The Yakuza franchise
is over a decade old, and in that time, its feature set has predictably grown.
Over six mainline entries, free-roam areas became more substantial, additional
playable protagonists were introduced, combat mechanics were expanded to
incorporate multiple fighting styles, and more and more minigames were steadily
piled on. Surprisingly, the latest installment goes the other way, discarding
components that certainly won’t go unnoticed by series devotees. But that
doesn’t end up being a bad thing, because Yakuza 6: The Song of Life
successfully uses its smaller footprint to create a deeper, more meaningful
impression.
The final installment
in Kazuma Kiryu’s story focuses on him alone, with the plot seeing the large
cast of series-significant characters like Majima, Saejima, Daigo, and the
children of Sunflower Orphanage make only the briefest of appearances before
being tidied away. Adopted daughter Haruka, sympathetic detective Date, and
hobo-turned-loan broker Akiyama play important parts, but exist on the fringes.
The Song of Life centers on Kiryu as he returns from another long stint in
prison, separated from the Tojo Clan, and unravels the mystery of an infant
who’s suddenly come into his care. The setup distinctly echoes the events of
the first game, a seemingly purposeful decision which lets The Song Of Life act
as a fitting refrain, giving Kiryu’s final sojourn a roundness that brings a
nice sense of closure to his series arc.
His investigations
bring him to the port town of Onomichi, Hiroshima, where he encounters a lowly
blue-collar crime family led by an aging, but supposedly legendary yakuza
portrayed by Takeshi “Beat” Kitano (a yakuza film icon in his own right, though
his subtle mannerisms don’t completely survive the transition). While the game
unsurprisingly spirals into a complex and dramatic story involving underworld
political alliances, age-old conspiracies, and a healthy dose of deception,
what’s ultimately memorable are the threads and character developments that
explore what becomes a very significant, widespread theme: family. Kiryu’s time
meeting new people from different walks of life in a closely-knit small town
has him reflecting on remarkably ordinary ideas as they exist in different
facets of society–bonds of friendship in the face of adversity, loyalty in
times of uncertainty, and caring for your ward as a parental figure.
These themes resonate
consistently throughout the better part of Yakuza 6’s narrative, and this
includes the numerous, optional substories. You’ll help children and parents
resolve conflicts and try to understand each other’s point of view. You’ll see
Kiryu finding true strength and loyalty in the smallest of gestures, along with
the different ways friends and strangers can support one another. The writing
in these stories is often corny, but that doesn’t mean there isn’t an endearing
sincerity that regularly shines through. When the sentimental piano melody
kicks in during pivotal scenes of moralistic resolution, it’s hard not to be
swept up by it all. The series’ penchant for goofiness still exists, though it
doesn’t return to Yakuza 0’s ludicrous levels of absurdity. Particularly
memorable substories are ones which humorously explore Kiryu’s unfamiliarity
and disdain towards modern technology like drones, robot vacuums, and
YouTubers. But even the game’s most comedic series of quests, which involve
Kiryu dressing up as Onomichi’s adorable character mascot (who has an orange
for a head and a fish for a purse) ends up becoming a touching reflection about
having loyalty in town pride.
These
heartwarming stories are also a key component of Yakuza 6’s new minigames.
There are less of these side activities than previous entries, but much of
what’s included is more robust than usual, and in many cases, the substories
attached to them are enjoyable enough to stop the simple mechanics from wearing
thin too quickly. Spear Fishing is a score-based on-rails shooter that finds
Kiryu helping an injured fisherman and orphaned fishmonger track down the shark
that ruined their lives. The Onomichi Baseball League involves some light team
management, pinch-hitting, and player scouting, but the story of Kiryu rallying
a team of no-hopers is what really makes the whole affair great. The Snack Bar
minigame stands out as a real highlight in this regard. It involves attempting
to become a regular in a small, Cheers-style local’s bar where Kiryu tries to
forge personal relationships with a group of relatively unextraordinary,
blue-collar folk. Its key mechanic is participating in group conversations
where one patron has a vent about their woes, and Kiryu’s role is to help
provide supportive dialogue and refrain from saying anything selfish or dumb.
