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StarTopic Nintendo General Discussion |ST20 May 2023| Every Teardrop Is A Waterfall

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So who's ready for MGS1, 2 and 3 cloud version on the Switch??

I'm ready for Dragon's Dogma 2 on my PS5, and then i'm ready to double dip for the inevitable port (it's Capcom after all) on Switch 2.

And maybe if i ever have a PC suitable for gaming again, i'm gonna triple dip on Steam.
 
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Now locked at 30 fps, slightly better textures, zero visual glitches (this was the biggest problem). It's still low res but not lower than some of the other Switch games in same leagues. Still, it's better to play it on handheld mode.
sounds perfect to me, thanks !
 
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It’s so weird. I heard they had input on the system’s specs so they could get RE engine running on there and they’ve released a grand total of 2 RE Engine games on the system.
Yeah, and unlike most stories of this kind, this info is no leak or hearsay, it was revealed by Capcom themselves. Nintendo basically went to Capcom and told them "So you have a new engine; we want the games built on that engine on our new console. Are these specs good enough for that?" They apparently weren't but Nintendo swiftly made the changes Capcom requested so that they were.

Thank God they did, though. Imagine the sorry sight of Capcom's Switch support if Rise wasn't a thing.

So who's ready for MGS1, 2 and 3 cloud version on the Switch??
I mean, duh. A console that needs the cloud for Kingdom Hearts 1 can't hope to run MGS 2 and 3. Native MGS1 is possible, though, with some downgrades here and there, of course. (Look, ma! I'm like one of those gaming youtubers that are all the rage these days!)
 
I don't especially keep track of what's happening on other formats simply due to limited time and energy, but I'll have to admit that PlayStation Showcase wasn't even what I expected (as someone with a casual interest in PS).

I'd have thought, with all the talk of Phase 2 of PS5, Sony would be willing to spill the beans on at least a couple of major first party titles coming in the next few years alongside Wolverine. They did a great job in 2020 at revealing that first set of major first party titles, and part of their success on PS4 was in their willingness to show enthusiasts something of a roadmap for major exclusives. Perhaps, with Xbox floundering, Sony don't feel the need to make waves. It's also very simply true that with blockbusters coming from third parties, Sony can afford to let those titles do some heavy lifting in a way that isn't as true for Xbox, which has less momentum right now, or especially Nintendo, where third party blockbusters are few and far between. And then there's simply spiralling development times for Sony to contend with, which is no doubt one reason why they're pushing live service titles as well as something like PS Q, which will never be a mass market success, but which is likely simply about getting as much profit as possible from the most dedicated parts of the audience.

Be interesting to see what else emerges over the summer, because with Sony choosing not to reveal all that many cards for the future, the medium term picture is a mystery across the board. While I expect software reveals from Nintendo in the summer, I'd expect most of what we'll see launches this year, with new hardware at some point in 2024. And who knows if Microsoft and their array of already announced games have actually got their pants on yet and are ready for a public airing and release windows.
 
So, this is my 1000th post. I haven’t been as active here lately but still spend some time browsing the threads and leaving Yeah’s. This website is still one of the best to discuss Nintendo and video game content in general, here’s hoping it lasts for a long time.
 
If the MGS Collection is coming to Switch, would be cool if they had some exclusive feature with the Snake amiibo;

If they don't get it released on the Switch, I'll settle with NES Metal Gear, Snake's Revenge and Ghost Babel on NSO
 
0


OOOF
 
I keep seeing people mention a movie trailer in the PS Showcase, and I didn't see one at all when I watched. Then I realized that since I was watching Gamespot's upload of it, they probably edited it out for whatever reason.

Thing is, I wanted to watch the one that was on the official PlayStation YouTube channel, but the audio was horrendously fucked up, lmao. Like it was playing the preshow music over the showcase. It actually kinda worked for Fairgame$ (honestly it almost worked better than the actual audio) but once it was still going over Jim Ryan talking, I decided to find a better upload.

The showcase itself was okay, a few interesting games, and I do like how Spider Man 2 looks.
 
Ass Mirage is looking pretty good. Might actually pick it up at some point. But as always, never buy a Ubisoft game on Day 1 because it will received a massive discount just a few weeks later.
 
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OOOF
Conceptually, this was the weirdest thing; imagine getting the rights for, I dunno, Rambo and instantly going "Boy, oh boy! Time to grace the world with the Colonel Trautman management game it so desperately needs!". Like, yeah, there's potential there, but is that really your first option?

