

While 3 took some missteps with its gameplay, it laid out a strong foundation for later entries to build upon - and that’s exactly what RGG Studio did with the release of Yakuza 4.

The end result was an experience that, while being ostensibly flawed, manages to stick with you in thanks to some inspired ideas and ambition - both of which have ultimately kept me thinking about the game over four months since the conclusion of my playthrough.ģ was an ambitious step forward for the series, and its stumbles are representative of the developers learning new hardware with the PlayStation 3, in addition to no longer being confined to the fixed camera angles of Yakuza 1 and 2. Despite those shortcomings, though, Yakuza 3’s engaging, if at times awkwardly paced story was enough to convince me to see the game through to the end.
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Fighting was clunky and unintuitive, minigames weren’t too enjoyable due the game’s physics not feeling quite right, and the game overall had a rough-around-the-edges feel to it - as if the developers at RGG Studio were still figuring out how to best take advantage of a new engine and presentation with their gameplay and narrative. In my piece reflecting on my time with Yakuza 3, I recalled having a mixed and relatively frustrating time with the gameplay of Yakuza 3.
