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Ryu Ga Gotoku Studio (Yakuza, Judgment, Binary Domain + more!) Discussion Thread

J_C

One Bit Studio
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Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
In 13 years they produced 15 Yakuza games with almost zero evolution in gameplay or storytelling. Developers must be tired as hell.
Agree. They had a good run, created fantastic games, but it is time to put Kiryu to rest. Do it, while he is on top, don't run it into the ground. Let them start a new page in the Yakuza series.
 

Vaarna_Aarne

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Judgment IS in the same mold as the rest of the series, the differences are in the various secondary mechanics. ie, how it has you look for details at scenes of interest, or how it gives you bonus XP if you interview people about something in a proper order or present correct piece of evidence first.

(Also, personally I'd say Yakuza as a series is a case example of how you can re-use assets in a good way to save up time and money for other elements of a game)
 

Terra

Cipher
Joined
Sep 4, 2016
Messages
922
That's an unexpected move. Risky of them to make an experiment like this a numbered entry and risk pissing off long time fans. Not really sure how I feel about this tbh.
 

LESS T_T

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Oct 5, 2012
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Codex 2014
https://gematsu.com/2019/08/yakuza-...urther-details-live-command-rpg-battle-system

Yakuza: Like a Dragon chief producer further details “Live Command RPG Battle” system
New details shared in a series of tweets.


Yakuza: Like a Dragon (Yakuza 7) chief producer Masayoshi Yokoyama shared additional information on the newly announced sequel’s “Live Command RPG Battle” system—a major change of course for the action brawler series—in a thread of tweets today.

Here are the words from Yokoyama himself:

#1: Yakuza: Like a Dragon. The media should be publishing detailed articles about the battle system later on, but I’ll explain the points I discussed yesterday here.

#2: “Live Command RPG Battle” means battles through command execution where the fight is constantly in motion. In a standard RPG, enemies and party members are stationary, and their actions only playback by executing commands such as “Attack.” But in Yakuza: Like a Dragon, battles are different.

#3: To be specific, this is a battle system where “characters move in real time” and “fight in a living city.”

#4: Except for some bosses, when you encounter an enemy, the battle will begin from right where you’re standing. In other words, depending on how you encounter the enemy, your starting position in the battle will change, which can both give you the upper hand or land you in a pinch. (Some enemies may also suddenly appear from hiding.)

#5: When you enter battle, enemies, party members, and even the “city” will remain in motion. They don’t stop moving. Characters will turn towards nearby enemies and keep their distance. And naturally, since these battles take place in the city, characters will fall if they bump into things like street signs or bicycles.

#6: Everything moves according to the physics of the Dragon Engine developed by Ryu Ga Gotoku Studio. Through this, the “objects” that exist on the battlefield, such as bicycles, can be used as weapons or obstacles like in the action-based battles of previous games.

#7: Turn order is determined by parameters such as a character’s stats, but that doesn’t mean you’ll get the same result by attacking just any enemy. In a situation where you attack the enemy directly (by running up to them), there is a high chance that another enemy character will interrupt your attack.

#8: The situation completely changes depending on your distance from the enemy character you’re attacking, as well as the “city objects” in the area. If a bicycle or something similar rolls by, you can kick it at the enemy, or pick it up and attack with it. This action also depends on the character’s class and traits.

#9: Even enemy characters outside of those you are trying to attack may become the target of an attack or interference. For example, when you run up to a distant enemy to attack, there is a high chance of you being interrupted by another enemies in the run-up. On the other hand, depending on the technique, you can attack several enemies at once through attacks that sweep and ranged attacks.

#10: In a situation where you are blown onto the road and the like due to the impact of an attack, you may get hit by a car passing by. Naturally, you will take damage. Basically, this system is called “Live Command RPG Battle” because you fight in a space where the people and city are constantly in motion.

#11: Depending on the technique, there are some action-like operations such as repeatedly pressing a button to match the action during an attack. There is an “Auto” mode for people who want to play without worry, which automatically chooses actions based on each character’s class and traits. (However, this feature may not always act as expected.)

#12: Everything utilizes the real-time physics of the Dragon Engine we’ve built up with previous entries in the series, and no battle situation is the same. The stronger the enemy, the smarter they are, so if you find yourself in a pinch, you have various options including retreating behind other characters.

#13: In yesterday’s (August 29) announcement, we were only able to share some basic information about the battle system. Since you can change classes at Hello Work, there are variations to techniques unlike anything before, as well as various other unannounced special moves.