So the fact that it's apparently not very good at what it tries to do is just the cherry on top.
Ass Mirage 2
8gQI6m.png
 
An "overall average score of 40" puts it in the "bottom 2% of games"???
It’s because a lot of games are reviewed as functional products first and entertainment second. A game that’s totally functional but boring as hell is still, in the end, functional, so maybe it gets a 5 or 6. A film that’s totally boring gets no points for functionality; movies are expected to work. That said, most games ship functional at the bare minimum nowadays, so you’re inherently going to see much fewer reviews below 50%.
 
It’s because a lot of games are reviewed as functional products first and entertainment second. A game that’s totally functional but boring as hell is still, in the end, functional, so maybe it gets a 5 or 6. A film that’s totally boring gets no points for functionality; movies are expected to work. That said, most games ship functional at the bare minimum nowadays, so you’re inherently going to see much fewer reviews below 50%.
This is true to an extent but I think it's giving a little too much credit. Many outlets use a 10-point system and use maybe 5 of them. On IGN, for example, I genuinely can't distinguish between a 1 or a 5; they both (and anything in between) effectively mean bad and not worth playing, and how low the score is seems to more represent how annoyed the reviewer was.
 
Ass Mirage is looking pretty good. Might actually pick it up at some point. But as always, never buy a Ubisoft game on Day 1 because it will received a massive discount just a few weeks later.
It does look like it could be more of what I'd be interested in, and I have to admit that a big part of my interest and attraction to the game is just getting to hear Shohreh Aghdashloo talk about it/talk in trailers.
 
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This is true to an extent but I think it's giving a little too much credit. Many outlets use a 10-point system and use maybe 5 of them. On IGN, for example, I genuinely can't distinguish between a 1 or a 5; they both (and anything in between) effectively mean bad and not worth playing, and how low the score is seems to more represent how annoyed the reviewer was.

This is why when I start MY video game review site, the rating scale is going to be 5 points:

-it’s bad
-it’s alright
-it’s good!
-it’s great!
-yakuza 0
 
It’s because a lot of games are reviewed as functional products first and entertainment second. A game that’s totally functional but boring as hell is still, in the end, functional, so maybe it gets a 5 or 6. A film that’s totally boring gets no points for functionality; movies are expected to work. That said, most games ship functional at the bare minimum nowadays, so you’re inherently going to see much fewer reviews below 50%.
That makes sense, I guess.

Sorta like school grades, you're actually working within the 70-100 range, and anything below that is just various degrees of bad 😅
 
It's ok, most PC indies end up on mobile or Switch anyways.

I doubt Nintendo has really abandoned us. They're just sleeping.
Most PC indies do not end up on mobile and Switch and that's part of the issue, there's so much stuff on PC that you miss out on by not having a PC.. If you're an indie fan you can get by with a Switch, but having a PC is a must (laptops easily count for most indies)
 
That makes sense, I guess.

Sorta like school grades, you're actually working within the 70-100 range, and anything below that is just various degrees of bad 😅
*in America

When I went to college in Australia, the grades were as follows:
  • High Distinction (HD): 85-100
  • Distinction (D): 75-84
  • Credit (C): 65-74
  • Pass (P): 50-64
  • Fail (F): 0-49
Having graded in both Australia and America, I would say an A in America is much easier to get than an HD in Australia. I would say A actually more or less covers both HD and D, with B covering Credit and C covering Pass.

Grade inflation is a real problem in America (basically, if some schools inflate their grades to make their students look better, eventually all the others have to as well so as to not make their own students look worse), and yeah, the result is any score below 70 is considered "bad".

Maybe this is the same problem 🤔
 
That makes sense, I guess.

Sorta like school grades, you're actually working within the 70-100 range, and anything below that is just various degrees of bad 😅
It gets extra fun when tests are graded on a curve, like a Heat Transfer class I had in college. I thought I did terrible on a test and had no idea how to do most of it, got my grade back and it was a 26% (OOF) but then found out that apparently nobody else knew anything either and it was curved up to being a B!
 
*in America

When I went to college in Australia, the grades were as follows:
  • High Distinction (HD): 85-100
  • Distinction (D): 75-84
  • Credit (C): 65-74
  • Pass (P): 50-64
  • Fail (F): 0-49
Having graded in both Australia and America, I would say an A in America is much easier to get than an HD in Australia. I would say A actually more or less covers both HD and D, with B covering Credit and C covering Pass.

