot. This take on Majima still feels fitting because the way he phrases himself is familiar, his gut reactions feel right for the characters, and ultimately this game contextualizes not just his transformation into the Mad Dog of Shimano fans know him as later but many of his actions through the rest of the series. Just ignore how his story here and how he’s written in Yakuza 5 violently contradict one another. We can all just pretend Y5′s Majima writing isn’t canon. The strength of characterization extends to the game’s side characters too, including ones who alongside Majima and Kiryu return from the main series. Nishiki, Kashiwagi, the Lieutenants, Tachibana, Lee, and more are all memorable and great characters. Just, uhh, don’t expect many women in the main plot is all. I don’t want to talk too in depth about the game’s story so as to avoid spoiling anything but it really is a treat. The script takes advantage of player’s expectations in a meta sense, that ultimately this will be Kiryu’s game because, well, Yakuza 4 and 5 were Kiryu’s games in spite of the other protagonists. Those guys all got good, moving stories too and they are all well worth experiencing and having around but ultimately Kiryu is still the most important guy on the block. Not so, here, as by the halfway point of the game players might notice that Majima’s ‘half’ of the game, his half of the game’s chapters, are quite a bit longer than Kiryu’s. Majima has a lot more legwork to do in the story because it is his story, and while Kiryu gets the true final boss fight and is very important to the events at hand as well it’s really Majima who’s the star here. This game is an excuse to explore his character and it does not beat around the bush on that intention. If you are a fan of this franchise you really do have to experience this story. All too often prequel games just end up softening or weakening the existing narratives they’re trying to pay homage to or trying to strengthen but Yakuza 0 expertly dodges that bullet by never missing a beat in terms of quality relative to standard Yakuza entires. My only real issue with the story, honestly, is that Makoto is about as much of a McGuffin as she is a person. The game does take time to develop her both directly and indirectly but ultimately she spends about as much time just being a plot device to be ferried around by one man or another as she does getting to talk and do things.  The gameplay is very refined compared to other games in the seires, I would argue it’s tighter and more fun than Yakuza 6′s, even, if only due to the sheer variety of Heat Actions (effectively super moves; ranging from the silly to the bombastic to the brutal to a handful that made me shout ‘HOLY SHIT HE DIDN’T DESERVE THAT!!!’ at my TV) present in 0. If you like beat ‘em ups you’ll like Yakuza’s playstyle; each character gets 4 fighting styles earning three through the story and a fourth through side content. The fourth fighting style for each one is essentially a bonus, letting them fight in their ‘iconic’ styles, Dragon and Mad Dog respectively. To be honest they’re both underwhelming, Mad Dog is maybe Majima’s weakest fighting style and Dragon, while strong, requires a lot more heat than what it naturally builds to stay competent. The fighting styles are still fun though, they add plenty of new and unique options to each character to justify getting them, they’re just not going to win you the game for free or anything. Of the character’s main fighting styles the only real issue I have is the disparity in strength between them, both internally and between each other. No mincing words here, Majima is obscenely overpowered compared to Kiryu. Breaker Style annihilates every challenge in the game with next to no effort besides Mr. Shakedown fights, which aren’t really fun anyway. That said Slugger easily bashes in Mr. Shakedown and even Jo Amon. Majima will breeze through all of his content even on higher difficulties. Comparatively Kiryu can have a pretty rough time in some fights. This is due in part by his fighting styles being really well balanced internally, they’re all useful and thus the player may actually feel like swapping between them mid battle or between encounters. Kiryu not really having an overwhelming option generally means he can be very expressive, my fiancé and I played him very differently for instance on our runs. Whether you most enjoy his fast, invulnerability frame heavy, dash cancelling Rush style which takes a very high amount of investment to become good but I would argue is maybe his best style once you get it there, his brutish item swinging, semi-grappler Beast style which absolutely decimates indoors fights, or the more well rounded, heat action heavy Brawler Kiryu’s got something for everyone. Each of his styles also get a great variety of unique heat actions, all three to environmental cues, and Beast and Brawler to equip-able and overworld items. While Majima’s fighting style are also expressive and a ton of fun to use they just feel too safe and too easy compared to Kiryu. He gets absolutely stellar results and gets them quickly for extremely little effort in the ridiculously fast, low profile attacks of Breaker. Not to say Breaker isn’t fun, because it is, breakdancing to beat people up is hilarious and fun and its heat actions are flavorful to boot, it’s just really overpowered is all. After some investment his Ballerina With A Baseball Bat fighting style, Slugger, also becomes nigh impossible to challenge for the AI thanks to it losing its primary weakness of the bat bouncing off of walls it hits after you put only moderate investment into it. While the least varied of Majima’s styles in terms of heat actions, Slugger is great fun if you ever wanted a proper weapon based fighting style in Yakuza. It feels like what Shinada should have played like. Majima’s starting style, Thug, is a fun grappling and street brawling style that requires a lot of precision to use well and is very well suited to one on one fights should the player be so inclined to not opt for his better options. It makes use of baroque kicks, eye pokes, strangles, and back turns. It’s also Majima’s only style that can make use of non-baseball bat items for heat actions as well as most of his environmental heat actions, and Majima has some GREAT heat actions under