#14: Everyone on the team is working hard to have everyone experience this “Live Command RPG Battle” for themselves at Tokyo Game Show 2019 starting September 12! If you are attending, please stop by and play! If you are not attending, we will work hard to share information through forms such as video.

Reminds me of Grandia or Copper Dreams. (Or something I'm imagining of BG3.)
 

mogwaimon

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1,079
I mean I don't see how such a drastic change will work but I'm willing to try it. Seems like the JP fans are just as pissed that Kiryu isn't returning, too. I mean, I get it, I'm still mad that Solid Snake only got two real games (MGS2 doesn't count) in his series and got supplanted by Big Boss, but at least Kiryu has like 10 games under his belt. Plus, isn't he in his 50s in Y6? Realistically it's just about time to pass the torch, unless they want to do a Yakuza 0.5 dealing with the events that lead to Kiryu actually offing Dojima.
 

Vaarna_Aarne

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He's 53 in Yakuza 6.

Anyway, odd that they'd be upset about Kiryu not returning, they've said he isn't and that the new player character in Yakuza 7 will be Kasuga Ichiban for *two years* now.
 

InD_ImaginE

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Aug 23, 2015
Messages
5,967
Pathfinder: Wrath
While I am skeptical about the battle system they do need to move on from Kiryu. His legacy is done. Let him rest, maybe feature him as cameo or something. It is hard moving from such good and already developed main character, but sooner or later you have to do it.
 

Misco Jones

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Messages
164
I'm certain that we'll see Kiryu in Yakuza 7, if only for a brief moment.

Well, Yokohama is his hometown.

FejMDpr.jpg
 

Abu Antar

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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Yakuza: Like a Dragon Weekly Famitsu developer interview tidbits
Various new details on the seventh numbered Yakuza title.

Sal Romano6 hours ago211
Yakuza-7-Fami_09-04-19.jpg


The latest issue of Weekly Famitsu has an interview with the development staff of Yakuza: Like a Dragon (Yakuza 7: Whereabouts of Light and Darkness), which shares various new information about the title.

Get the tidbits below.

  • Unlike Kazuma Kiryu, Ichiban Kasuga is not a man of immense strength who can march into enemy territory by himself. He fights alongside his friends, and the game system that best expresses this fact is an RPG.
  • The April Fool’s video was well received. Since we never said that’s how its going to be, the legitimacy of the praise is another question entirely.
  • We want to prove that Ryu Ga Gotoku Studio can properly create something other than an action adventure game.
  • While it may have been a decision that deviates from assured income on the business side, upper management recognized our courage to take a leap of faith and go down a new path.
  • This is a numbered Yakuza title because the studio considers it a true successor of the Yakuza series.
  • By developing and leveling up your characters, you will be able to compete against stronger enemies. The concept of Yakuza 7 is to be able to experience a “rise up from the bottom.”
  • Character abilities, preparations made before battle, combination of party members, and strategies will influence the outcome of battles.
  • There are no elements where traditional forms of action step in.
  • It feels as if you are playing an action game.
  • Rather than play out a set “scene” like your typical command RPG, the surroundings are calculated and controlled in real-time. If there is a trash can or bicycle nearby, you will automatically kick it to attack. If a car passes by, it can run you over. Judging your surroundings is another form of strategy.
  • Each attack has an attack range, and you can also deal area-of-effect damage.
  • The flow of the story is the same as the episodes depicted in Yakuza Online, but everything from character relationships to events is different.
  • Overall gameplay time is longer than previous titles. The main story alone is more than twice as long.
  • By playing sub-stories and play spots, both Kasuga and his party will become stronger. You can also earn money, experience points, and skills.
  • You can set jobs for characters.
  • You can also play it like a pure RPG where you earn experience points and level up through battle alone.
  • Depending on the party member, there are both jobs that are easy to become, as well as jobs difficult to become.
  • The game uses a symbol encounter system. There are also enemies that appear out of nowhere and turn into battles.
  • The feeling of walking the streets is the same as previous titles.
  • The map size has significantly increased, and some areas have strong enemies that cannot be defeated unless you develop your characters to a certain level.
  • There is a fast travel system.
  • There will not be any areas blocked off due the story. Instead, strong enemies will act as barriers.
  • Like an RPG, you can equip a weapon and accessories, as well as head, body, and leg equipment.
  • There are also elemental weapons.
  • Yokohama is not ruled by either the Tojo Clan or the Omi Alliance. You will find out why when you play the game.
  • The in-game Ijincho is quite different from the Chojamachi of the real world. It incorporates the essence that it used to be an entertainment district back in the day.
  • Ijincho is made into the point that people who live around the real Yokohama might get mad at us and say, “Our city isn’t like this!”
  • Not including dungeons and such, the pure size of the area is three to four times bigger than Kamurocho.
  • Each area has different grade equipment you can buy.
  • You will also go to Kamurocho at a certain point in the game.
  • Dragon Quest appears as a normal world that exists in the game.
  • The name Dragon Quest itself is used quite often. Puff-Puff also appears, but with different wording.
  • When you enter battle, both your own and the enemy’s appearance transform. Enemies will wear trash cans on their heads, be half-naked, or have different names. Even party members will suddenly pull out swords.
  • Battles are depicted as RPG-like landscapes because that is how Kasuga imagines them. From an outsider’s perspective, it’s just seen as a regular fight.
  • The only form of enjoyment Kasuga ever had as a child was playing Dragon Quest. He pictures himself as the hero who will one day go on an adventure. His belief in fighting fair and square was influenced by Dragon Quest. Battles are constantly influenced by the world of Dragon Quest.
  • Being betrayed by his boss and cast away in a strange land is Kasuga in the midst of his adventure. Making allies strengthens that feeling, and that is what we’re expressing with battles this time.
  • When it is a game set in modern times, it’s hard to tell how strong a character is just by their looks or features. The theme of Kasuga’s battles is to make that distinguishable by implementing RPG elements.
  • For instance, if the enemy is using an excavator, punching an excavator doesn’t look realistic at all in real life. Although if the looks are altered, it’ll make sense.
  • Playing it still feels like a Yakuza game, nothing has been lost there.
  • We’re not tackling simple ideas and habits. We chose the name Yakuza 7 with readiness, determination, and pride.
  • Recently some people tell me, “I’m a fan! I’ve watched all the past titles on Let’s Plays!” But are they truly fans? I’d say they absolutely are. I consider a kind of reply to this situation is Yakuza 7.
  • The real life value of a game creator is to make something that you will actually want to play with a controller. I want to make something that won’t satisfy with Let’s Plays alone. We’re actually making this with a pretty serious theme of “reinventing where video games stand as a media.”
Yakuza: Like a Dragon is due out for PlayStation 4 on January 16, 2020 in Japan, and in 2020 in the Americas and Europe.

