![]() Another new mechanic introduced in Yakuza 3 is the inspiration system, allowing you to discover new abilities by exploring the world and witnessing events that inspire an ability. Yakuza 3 introduces multiple new mechanics, one of these mechanics is chase sequences, conceptually these are kinda cool, but they aren't super fleshed out and can feel somewhat repetitive. But overall, the combat is fun and feels rewarding to use. The combat can at times feel slow, primarily due to frequency at which enemies block attacks which can lead to encounters feeling like they drag on a little. The combat in Yakuza 3 is much the same as it was in the prior two games, however the available moveset has been expanded further widening Kiryu's moveset. Much of the game takes place in Okinawa and this overall gives the game quite a different feel to the typical gritty streets of Tokyo. Yakuza 3 introduces a new city, Ryukyu, in Okinawa which offers a nice contrast to Kamurocho. The characters are all really well written and likeable. The story however eventually picks up pace and falls back in line with the expectations the previous two games created. ![]() The story of Yakuza 3 starts out much different from the prior two entries, starting out with a much slower pace and in a drastically different setting. Here's hoping they write him out if they ever make a Kiwami 3.ģ2h 38m PlayedYakuza 3 is the 3rd entry in the Yakuza series, and continues to follow the story of Kiryu following on from the events of the 2nd game. Just a huge dialog-based exposition dump. What I don't look back on so fondly was a specific character who was used as the writer's crutch. The orphanage plot was a bit annoying at first, but grew on me over time, and now I'd say it's what I most fondly look back on regarding Y3. The story's decent but suffers from pacing issues. Lau Ka Long and pretty much the entire coliseum come to mind, which may or may not be amplified by the logic bugs introduced by a sloppy doubling of the internal framerate (original game ran at 30fps, this game runs at 60fps internally without regard for actual framerate.) The obvious bug is the halving of Kiryu's quickstep distance, but from personal experience it also seems like the Komaki moves have a much more narrow timeframe in which they can be used. ![]() It isn't the worst in fact, it can even be a bit enjoyable with the right mindset (and Komaki's training, which I didn't find until beating the game :/) However, there are still a few enemies that can be a real PITA. ![]() Gameplay feels like an awkward midpoint between PS2 and PS3, with AI infamous for overzealous blocking. ![]()
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