Grade inflation is a real problem in America (basically, if some schools inflate their grades to make their students look better, eventually all the others have to as well so as to not make their own students look worse), and yeah, the result is any score below 70 is considered "bad".

Maybe this is the same problem 🤔
If you get a 115% would that be UHD
 
You must have some sort of Windows PC no? If not then thats pretty rare, but a Windows PC that could run most indies costs maybe $300 (not American so don't know American prices), probably Chromebooks can run most indies.
I was obviously joking about never having seen a PC because I sadly have to use one for work but I haven't owned a Windows device in ages.
 
It's ok, most PC indies end up on mobile or Switch anyways.

I doubt Nintendo has really abandoned us. They're just sleeping.
Abandoned us like a parent who gives their child an iPad while they do the dishes. I'll never stop being entertained with TOTK. They can take all the time in the world with those dishes.
 
I was obviously joking about never having seen a PC because I sadly have to use one for work but I haven't owned a Windows device in ages.
Oh my bad lol, you'd be surprised I've heard some people say it!
in my own personal opinion

the best games tend to fall directly in the “average” segment of this scale with regards to critic reviews
So so true, most of my favorite games fall into that category too according to reviewers.
 
This is why when I start MY video game review site, the rating scale is going to be 5 points:

-it’s bad
-it’s alright
-it’s good!
-it’s great!
-yakuza 0
Which will be really weird when the inevitable Yakuza 0 remake receives a "it's great" rating and the new Mario gets a "Yakuza 0" rating.
 
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Speaking of CRT, my uncle is clearing out his basement for a flea market sale and gave me his old TV stand that can support the weight of a 99 lbs Sony Trinitron last night. I now have a dedicated shelf for my future den for my retro consoles and can finally hook up my Gamecube again before the end of the summer.

I don't think I've played it since Luigi's Mansion got re-released on 3DS and I didn't want to play the game on a tiny ass 240p screen. Can't wait to start new save files of StarFox Adventures and Custom Robo seeing as it's unlikely Nintendo's gonna do anything about them in the near future
 
I figured it out, whatever dip you recommend with the chicken wings is the score depending on how good it is!
jokes aside, actually, no

The Derachi Chicken Wing Game Review Methodology is a method of game review where a game‘s qualities are broken up into three components: The Bones, The Meat and The Sauce.

The Bones of a game are it’s raw game mechanics. How it controls, how it feels, the actions you take in the game itself. Are they unique? Are the not unique, but innovative? Are they well executed? Does it feel good to control?

The Meat is what you do with those mechanics. The actual digestible “content” of the game. The levels, the missions, the world, the amount of things to do or stuff to see or interact with.

The Sauce is the flourish on top of it. The style, the art, the story, the music. The stuff that really enhances the Meat of the game and makes you want to engage with it and see it all.

These three components make up literally every video game. Every game has at least one mechanic, one level/task and some amount of style or art. Even a game where a grey box jumps over another grey box and then wins has a mechanic (jumping), a task (jump over the other grey box) and some style (they sure are grey boxes). These three components work together to make a video game, and different games employ different quantities and qualities of each.

Let’s take an example: Yakuza 0.

Yakuza 0’s got incredibly strong bones. The combat mechanics feel incredibly tight and well-tuned, between all 6 main fighting styles split between the two protagonists. The timing windows for dodges, blocks, dashes, weak hits, and strong hits all feel expertly crafted at all difficulty levels, I say as someone who has beaten the game on all difficulty levels. For a game that is often seen as a simple beat ‘em up, the game is surprisingly deep with regards to it’s character upgrades and versatility. The game’s economy runs entirely on money as a result of the game’s 1980’s Japanese Bubble Economy setting, with money not only going towards healing items and equipment, but also the game’s surprisingly deep real estate management simulation, and of course, your character’s upgrades. The money doubles as the game’s experience points and this works shockingly well for not only game balance, but for helping build the game’s setting.

I’d also like to include in this segment mentions of the game’s many side-games, which often feel so well-made and fleshed out they could have been games on their own merits. The real estate management simulation, the cabaret club management simulation, the slot car racing minigame, the two distinct rhythm games, even the simple table and card games such as Mahjong and Shogi are all made with extreme mechanical care and design brilliance that one would be convinced that Sega’s arcade-era game design geniuses are all still hard at work, just on Yakuza minigames now instead of quarter-munching arcade classics.