Thanks, Ryokutya2089 (2), Games Talk, and Famitsu.
 

mogwaimon

Magister
Joined
Jul 21, 2017
Messages
1,079
Yakuza: Like a Dragon Weekly Famitsu developer interview tidbits
Various new details on the seventh numbered Yakuza title.

Sal Romano6 hours ago211
Yakuza-7-Fami_09-04-19.jpg


The latest issue of Weekly Famitsu has an interview with the development staff of Yakuza: Like a Dragon (Yakuza 7: Whereabouts of Light and Darkness), which shares various new information about the title.

Get the tidbits below.

  • Unlike Kazuma Kiryu, Ichiban Kasuga is not a man of immense strength who can march into enemy territory by himself. He fights alongside his friends, and the game system that best expresses this fact is an RPG.
  • The April Fool’s video was well received. Since we never said that’s how its going to be, the legitimacy of the praise is another question entirely.
  • We want to prove that Ryu Ga Gotoku Studio can properly create something other than an action adventure game.
  • While it may have been a decision that deviates from assured income on the business side, upper management recognized our courage to take a leap of faith and go down a new path.
  • This is a numbered Yakuza title because the studio considers it a true successor of the Yakuza series.
  • By developing and leveling up your characters, you will be able to compete against stronger enemies. The concept of Yakuza 7 is to be able to experience a “rise up from the bottom.”
  • Character abilities, preparations made before battle, combination of party members, and strategies will influence the outcome of battles.
  • There are no elements where traditional forms of action step in.
  • It feels as if you are playing an action game.
  • Rather than play out a set “scene” like your typical command RPG, the surroundings are calculated and controlled in real-time. If there is a trash can or bicycle nearby, you will automatically kick it to attack. If a car passes by, it can run you over. Judging your surroundings is another form of strategy.
  • Each attack has an attack range, and you can also deal area-of-effect damage.
  • The flow of the story is the same as the episodes depicted in Yakuza Online, but everything from character relationships to events is different.
  • Overall gameplay time is longer than previous titles. The main story alone is more than twice as long.
  • By playing sub-stories and play spots, both Kasuga and his party will become stronger. You can also earn money, experience points, and skills.
  • You can set jobs for characters.
  • You can also play it like a pure RPG where you earn experience points and level up through battle alone.
  • Depending on the party member, there are both jobs that are easy to become, as well as jobs difficult to become.
  • The game uses a symbol encounter system. There are also enemies that appear out of nowhere and turn into battles.
  • The feeling of walking the streets is the same as previous titles.
  • The map size has significantly increased, and some areas have strong enemies that cannot be defeated unless you develop your characters to a certain level.
  • There is a fast travel system.
  • There will not be any areas blocked off due the story. Instead, strong enemies will act as barriers.
  • Like an RPG, you can equip a weapon and accessories, as well as head, body, and leg equipment.
  • There are also elemental weapons.
  • Yokohama is not ruled by either the Tojo Clan or the Omi Alliance. You will find out why when you play the game.
  • The in-game Ijincho is quite different from the Chojamachi of the real world. It incorporates the essence that it used to be an entertainment district back in the day.
  • Ijincho is made into the point that people who live around the real Yokohama might get mad at us and say, “Our city isn’t like this!”
  • Not including dungeons and such, the pure size of the area is three to four times bigger than Kamurocho.
  • Each area has different grade equipment you can buy.
  • You will also go to Kamurocho at a certain point in the game.
  • Dragon Quest appears as a normal world that exists in the game.
  • The name Dragon Quest itself is used quite often. Puff-Puff also appears, but with different wording.