It’s lovely to see Kiryu try to resolve everyday, down-to-earth dilemmas and
provide genuine acceptance and friendship.
Conversely,
there’s the incredibly involved Clan Creator Mode, which sees Kiryu unwittingly
intervening in a war between youth gangs (whose leaders include real-world New Japan Pro
Wrestlers, because why not). Taking leadership of one of these groups, you’ll
help Kiryu scout for soldiers, organize hierarchy, and participate in simple,
real-time strategy-style street battles. You’ll take a bird’s eye view in
skirmishes, where you can dispatch autonomous grunts as well as a limited
number of leader characters with special abilities.
Clan Creator is Yakuza 6’s
most substantial minigame, boasting online network functions that let you
compete against other players, tackle daily missions and participate in a
ranked ladder. Unfortunately, it’s also the most tedious to play. Victory
strategies stem entirely from massing as many troops as possible and grinding missions
to keep your leaders at a capable level. Battles don’t really become
challenging until the many substory missions are already done, and even then,
the strategy more or less stays identical. For a mode with such ambitious
scope, its mechanics and relatively uninspired plot–which mainly seems
concerned with spotlighting its celebrity guests–aren’t satisfying enough to
make the long ride enjoyable.
Elsewhere, the Club
Sega arcade once again offers playable classics like Super Hang-On and Outrun,
but there’s also complete, multiplayer-capable versions of puzzle action
favorite Puyo Puyo, and the seminal Virtua Fighter 5: Final Showdown, both
robust offerings in their own right. Mahjong is back, a gym offers
track-and-field-style minigames for above average experience gains, karaoke and
a cat cafe provide enjoyable distractions, and a simple-to-master darts
minigame features a substory that lets you take on a real-world darts legend.
Yakuza 6 also
maintains the series convention of including more titillating pursuits. Cabaret
clubs return, with a choice of six hostesses for Kiryu to woo through
conversation minigames. Also notable is the particularly risque Live Chat, a
minigame which sees you pay money to watch live-action webcam shows (featuring
real-world AV idols, no less), while hitting button prompts to progress to the
point where you can watch the models strip their clothes off and moan
suggestively. The unambiguous objectification of women in these minigames
continues to make their inclusion uncomfortable in their own right. Their
presence does truthfully reflect prominent parts of the real-world Japanese
nightlife and adult industries, but these kinds of minigames have always
perpetuated an unbelievable inconsistency of character for Kiryu. There’s a
conflict between the canonical depiction of him as a strong, stoic, honorable
saint, and a version who is a creepy, bumbling pervert. After ten years, it’s
still hard to believe Kiryu is someone looking to build a harem as big as the
orphanage he owns, who madly exclaims “BOOOBS” and “IT’S GROWING” when a woman
takes her top off. These activities do have their moments, though–the
text-based quips of Live Chat participants can sometimes be laugh-out-loud
funny, and courting hostesses mean you get to see additional, phenomenally good
karaoke videos. But in the grand scheme of Yakuza 6, where heartfelt themes
pervade all of Kiryu’s character interactions, these minigames feel like
distant outliers.
The iconic red-light
district of Kamurocho still plays a big part in the story, though it has a
noticeably smaller area size this time around. You’ll still feel at home if
you’ve visited the area before, but there is a significantly disappointing lack
of access to the Champion District and Park Boulevard areas. However, the
distinct sense of a vibrant, bustling city still remains, and that’s amplified
by what feels like a more detailed and densely populated world. Walking around
in the first-person mode is enough for you to appreciate all the surface level
intricacies and changes, and there’s a new element of verticality with
increased rooftop access. But there are also some great advancements in the way
the city invites you to engage with it.
