• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Yakuza series general director shares additional tidbits on Yakuza: Like a Dragon battle system

Mista

Banned
Yakuza-7-Nagoshi_09-03-19.jpg


Yakuza series general director Toshihiro Nagoshi shared more tidbits of information on the Yakuza: Like a Dragon (Yakuza 7: Whereabouts of Light and Darkness) battle system during the latest Sega Nama broadcast.
  • Since we’ve always done action up until now, doing action again and following the system system would honestly make it really hard to come up with something that goes beyond what we already had. We wanted to do something new and fresh.
  • The interface is still in development, so the appearance will change quite a bit.
  • The tempo of battle is not quite the same as selecting multiple commands, then watching the battle unfold based on the actions you selected… More than pure action… it is quite close to the feeling of endlessly watching a battle between several people.
  • It’ll take some getting used to, but there are some tricks here and there, and if you learn them, you can play with the same habit of playing an action game.
  • If what you’re picturing is an old school command RPG, then that’s the wrong impression. This will be completely different.
  • We’re not fans of the slow pace, so it is not our intention in the least to create that sort of thing.
  • There is also an auto battle feature. The AI is quite intelligent.
  • There are some crazy developments we can do that go beyond the limits of Heat Actions and such that we are able to accomplish because we’re making an RPG.
  • While we considered doing a hybrid of action and command, it would be the same as creating two titles and there wasn’t enough time for that.
  • There is an action-like element where, after selecting a command, you can follow up with a final blow attack through additional button input.
  • If a party member is near an enemy character when you attack, the party member will also join in on the attack.
  • If you didn’t know what it was, you would think you’re playing an action game.
Gematsu
 

Kazza

Member
  • If what you’re picturing is an old school command RPG, then that’s the wrong impression. This will be completely different.
  • We’re not fans of the slow pace, so it is not our intention in the least to create that sort of thing.

That's good to hear. while I'll miss the beat'em up gameplay (not many games include it these days), I'm willing to give the new system a fair chance.

  • While we considered doing a hybrid of action and command, it would be the same as creating two titles and there wasn’t enough time for that.

They already have the fighting system in place, so they only needed to create the RPG gameplay and could still include both. Maybe they will go for a hybrid gameplay system in the future (action gameplay when you are by yourself, RPG style when you are fighting as a group)
 
There was some spy video of the combat system from the game's reveal press conference. Not to suggest Yakuza 7 won't be fun, but assuming things stay relatively the same, no one is going to think they're playing an action game (which wouldn't make sense, anyway, since they could have just went with the established action-style combat).
 

