Really? That's 5 months per game. I know these games are not short but they're not also very long unless you have to 100% everything. Story-wise they are about average length.
- Of the eight localized games, only two don't prominently feature Kamurocho as the main gameplay locale with generally minor non-visual tweaks from game to game. The two that don't, 3 and 5, still have you spending some time there.
- Every game makes you go through training and a level-up system to open up Kiryu's battle skills, which can make going from game to game feel more grindy than it really is.
- Random battles are WAY better handled in the latest games, but in the first three the loading times made them almost unbearable. Even now they could still afford to start and finish a bit faster.
- Until they put more effort into making them more elaborate, substories used to be little more than some dialogue, occasionally a fetch quest and mostly a fight.
-This only affects completionists, but some of the mini-game staples like fishing or UFO Catcher are not exactly thrilling to do game after game.
- On that note, did somebody say LOCKER KEYS BABY!?
- Kiwami is effectively a low budget expansion pack for Zero, even though it still has the content density of a full game. That may not be a problem for people who are playing it as their second Yakuza game, but when Kiwami 2 comes out and it takes place in Kamurocho and Sotenbori yet again with some of the same problems of re-releasing a game that was still figuring its formula out, the enthusiasm may fade a bit.
- 5 is legitimately a long game and one that is paced fairly slowly, each part meant to be taken as its own thing and not just burnt through, which already caused some issues with series veterans at release. If the fabled collection of 3, 4 and 5 does end up happening, I'd be surprised if the percentage of buyers who finish all three games is in the double digits.
I'm sure there are people who could play the entire series back to back without feeling burnt out, but without multiplayer elements or a multi-million ad campaign to make it look like the next big thing, release timing is a concern for sure. Even for a cultural phenomenon like Lara Croft it only took five annual iterative sequels before people got tired of the games, and these are even more involved and time-consuming.