Image: Square Enix, 505 Games, Capcom, Ryu Ga Gotoku Studios / Sega, Blizzard, Sega, Blizzard, Kojima Productions, Screenshot: Capcom
It’s the start of a new month, which means there’s a host of hot, new games coming your way. It can get overwhelming, scanning through the various game marketplaces to decide what you should spend your hard-earned money on, so we’ve gathered 34 games coming out this month that we’re stoked for. We’ve also spotted some great sales you may want to take advantage of, like Eiyuden Chronicle: Hundred Heroes, the original Resident Evil trilogy, Diablo 4 ahead of its huge expansion, and a bunch of turn-based RPGs at a steal.
We also beg you to check out Yakuza 0 before watching the upcoming Amazon Prime series, let you in on the things we wish we knew before playing the Dead Rising Deluxe Remaster, and highlight everything Hideo Kojima is working on. Click through for all the helpful hints of the week. You’re welcome.
We’re firmly in the era of the video-game-to-prestige-TV-adaptation pipeline, and you know what? It might not be all that bad. Coming off the impressive results of HBO’s The Last of Usand Amazon Prime’s Fallout TV show, we now have the first full trailer for Like a Dragon: Yakuza and it’s looking really good so far.
Total Recall: Why Yakuza Is So Much More Than A Japanese GTA
Out on Prime Video on October 24, Like a Dragon: Yakuzaadapts the hit Sega sandbox action series beloved for mixing criminal underworld drama with fun open-world gaming hijinks. While we don’t get a ton of the off-kilter humor and quirky flamboyancy of the Like a Dragon games (previously known as Yakuza in the West) from the first extended trailer, we do get an introduction to some slick action and high-stakes dialogue.
Here’s a look:
The show will follow former yakuza Kazuma Kiryu, played by Ryoma Takeuchi of Kamen Rider fame, as he’s drawn into a conspiracy of rival factions and conflicting allegiances on the streets of Tokyo. Drawing mostly from the original 2005 Yakuza game, the first trailer shows a lot of familiar faces, including the Shimano Family mad dog Goro Majima. About a minute into the trailer, longtime fans are rewarded with his iconic “Kiryu-Chan!” line delivery.
The timing of Like a Dragon: Yakuza’s arrival has been surprisingly fortuitous. While the streaming wars appear to be losing gas, video game adaptations have helped breathe some new life into online TV. And while a subtitled Japanese thriller might have previously seemed like a tougher sell, Hulu’s Shōgun stole the show at the recent 2024 Emmy Awards, and Sony has already doubled-down on further adaptations of its Ghost of Tsushima series, including for its upcoming sequel, Ghost of Yōtei.
And for anyone who’s somehow managed to remain on the periphery of the Like a Dragon/Yakuza games these last several years, there have never been more ways to dip your toes into the Kamurochō district, from the Yakuza Kiwami remakes of the early games to recent turn-based spin-offs like Yakuza: Like a Dragon and Like a Dragon: Infinite Wealth. And another game in that lineage has already been announced, with Like a Dragon: Pirate Yakuza in Hawaii starring Goro Majima arriving early next year.
Image: Kotaku / Ubisoft / Sony / Rocksteady / Nosyrevy (Getty Images), Digital Sun, Vicky Leta / Blizzard, Nintendo, Ryu Ga Gotoku Studios / Sega, Cyan Worlds Inc
This week, Ubisoft released a statement addressing what might generously be called a “controversy” about the upcoming Assassin’s Creed game, Shadows. Let’s be real, though. It’s just the latest salvo from a reactionary hate movement. You can read our thoughts on that, the terrific texture of Yakuza 0, the missteps of Nintendo World Championships: NES Edition, the amazing sound design of the Riven remake, and more, in the pages ahead.
All the Yakuza games are enjoyable, and this is a hill I’m willing to die on. I didn’t spend my teenage years picking random fights on the streets of Kamurocho, singing karaoke, and crying over Kiryu’s story for nothing.
So instead, I’m ranking all the mainline games in the Yakuza series based on story and combat. There will also be a couple of standalone Yakuza games here because they’re too good to miss.
12. Yakuza 3
(Sega)
Yakuza 3 was a souls-like daywalker. No, it wasn’t exactly a souls-like, but enemies blocked you like they were in a souls game. But the complaints about this game mainly come from compulsory substories, which feel like chores to many who want to sit down and get to the bottom of the main story.
But playing Yakuza 3 feels like a blast from the past. Although the combat needs work in many ways, the story and the nostalgia should be enough to make you play through it, especially if you’re a longtime fan.