Yakuza 6 now rewards
you for interacting with the world in a way that previous games didn’t. Eating
at the game’s many restaurants, which was previously really only worth doing if
you needed a health boost, is now the most convenient way to rack up experience
points to spend in the game’s extensive upgrade system, though you’re limited
by a new stomach capacity meter. Purchasing and drinking beverages from one of
the numerous vending machines around the world will give you cheap, temporary
combat buffs. Every mini-game, from the batting cages to playing a round of
Space Harrier will also earn you experience. The result is that slowing down
and taking your time to soak in the atmosphere of the city will benefit you,
and the world is no longer just a pretty path for you to run down to get to
your next objective. Now, you don’t necessarily have to feel guilty for letting
yourself be distracted by Mahjong for hours.
Onomichi, Hiroshima is
a region that is larger than previous accompanying locales have been, although
the sleepy port town is a much quieter, more unassuming area than Kamurocho.
Situated by the seaside, cute greenery arrangements line its single-story
businesses, an above-ground train splits the area, and narrow pedestrian
walkways snake up the steep hills, leading to an impressive temple with
spectacular views. It’s a charming, authentic-feeling recreation of the more
tranquil parts of Japan ,
which both you and Kiryu learn to cherish. The town’s relaxed atmosphere and
characters exemplify the Song of Life’s wholehearted themes.
Of course, in order to
keep that tranquillity, sometimes you need to pound a few dirtbags into the
ground, and the game’s updated combat system follows its philosophy of slimming
and focussing. Gone are the variable fighting disciplines introduced in Yakuza
0–the Kiryu of Yakuza 6 is equipped only with an expanded version of his
signature brawling style, perhaps another refrain to the series’ beginnings. It
still maintains its characteristic weight and rigidity, but there are
additional factors that make the act of fighting feel more fluid than it’s been
in the past, turning encounters as a whole into more dynamic and exciting
experiences.
Enemy mobs are larger
in The Song of Life, and crowd control takes a more prominent focus because of
that. Set-piece fights that make up central story moments regularly see Kiryu
and his companions go up against dozens upon dozens of enemies at once–a ratio
that is frequently amusing. As a result, the properties of Kiryu’s attacks have
been altered. His throwing maneuver swings a victim around before letting them
fly. Each combo string now allows him to execute two finishing blows as a
default, and the second typically lunges forward with a wide attack radius.
Starting a hard-hitting combo with some wise positioning means that Kiryu can
feel like a human wrecking ball as he cleaves and plows through a group of
assailants. You can frequently create domino effects that send enemies crashing
into each other, and thanks to the game’s new physics engine, into
environmental objects like rows of bicycles, through glass windows, and
potentially, into stores and restaurants.
That’s the most
significant change to combat–it now benefits from seamless transitions between
world exploration and battles. Getting into a fight on the street no longer
means coming to a jarring halt for a few seconds while a splash screen pops and
civilians gather to restrict you to a small area. Fights now have the potential
to move through the city and into areas like stairwells, rooftops, convenience
stores, restaurants, and a handful of other accessible building interiors. It
also means you have the opportunity to make a break for it if you’re not in the
mood to throw down. The dynamism and uninterrupted flow this gives to Yakuza’s
combat is a real wonder, and means that random battles are less likely to eventually
devolve into monotony, as they could in past games. You could be strolling down
the street, leisurely drinking a can of Boss coffee or taking a selfie in front
of the cat cafe, and a gang of thugs can suddenly interrupt you, forcing you
into a tight stairway brawl that eventually spills out onto a rooftop. Or, you
might try to run and hide in a convenience store, unsuccessfully, and find
yourself destroying shelves and sending snacks flying until you put an end to
the chaos by slamming a thug’s head into a microwave–just don’t expect the
clerk to serve you afterward. Combat in Yakuza 6 is exciting, and the
situations you might find yourself in positively echo the kinds of scrappy,
tense struggles you see so commonly in East Asian gangster films.
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