these conditions, helping Thug keep a niche compared to the other styles. Honestly, if you like Tekken you’ll probably like Thug. These great fighting styles would be pointless if the game didn’t have fun enemies and situations to pit you against and thankfully it does. Its ‘dungeons’ are a lot of fun and some of the boss fights really stand out. Thanks to the sheer myriad of context based Heat Actions even just fighting the random mooks in the street stays fun for dozens of hours as you experiment to see how you can fuck up some chumps today. It’s deeply gratifying and a lot of fun. While the optional Mr. Shakedown fights are a chore, they are all optional besides the first one so there’s no real reason to bother with them unless you’re doing a 100% substory completion run or REALLY need to grind money in a game where money is already free. Some of the boss fights are a bit mediocre, too, but overall they’re good fun. I do think Yakuza 0 is at its strongest though when it’s making the player fight room after room of enemies, dozens at a time, and just letting them feel like an absolute champion while doing so, really letting them revel in just how strong and cool Majima and Kiryu are. Yakuza 0′s side content is both one of its greatest strengths and in my opinion an area where it shows the most weakness. While Pocket Circuit, Karaoke, Cabaret Club, and the Sub-Stories are absolutely excellent and I truly cannot stress enough how fun they are the game also has a myriad of seemingly half baked minigames based off of real life activities for you to do, a lot of which have unnecessary RNG. Even Bowling has RNG...BOWLING, come on! The Pool, Darts, Bowling, Catfight Club, and other such minigames feel very rushed in execution and for all but the last of those feel like poor simulations compared to other games I have played. Catfight Club is just a really, really, shameless and sexist ‘Watch almost naked women ‘’’’wrestle’’’’’. Also, opposite Majima’s deeply flavorful, engaging, well written, and fun club management minigame Club Sunshine, the aforementioned cabaret club, Kiryu gets Real Estate Royale. Which is about as fun as you think. It’s literally standing around waiting for money to grind for you and then going out and investing it into properties. While the storyline attached to it is decent enough and has some good moments for Kiryu the minigame itself is just dreadful and grossly slow paced. Which is funny to say, because I think it takes less time to complete than Cabaret Club, but it feels like A Lot Longer because it just isn’t fun. There’s the Telephone Club, which uhhh, you can have Kiryu do to get laid. It’s funny in a tongue in cheek way but it’s also not my cup of tea besides laughing at Kiryu’s great dialogue and body language during the interactions. Basically, play Karaoke to hear Kiryu’s beautiful singing voice and also THE ONLY GAME IN THE SERIES WHERE MAJIMA’S SINGING ISN’T JUST AWFUL SCREECHING! 24 Hour Cinderella is a gift to the world and you need to play it. Cabaret Club is also where the vast majority of this game’s female characters exist, as hostesses. While the game could take this opportunity to be sexist (and one could argue it is, for sure) the writing present in Cabaret Club for the platinum hostesses and their story lines is just as good as anything else from the game. They’re worth talking to, learning about, and seeing their development. In all honesty they can almost fittingly serve as a nice break from the game’s intense story, giving the player a breather with some whole and comedic interactions. The Sub-Stories which make up this game’s version of side quests (because yes, this is a Beat ‘Em Up Japanese Crime Drama RPG) are also basically all amazing. The writing is heartfelt, funny, and just really good. They all have strong opening hooks without forcing the player to immediately get involved and despite being 100 of them they’re basically all really memorable. This is also where the game pays Kiryu back a bit for his lost story content relative to Majima, giving him 60 of the 100 sub stories. They’re all great ways to get to see more aspects of these characters and the citizens of Kamurocho, please give a bunch of them a try if you play this game. I also briefly want to talk about the settings of the game, Kamurocho and Sotenbori. They’re literally just the real life Japanese districts, Kabukicho and Dotenbori by SLIGHLY different names. If you play this game enough you’ll know some real life actual locations in actual real life Japan like you’ve been there. You’ll be able to navigate at least a few square blocks of Japan without a map, it’s amazing, and it’s really something special compared to other games. Also, I’m not exaggerating, the overworld(s) of this game are only a few square blocks large but the game plays that to its advantage. Navigating from one side to another of either one takes a minute or two at most and the streets are always PACKED with content. It’s impossible to wander around playing naturally without falling ass backwards into a dozen or more of the game’s sidestories and inevitably getting sucked into playing a few of them and seeing how good they are. I love this game’s map, it’s so brilliant in its design by simply being true to a real life location. Yakuza 0 also sports stellar sound design. The sound effects are BEEFY, hitting things feels amazing and nothing sounds out of place or off beat. The bombastic, over the top hit sounds really sell Majima and Kiryu’s overwhelming power and it just makes every fight satisfying. The soundtrack similarly is good, and while much of the soundtrack isn’t what I would call listening music, the Karaoke selections, specifically Bake Mitai, sure are. I’m not really the kind of guy who can tell you why the sound design is good, it just is, trust me.
All in all, Yakuza 0 is a stellar game and is exemplary of both what a modern beat ‘em up AND a modern RPG should strive to be like. It is a masterpiece in its own right and I’m glad that its success in the western market has secured this unique, beautiful series a future. Please play Yakuza 0, it’s regularly on sale on both PS4 and Steam and it deserves your attention. If you’re ever alone on a Friday night, just remember these Yakuza, and you’ll have a great time.
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