When news of Yakuza 7: Like a Dragon dropped, we were all taken aback by the decision to transform the series’ combat sections into turn based sequences. But the community’s worry hasn’t gone unnoticed by the development team, who have today tried to alleviate our fears – which they believe arise from our misunderstanding of just what they meant by “turn based”.
First, director Toshihiro Nagoshi explained the reasoning behind the decision. Namely, their want to create something that felt like a step forward, which was impossible by utilising the old mechanics. Secondly, nothing is yet finalised. Therefore the graphical representation of said turn based combat could still change – especially as the community continue to comment on its incarnation. And third, there will be nothing slow and isolated by the action.
But it’s what he said next that caught our attention.
The system will not revolve around a static menu, which displays a set of actions and let’s things play out around you. Instead, they are determined to maintain the group brawl atmosphere. Certain finishing actions can be selected by additional button prompts. And any group member who’s near the action will also stick their boot in.
Plus, there won’t be any cut scenes isolating the fisticuffs from the main world.
All in all creating, what they believe to be, an action game at heart; once you’ve learned the system, it won’t feel any different.
But where it does differ will allow the team to create an alternative playthrough to what we’re used to – specifically an intelligence team of fists capable of launching their own attacks and so called “crazy developments”.
So, there we have it. A truer representation of the overhauled combat system in Yakuza 7: Like a Dragon. If we’re honest, it has relieved a number of our fears. But it is still to be tried and tested!
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Living life one Batmobile chase at a time. When she’s not writing about video games, she’s writing terrible jokes that even a Christmas cracker would be embarrassed to share.