11. Yakuza 4
(Sega)
We’ve had many character changes in Yakuza 4. Playing as Kiryu never gets old, and trust me, you’ll miss him when he’s no longer the protagonist. But playing as Akiyama, Saejima, and Tanimura gave us other fun combat styles and deeper stories to dive into.
It was a revolutionary Yakuza game for its time, and it would’ve ranked higher if it weren’t for the rubber bullet plot twist. That’s a spoiler, but you’ll see what I mean if you play the game.
10. Yakuza 5
(Sega)
Like its predecessor, Yakuza 5 lets you play four different characters in one game. This gives you access to multiple combat styles, which always adds to the fun of beating anyone and everyone you need to.
Aside from the combat and graphical improvements, Yakuza 5’s stories are diverse. You’re going to help Haruka become an idol in one chapter and go on a mystery chase with Shinada in another. There’s no dull moment in Yakuza 5, and it’s usually a fan favorite.
9. Yakuza Kiwami
(Sega)
Yakuza Kiwami is always a great starting point in the series, which will take you back to 1980s Japan. Cue city pop music and the 1980s economic boom—a great time for the Yakuza.
But how many times can Kiryu get framed for murder? Once is already bad enough, but that makes it twice in Yakuza Kiwami, and you’ll just start feeling too bad for him. If it weren’t for the Marlin Cannon in Yakuza 0 and Miracle Johnson (a Michael Jackson spoof), you’d be crying over Kiryu’s story instead.
8. Yakuza Kiwami 2
(Sega)
Kiryu is a man who has greatness forced upon him, and Yakuza 2 Kiwami proves this point very well. He was minding his own business and raising his adopted children, but a will left behind made Kiryu the next chairman of the Tojo Clan.
Sometimes, being too good at your job can become a punishment. That’s why Kiryu tries to pass on the responsibility of becoming chairman to Daigo Dojima. We’ll get to see Kiryu launch a rescue mission for Haruka and explore Sotenbori, Osaka, for the first time. You don’t get to switch over the fighting styles in this game, but it’s still fun, and the story is too good to pass on.
7. Yakuza 6: Song of Life
(Sega)
Yakuza 6: Song of Life and its main story gave us all an overwhelming feeling of despair. Kiryu left the Tojo Clan, but his past as a Yakuza member won’t let go of him. Needless to say, it’s a fitting ending to Kiryu’s run as the main character of the Yakuza series.
We even get a new map area at Onomichi, far away from the nightlife of Kamurocho. The only issue here is that the combat is a little awkward, and you’re stuck with one style compared to the other games. But the substories and the main story will keep you playing the game.
6. Yakuza: Like a Dragon
(Sega)
Yakuza: Like a Dragon gave us Ichiban Kasuga as a protagonist, and it’s very easy to warm up to him and his dark story. In many ways, Ichiban is just as chivalrous as Kiryu, but Ichiban presents himself in a much goofier and more open way compared to our long-time protagonist. What I mean is that Ichiban is literally the type of person who would save a crawfish from becoming sushi.
Even if you’re an old fan who isn’t used to turn-based games, there are many new features that I couldn’t get enough of, like dungeon crawling.
5. Lost Judgment
(Sega)
I’m not putting Lost Judgment up here just because I can walk a dog with Yagami to help me solve cases. Although, arguably, that’s my favorite feature of the game, next to the skateboard feature. What makes Lost Judgment better than its predecessor is its improved gameplay and combat.
But based on story, it doesn’t have twists as shocking as Judgment. Still, investigating a high school that leads to a trail of gruesome crimes is a good indulgence for anybody who loves true crime.
4. Judgment
(Sega)
Judgment and Lost Judgment are standalones, but you’d be missing out on a great story if you didn’t play this game. Instead of playing as a yakuza, you’re following a frustrated lawyer-turned-detective who’s down on his luck, named Takayuki Yagami.
The only downside every fan agrees on with this game is the tailing missions, which Yagami has to do. But that’s a small price to pay for an amazing and unpredictable story that forces you to hunt for a killer hiding in a vast crime network.
3. Like a Dragon Gaiden: The Man Who Erased His Name
(Sega)
Like a Dragon Gaiden: The Man Who Erased His Name brings Kiryu—I mean, Joryu—back with a shiny new fighting style called “Agent,” but you can revert back to his brawler classic “Yakuza” style. Even if this isn’t a mainline game, Like a Dragon Gaiden: The Man Who Erased His Name gives us a better idea of what happened to Kiryu after Yakuza 6: Song of Life.
There’s no such thing as retirement for a man whose dark past follows him like a shadow. Maybe if Kiryu was a little better than Clark Kent with disguises, he would’ve stayed hidden. Just like in the previous Yakuza games, you’ll be laughing and crying with Kiryu. But there are modern elements in the game, such as new tech and … VTubers?