Yakuza 0 is not a lean game when it comes to meat. At 15 story chapters of varying length, the game provides the player a lot of combat encounters from beginning to end, with progressively harder and harder challenges. As the game’s story progresses, bosses have more and more intricate attack patterns to learn and master, keeping the player on their toes and coaxing them into learning the combat systems inside and out. In between dramatic story chapters, the game inundates the player with comedic side-missions called Substories, which offer a nice change of narrative pace and fun diversions from the main plot. These substories also often involve combat, but many will have the player fetching items, playing side games, and making dialog choices where you’re bound to have a laugh or two, often at the protagonists’ expense. The amount of raw content in this game is simply stunning, with plenty of things to keep an engaged player busy for dozens and dozens of hours.

The sauce, however, is truly where Yakuza 0 shines. The main plot offers the player an incredibly rich, well written, well realized story that’ll keep the player on the edge of their seat from beginning to end. The game tells it’s story from the points of view of two protagonists, Kiryu and Majima, with the game switching between the two perspectives every two chapters. This allows the story to leave the player on incredible cliffhangers that never feel exhausting, because the moment it sets up one cliffhanger, it immediately resolves the previous one. This pacing feels like a magic trick. Luckily for the player, between the resolution of one cliffhanger and the set up for the next, the game offers the player some narrative downtime to go live a virtual life in the districts of Kamurocho or Sotenbori, depending on which protagonist the player is left controlling. Each relatively small open-world city is chock-full of things to do, between engaging in frankly hilarious substories, to playing one of the many side games littering the environment. Karaoke, Disco Dancing, Real Estate Management, Fishing, Mahjong, Shogi, Blackjack, Poker, Hanafuda, Oicho Kabu, Koi Koi, Cee-lo, the list goes on and on. Taking advantage of the game’s late-80’s setting, the game also includes a number of timeless Sega arcade classics.

These expertly crafted side games cannot be simply mentioned on their own: their inclusion in Yakuza 0 is a profoundly successful way to give the world of Yakuza an incredible sense of “place.” You can walk down the street (holding the “walk slowly for narrative immersion” button, naturally) and stop at a restaurant, then march over to the karaoke spot, then grab a drink, and then play some mahjong. It gives the player that’s willing to hold that “narrative immersion” button one of the most impressive settings a game has ever produced.

Of particular note for this section of the review is the music: between pastiches of many era-appropriate songs, such as hilarious interpretations of David Bowie and Michael Jackson hits of the 80s, to the game’s blood-pumping original music, this is not a game to play on mute. The soundtrack, from the tensest moments of the main story to the most hilarious moments of the game’s many substories, is always there to compliment and amplify the feelings of the protagonists. Whether the characters are being hunted down to be killed by hundreds of men, or they need to deliver a pizza that could potentially save someone’s life, the music is there to make sure you know stakes.

I think the most distinct flavour in Yakuza 0’s sauce, however, is the game’s style and confidence. Visually, one could mistake it for aiming for a realistic aesthetic, but I don’t think that does the game’s style justice. I like to think of it as “enhanced realism.” Yes, the characters are men, but they’re so cartoonishly outlandish men that could never truly exist. You get accosted by men on the street at regular intervals, each one of the hundreds approaching you like they stand the idea of a chance against you. Every man in this story can learn the errors of their ways, or come to trust the protagonists and their lofty ideals, by simply being beaten up. The game is “realistic” in the way you can go into a convenience store and buy an energy drink, or eat a hamburger at a fast food place. The game is not realistic in that that energy drink or that hamburger is all you need to get yourself back to a healthy state after someone kicks a motorcycle so hard it flies through the air, hits you, and removes about 1/6th of your total life bar.

All in all, Yakuza 0 is, in my eyes, the best video game ever made. It refuses to leave the player wanting more of it’s deep combat or countless side activities. It tells it’s gripping crime drama narrative with a convincing bravado, while interspersing that drama with hilarious side content, and managing the near-impossible tight-rope balance of comedy and drama while never giving the player tonal whiplash. It is, in my eyes, truly the pinnacle of video games as a medium, doing only what games can, in a way that only RGG Studio can.