  • When you enter battle, both your own and the enemy’s appearance transform. Enemies will wear trash cans on their heads, be half-naked, or have different names. Even party members will suddenly pull out swords.
  • Battles are depicted as RPG-like landscapes because that is how Kasuga imagines them. From an outsider’s perspective, it’s just seen as a regular fight.
  • The only form of enjoyment Kasuga ever had as a child was playing Dragon Quest. He pictures himself as the hero who will one day go on an adventure. His belief in fighting fair and square was influenced by Dragon Quest. Battles are constantly influenced by the world of Dragon Quest.
  • Being betrayed by his boss and cast away in a strange land is Kasuga in the midst of his adventure. Making allies strengthens that feeling, and that is what we’re expressing with battles this time.
  • When it is a game set in modern times, it’s hard to tell how strong a character is just by their looks or features. The theme of Kasuga’s battles is to make that distinguishable by implementing RPG elements.
  • For instance, if the enemy is using an excavator, punching an excavator doesn’t look realistic at all in real life. Although if the looks are altered, it’ll make sense.
  • Playing it still feels like a Yakuza game, nothing has been lost there.
  • We’re not tackling simple ideas and habits. We chose the name Yakuza 7 with readiness, determination, and pride.
  • Recently some people tell me, “I’m a fan! I’ve watched all the past titles on Let’s Plays!” But are they truly fans? I’d say they absolutely are. I consider a kind of reply to this situation is Yakuza 7.
  • The real life value of a game creator is to make something that you will actually want to play with a controller. I want to make something that won’t satisfy with Let’s Plays alone. We’re actually making this with a pretty serious theme of “reinventing where video games stand as a media.”
Yakuza: Like a Dragon is due out for PlayStation 4 on January 16, 2020 in Japan, and in 2020 in the Americas and Europe.

Thanks, Ryokutya2089 (2), Games Talk, and Famitsu.

Alright, I guess this interview goes a long way towards selling me on the game...I was going to give it a shot anyways but now I feel like I'm a little hyped for it instead of 'meh, they probably ruined it'
 

Turuko

Savant
Joined
Jun 12, 2019
Messages
352
Location
Verbobonc
sounds all pretty god but

  • Overall gameplay time is longer than previous titles. The main story alone is more than twice as long.

good god :negative:

Just by changing the combat to turn based will increase the game time,not sure if they take that into account also

that's inevitable, if you add to that the quote and the 3/4 different and bigger areas i can believe it
it took me like 80h to finish Y0, without finishing not even one of the side activities
 

Fishy

Savant
Joined
Jan 24, 2019
Messages
398
Location
Ireland
sounds all pretty god but

  • Overall gameplay time is longer than previous titles. The main story alone is more than twice as long.

good god :negative:

Just by changing the combat to turn based will increase the game time,not sure if they take that into account also

that's inevitable, if you add to that the quote and the 3/4 different and bigger areas i can believe it
it took me like 80h to finish Y0, without finishing not even one of the side activities

And 0 has the epic money throwing technique that allows you to skip the street fights (and totally feel like a boss) by the time you got a bit sick of them and just want to get to your story or minigame location. I can't begin to contemplate a game longer than 0 in terms of scope with turn-based combat. I hope for people's sanity that they end up being skippable.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
29,893
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Gotta say, Kazuma Kiryu is one hell of a dude, even the flourish with which he pens postcards, goddamn. :salute:
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,079
Even how he opens case with money to buy another love hotel.
 

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