Mista

Banned
Yakuza: Like a Dragon Weekly Famitsu developer interview tidbits

Yakuza-7-Fami_09-04-19.jpg


  • Unlike Kazuma Kiryu, Ichiban Kasuga is not a man of immense strength who can march into enemy territory by himself. He fights alongside his friends, and the game system that best expresses this fact is an RPG.
  • The April Fool’s video was well received. Since we never said that’s how its going to be, the legitimacy of the praise is another question entirely.
  • We want to prove that Ryu Ga Gotoku Studio can properly create something other than an action adventure game.
  • While it may have been a decision that deviates from assured income on the business side, upper management recognized our courage to take a leap of faith and go down a new path.
  • This is a numbered Yakuza title because the studio considers it a true successor of the Yakuza series.
  • By developing and leveling up your characters, you will be able to compete against stronger enemies. The concept of Yakuza 7 is to be able to experience a “rise up from the bottom.”
  • Character abilities, preparations made before battle, combination of party members, and strategies will influence the outcome of battles.
  • There are no elements where traditional forms of action step in.
  • It feels as if you are playing an action game.
  • Rather than play out a set “scene” like your typical command RPG, the surroundings are calculated and controlled in real-time. If there is a trash can or bicycle nearby, you will automatically kick it to attack. If a car passes by, it can run you over. Judging your surroundings is another form of strategy.
  • Each attack has an attack range, and you can also deal area-of-effect damage.
  • The flow of the story is the same as the episodes depicted in Yakuza Online, but everything from character relationships to events is different.
  • Overall gameplay time is longer than previous titles. The main story alone is more than twice as long.
  • By playing sub-stories and play spots, both Kasuga and his party will become stronger. You can also earn money, experience points, and skills.
  • You can set jobs for characters.
  • You can also play it like a pure RPG where you earn experience points and level up through battle alone.
  • Depending on the party member, there are both jobs that are easy to become, as well as jobs difficult to become.
  • The game uses a symbol encounter system. There are also enemies that appear out of nowhere and turn into battles.
  • The feeling of walking the streets is the same as previous titles.
  • The map size has significantly increased, and some areas have strong enemies that cannot be defeated unless you develop your characters to a certain level.
  • There is a fast travel system.
  • There will not be any areas blocked off due the story. Instead, strong enemies will act as barriers.
  • Like an RPG, you can equip a weapon and accessories, as well as head, body, and leg equipment.
  • There are also elemental weapons.
  • Yokohama is not ruled by either the Tojo Clan or the Omi Alliance. You will find out why when you play the game.
  • The in-game Ijincho is quite different from the Chojamachi of the real world. It incorporates the essence that it used to be an entertainment district back in the day.
  • Ijincho is made into the point that people who live around the real Yokohama might get mad at us and say, “Our city isn’t like this!”
  • Not including dungeons and such, the pure size of the area is three to four times bigger than Kamurocho.
  • Each area has different grade equipment you can buy.
  • You will also go to Kamurocho at a certain point in the game.
  • Dragon Quest appears as a normal world that exists in the game.
  • The name Dragon Quest itself is used quite often. Puff-Puff also appears, but with different wording.
  • When you enter battle, both your own and the enemy’s appearance transform. Enemies will wear trash cans on their heads, be half-naked, or have different names. Even party members will suddenly pull out swords.
  • Battles are depicted as RPG-like landscapes because that is how Kasuga imagines them. From an outsider’s perspective, it’s just seen as a regular fight.
  • The only form of enjoyment Kasuga ever had as a child was playing Dragon Quest. He pictures himself as the hero who will one day go on an adventure. His belief in fighting fair and square was influenced by Dragon Quest. Battles are constantly influenced by the world of Dragon Quest.
  • Being betrayed by his boss and cast away in a strange land is Kasuga in the midst of his adventure. Making allies strengthens that feeling, and that is what we’re expressing with battles this time.
  • When it is a game set in modern times, it’s hard to tell how strong a character is just by their looks or features. The theme of Kasuga’s battles is to make that distinguishable by implementing RPG elements.
  • For instance, if the enemy is using an excavator, punching an excavator doesn’t look realistic at all in real life. Although if the looks are altered, it’ll make sense.
  • Playing it still feels like a Yakuza game, nothing has been lost there.
  • We’re not tackling simple ideas and habits. We chose the name Yakuza 7 with readiness, determination, and pride.
  • Recently some people tell me, “I’m a fan! I’ve watched all the past titles on Let’s Plays!” But are they truly fans? I’d say they absolutely are. I consider a kind of reply to this situation is Yakuza 7.
  • The real life value of a game creator is to make something that you will actually want to play with a controller. I want to make something that won’t satisfy with Let’s Plays alone. We’re actually making this with a pretty serious theme of “reinventing where video games stand as a media.”

Gematsu
 

decisions

Member
I'm super stoked about this game. Open-minded about the battle system. At the very least I will admit they seemed to be bored with the action combat, none of the Dragon Engine games really pushed it anywhere interesting. Actually Judgment did the best in this regard, so I'm OK with them trying something new for once.

Some of these "tidbits" just sound like damage control though. "In a sense, it is just like action!!!" like I don't think anyone's being fooled here. I'm very interested to see footage and except this to be a great JRPG.
 

mejin

Member
Western version could probably come near PS5 launch. Hope they work on a patch.

Can't wait for this game.
 
The way they market this game is all over the place. "Its an rpg but don't worry its essentially the same!" Will have to see gameplay.

That tidbit about "lets play" watchers: if you think so why do you block playstation streaming in Japan?
 
Top Bottom