BONES: 5/5
MEAT: 5/5
SAUCE: 5/5

Verdict: It’s Yakuza 0
 
It’s because a lot of games are reviewed as functional products first and entertainment second. A game that’s totally functional but boring as hell is still, in the end, functional, so maybe it gets a 5 or 6. A film that’s totally boring gets no points for functionality; movies are expected to work. That said, most games ship functional at the bare minimum nowadays, so you’re inherently going to see much fewer reviews below 50%.
I think it’s also that film is just a much more subjective medium. There is to an extent a science behind designing a game that isn’t there with most other artistic mediums. Things like art direction and story can be more subjective but the actual function and design behind a game can really only work so many ways unless you’re doing something super avant-garde, and game design is the primary reason people play games. Whereas things like character, direction, theme, and story in a movie can be super subjective and harder to put in a box and say “this works, this doesn’t.”

Sometimes you get a Redfall-style disaster (from what I’ve read, haven’t played it), but it’s pretty rare from a major publisher. Games are too expensive to make nowadays to put out a total dud.

I also wonder how often review outlets self-select reviewers who are more inclined to certain genres. Do they ever put the guy who hates fighting games on the new Mortal Kombat? I feel game genres are so much more isolated from each other than other mediums and not a lot of people will jump at the chance to review a game from a genre they don’t like or are unfamiliar with. I’m not a big horror guy but I think I could watch a horror movie and do an OK job reviewing it on its strengths and weaknesses as a lot of those are universal across film genres. If you put me in front of an RTS game and asked me to review it I would feel totally overwhelmed.
 


OOOF
I don't think it will happen, but I wonder if the publisher is like: "Should we even do the switch version?". I was not expecting much but this is something else.
 
Sounds like the Sony event went over like a wet fart in church based on what Push Square is saying?
Yunno, I'm sooo happy that I've stopped watching any of their shows almost two years ago. Haven't seen a single one that I'd have described as solid, let alone good -- as far as my tastes are concerned, of course.
Complete wastes of time I'd rather spend exploring Hyrule instead! ;P
 
Great you like it! Three Houses is currently also in my top list of favorite Fire Emblems. But I also love the cast and story of Path of Radiance + Radiant Dawn (I see the games as one honestly) and Shadows of Valentia was also hype in my opinion :).
Thank you for the recommendations! I may have to check those ones out. I’ve been looking for something to play on GameCube lately so I’ll definitely take note.
 
jokes aside, actually, no

The Derachi Chicken Wing Game Review Methodology is a method of game review where a game‘s qualities are broken up into three components: The Bones, The Meat and The Sauce.

The Bones of a game are it’s raw game mechanics. How it controls, how it feels, the actions you take in the game itself. Are they unique? Are the not unique, but innovative? Are they well executed? Does it feel good to control?

The Meat is what you do with those mechanics. The actual digestible “content” of the game. The levels, the missions, the world, the amount of things to do or stuff to see or interact with.

The Sauce is the flourish on top of it. The style, the art, the story, the music. The stuff that really enhances the Meat of the game and makes you want to engage with it and see it all.

These three components make up literally every video game. Every game has at least one mechanic, one level/task and some amount of style or art. Even a game where a grey box jumps over another grey box and then wins has a mechanic (jumping), a task (jump over the other grey box) and some style (they sure are grey boxes). These three components work together to make a video game, and different games employ different quantities and qualities of each.

Let’s take an example: Yakuza 0.

Yakuza 0’s got incredibly strong bones. The combat mechanics feel incredibly tight and well-tuned, between all 6 main fighting styles split between the two protagonists. The timing windows for dodges, blocks, dashes, weak hits, and strong hits all feel expertly crafted at all difficulty levels, I say as someone who has beaten the game on all difficulty levels. For a game that is often seen as a simple beat ‘em up, the game is surprisingly deep with regards to it’s character upgrades and versatility. The game’s economy runs entirely on money as a result of the game’s 1980’s Japanese Bubble Economy setting, with money not only going towards healing items and equipment, but also the game’s surprisingly deep real estate management simulation, and of course, your character’s upgrades. The money doubles as the game’s experience points and this works shockingly well for not only game balance, but for helping build the game’s setting.

I’d also like to include in this segment mentions of the game’s many side-games, which often feel so well-made and fleshed out they could have been games on their own merits. The real estate management simulation, the cabaret club management simulation, the slot car racing minigame, the two distinct rhythm games, even the simple table and card games such as Mahjong and Shogi are all made with extreme mechanical care and design brilliance that one would be convinced that Sega’s arcade-era game design geniuses are all still hard at work, just on Yakuza minigames now instead of quarter-munching arcade classics.

