It lacks even the basic amount of character of the Yakuza Hostess dating and is easily eclipsed by later attempts at business minigames, hostess club and otherwise.Ĭurious to see what other people think, I tried to populate the poll options as best as I could, but I want to see people elaborate on what they think the weakest one is.This is the unofficial subreddit for Sega's long-running game series, Yakuza, known in Japan as Ryū ga Gotoku.Ĭheck our Wiki for FAQ, Trivia, Playthrough Guides and more! Menu navigation and the slow gameplay loop I think is where the real suffering lies here, it takes forever to navigate some of the Dress Up menus, you can't skip any animation even if you've seen them 300 times, and it feels like every element of this mode is designed to be slow on purpose. Even following an answer key, you can get walled with bad luck where you just have to continue to make laps around the club, slowly redressing your girl 6 times in the same 8 hour shift, watching the same canned animations and lines come over and over again, only to be slightly short to be promoted to #1. There is nothing exciting in this mode, and it actually manages to get worse in Yakuza 4. Very lacking rewards, not entertaining, no meaningful skill or manipulation to the game at all, it is easily the weakest part of one of the best games in the series. Yakuza's horny-flavored minigames are often saved for me if they can make me laugh, but this one just feels like it's trying to be titillating and failing. Honesty less irritating in Yakuza Kiwami when reimagined as MesuKing, Catfight is just the absolute worst parts of passive spectator minigames where it feels like you're just rolling the dice over and over again in the hopes that you can take 3 matches in a row with your girl of choice in what feels like the biggest onslaught of failed Rock Paper Scissors rounds in memory. My clear for EX Hard in Y3 took hours, and I still spent more time in Kiwami 2's because of the catalog grind. EX Hard in 3 where you lose total access to your aim reticle is one of the worst 'challenge' mechanics I've done for anything, given how well they expect you play WITH the reticle, the fact that your score quota minimums don't really account for this handicap makes it into an absolutely agonizing slog. The only game where this doesn't really get exhausting fast is the remixed version in Fist of the North Star, which was much less grindy and focused more on home run contests by distance. Thinking specifically about Yakuza 3 for this one but other games like Kiwami 2 definitely feel like they overstay its welcome with this mode too. I don't really agree with those, maybe because I actually like all of those and end up playing them in my free time, and I feel like there are some truly more frustrating experiences to be had in Kamurocho than tiles and old, tricky arcade titles. I've even seen it to the point where I've seen people plead RGG Studios to remove Puyo Puyo from the series for good after Judgment's completion list. It seems like in a lot of completionists' circles and places like GameFAQs, people are often frustrated by the minigames that require quite a bit of skill or mastery for an otherwise pretty unrelated side activity (Mahjong, Puyo Puyo, and the retro Sega titles come up a lot). Stealth rant thread after pumping a lot of progress into Yakuza 4's completion list lately, but I'm wondering where other people here weigh in on this.
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