![]() There's a reason why its used in almost every game in the series. (Dont) Receive You - Songs getting cut was nothing new at the time, and honestly this one might not even be the worst song cut compared to what we lost in 5 and 6 (and technically Kiwami 2 but that's another story). Oh, and they also toned down a ton of boss fights because they just removed their original fighting styles and just copy/paste other bosses instead (Shimano now is Shakedown Jr instead of his unique style.) The mechanic no one wanted, no one asked for, and would basically never be used again by anyone not named Amon after its universally hated by literally everyone Ive ever spoken to it about. Gating off all Komaki's moves to an arena grind in Kiwami was fucking stupid (just required normal leveling in the original, something you'll 100% do just playing the game), the stab and shot mechanics carried over from 0 to Kiwami dont work for a game where the back part has lots of blades and guns (oh Jingu you bastard. ![]() So that basically makes the first two thirds of the game feel inferior. Of course that didnt exactly happen because some bright spark at Sega said "gatekeep that behind 50+ Majima fights". Third, the combat changes in Kiwami dont always work: True story, the number one hype reason for Kiwami for me back in late 2015 when they were teasing it for the 2016 release was that you'd have the DoD style with combat improvements but with better lock on, better graphics, 60FPS and other QoL changes. Also since you have the stupid stun/stab mechanic in Kiwami (more on that in a minute), it makes the fight worse because Kiryu spends most of the time doubled over stabbed. 4 fighting styles (though one is useless at the time) and none of them will work as well as what you originally had in Yakuza 1. Giant Swing? 99% sure its cut, all your grabs suck ass in Kiwami, and also, they dont disarm anymore. Now go play the same encounter in Kiwami. ![]() Take the loveable loser Shindo - who sicks a bunch of goons with swords on you round back of Serena - if you have been utilising the combat correctly, you'll use the giant swing - it hits multiple enemies, knocks them down, disarms them. Every one move you have serves a specific purpose - whether it be your directional combo cancel (backwards) attack, your giant swing grab to disarm multiple enemies at once blah blah blah. Yakuza 1's combat encounters are designed around the combat designed in Yakuza 1. Now read this fully before anyone says "yeah but combat is better in Kiwami". Second, the game is objectively better designed. It doesnt outstay its welcome, there's no grinding, no shitty eyepatch man repeat fights to unlock moves or anything, just a straight forward game. Its an incredbly fun game to 100% of the weekend. Even to 100% it, your looking at 20ish hours (slightly more if demon Haruka baseball challenge catches you out). Pacing wise, bar maybe the father/child chapter, Yakuza 1 is a short game. Click to shrink.Because maybe people want to play the original? But since I'm waiting for the Exoprimal closed beta signup to go live, you get to win my rant list of why people should play the original instead!:įirst off - its a shorter game.
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