Yakuza 0 is not a lean game when it comes to meat. At 15 story chapters of varying length, the game provides the player a lot of combat encounters from beginning to end, with progressively harder and harder challenges. As the game’s story progresses, bosses have more and more intricate attack patterns to learn and master, keeping the player on their toes and coaxing them into learning the combat systems inside and out. In between dramatic story chapters, the game inundates the player with comedic side-missions called Substories, which offer a nice change of narrative pace and fun diversions from the main plot. These substories also often involve combat, but many will have the player fetching items, playing side games, and making dialog choices where you’re bound to have a laugh or two, often at the protagonists’ expense. The amount of raw content in this game is simply stunning, with plenty of things to keep an engaged player busy for dozens and dozens of hours.

The sauce, however, is truly where Yakuza 0 shines. The main plot offers the player an incredibly rich, well written, well realized story that’ll keep the player on the edge of their seat from beginning to end. The game tells it’s story from the points of view of two protagonists, Kiryu and Majima, with the game switching between the two perspectives every two chapters. This allows the story to leave the player on incredible cliffhangers that never feel exhausting, because the moment it sets up one cliffhanger, it immediately resolves the previous one. This pacing feels like a magic trick. Luckily for the player, between the resolution of one cliffhanger and the set up for the next, the game offers the player some narrative downtime to go live a virtual life in the districts of Kamurocho or Sotenbori, depending on which protagonist the player is left controlling. Each relatively small open-world city is chock-full of things to do, between engaging in frankly hilarious substories, to playing one of the many side games littering the environment. Karaoke, Disco Dancing, Real Estate Management, Fishing, Mahjong, Shogi, Blackjack, Poker, Hanafuda, Oicho Kabu, Koi Koi, Cee-lo, the list goes on and on. Taking advantage of the game’s late-80’s setting, the game also includes a number of timeless Sega arcade classics.

These expertly crafted side games cannot be simply mentioned on their own: their inclusion in Yakuza 0 is a profoundly successful way to give the world of Yakuza an incredible sense of “place.” You can walk down the street (holding the “walk slowly for narrative immersion” button, naturally) and stop at a restaurant, then march over to the karaoke spot, then grab a drink, and then play some mahjong. It gives the player that’s willing to hold that “narrative immersion” button one of the most impressive settings a game has ever produced.

Of particular note for this section of the review is the music: between pastiches of many era-appropriate songs, such as hilarious interpretations of David Bowie and Michael Jackson hits of the 80s, to the game’s blood-pumping original music, this is not a game to play on mute. The soundtrack, from the tensest moments of the main story to the most hilarious moments of the game’s many substories, is always there to compliment and amplify the feelings of the protagonists. Whether the characters are being hunted down to be killed by hundreds of men, or they need to deliver a pizza that could potentially save someone’s life, the music is there to make sure you know stakes.

I think the most distinct flavour in Yakuza 0’s sauce, however, is the game’s style and confidence. Visually, one could mistake it for aiming for a realistic aesthetic, but I don’t think that does the game’s style justice. I like to think of it as “enhanced realism.” Yes, the characters are men, but they’re so cartoonishly outlandish men that could never truly exist. You get accosted by men on the street at regular intervals, each one of the hundreds approaching you like they stand the idea of a chance against you. Every man in this story can learn the errors of their ways, or come to trust the protagonists and their lofty ideals, by simply being beaten up. The game is “realistic” in the way you can go into a convenience store and buy an energy drink, or eat a hamburger at a fast food place. The game is not realistic in that that energy drink or that hamburger is all you need to get yourself back to a healthy state after someone kicks a motorcycle so hard it flies through the air, hits you, and removes about 1/6th of your total life bar.

All in all, Yakuza 0 is, in my eyes, the best video game ever made. It refuses to leave the player wanting more of it’s deep combat or countless side activities. It tells it’s gripping crime drama narrative with a convincing bravado, while interspersing that drama with hilarious side content, and managing the near-impossible tight-rope balance of comedy and drama while never giving the player tonal whiplash. It is, in my eyes, truly the pinnacle of video games as a medium, doing only what games can, in a way that only RGG Studio can.

BONES: 5/5
MEAT: 5/5
SAUCE: 5/5

Verdict: It’s Yakuza 0
👏👏👏
 
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Thank you for the recommendations! I may have to check those ones out. I’ve been looking for something to play on GameCube lately so I’ll definitely take note.
Ok just saw eBay prices

Shit
 
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