2. Yakuza 0
(Sega)
Yakuza 0 is the homecoming of a good old story. This is a prequel to the events of the Yakuza, and it explores both Sotenbori and Kamurocho as two of the most beloved characters in the series.
Everybody already knows how the Dragon of Kamurocho came to be, but what about the Mad Dog of Shimano? You know bits and pieces, but it’s refreshing to play as Majima in this specific game. You gain access to Majima’s fighting styles, and you get to roam the streets of Sotenbori during Majima’s story. Expect some classic street fights and familiar faces, with a great plot to top things off.
1. Like a Dragon: Infinite Wealth
(Sega)
Unlike the other Yakuza games in the series, Yakuza: Like a Dragon has turn-based combat. It also follows a new main character, Ichiban Kasuga. But even for gamers who are usually put off by turn-based RPGs, Yakuza: Like a Dragon’s compelling story and fun gameplay are more than enough reason to keep playing.
I could go on about the shocking twists and turns of the main story, but it’s best for you to go through it yourself without the spoilers if you haven’t yet. Story and characters aside, the game will take you to Hawai’i in search of Ichiban’s mother. That means a brand new map in Hawai’i, far away from Kamurocho, Sotenbori, and Yokohama. Playing this is a refreshing take on the Yakuza series, but it still has the feel of a Yakuza game.
(featured image: SEGA)
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As an expansive survival game, Palworld has a variety of stats you can increase as you level up, leading to different strengths and weaknesses over the course of your character’s life. As is customary for many games like this, you can usually alter, or “respec,” these stats later on. Palworld lets you do this by way of “Memory Wiping Medicine,” which you can craft with the right items. – Claire Jackson Read More
Play it on:Windows Current goal: Dive into the second chapter
Having written up a bunch of fantastic boomer shooters for the site, I was reminded that the team behind the as-yet-unfinished Project Warlock II had added an awful lot of content to its Early Access build since I’d last played. In fact, previously it had only been a single, fantastic level. It’s now two full chapters, each made up of a pile of enormous, sprawling, open levels to tear around.
I’m so glad I’ve gone back to it. This is a screamingly fast FPS game, where you move like an ice cube skidding across a kitchen floor, facing down dozens of enemies at a time. What makes it feel different from the many other retro-FPS games is the sheer scale of the levels, which are far more open than the genre normally offers. Think of those times you got to go outside in the original Unreal, but far more densely packed with enemies, secrets, and loot.
Those secrets are a blast to find, and worth pursuing too, since they offer tokens for upgrades in the betwixt level zone. There are three different areas you can upgrade, with each weapon possible to adjust in two different ways (one shutting down access to the other), and then this upgrade boosted. Then there are affinities to improve, such as whether you want to improve your melee talent, firepower, or indeed your power with fire—you gain spells that let you do things like blast torrents of fire from your palms. And finally you can then specialize even further with—er—VHS tapes you can buy when you’ve increased your ability in a specific attack style, that enhance them in specific ways.
This is all then taken back to the next level, where enemies that were previously boss-like can now appear in gangs and be quickly taken care of. In this, it reminds me of the excellent enemy handling in the original Serious Sam. My plan this weekend is to get stuck into the second chapter, that has a whole other player character, with their own set of skills, perks, spells and weapons. — John Walker
Try out Project Warlock 2’s free demo on Steam
Neo-retro vibes of the “boomer shooter” variety got your interest? Good news: You can download a free demo of Project Warlock 2 to get shootin’ like it’s the mid ‘90s all over again
After nearly three years in development, Outerloop Games and Annapurna Interactive’s Thirsty Suitors was released on Nov. 2. From the beginning, the Outerloop Games team knew a few things: They wanted to make a game about relationships, and they wanted it to reflect the lived experience of its developers in telling an immigrant story. So much of the game was built out from there to create the wholly unique, genre-bending Thirsty Suitors — a game that blends its story up with cooking games, turn-based battles, and skateboarding.
What you get is a video game that goes beyond its individual labels. In the lead-up to Thirsty Suitors’ Nov. 2 release date, Polygon spoke to Outerloop Games co-founder/Thirsty Suitors director Chandana Ekanayake and narrative designer Meghna Jayanth about the complex, “more is more” game that explores both trauma and joy while player-character Jala kickflips her way through her hometown.
Image: Outerloop Games/Annapurna Interactive
[Ed. note: This story has been edited for length and clarity.]
Polygon: Thirsty Suitors is so many different things — turn-based fighting, cooking, romance. It’s an immigrant story, a skateboarding game. How did you pull all these elements together?
Chandana Ekanayake: Where do I start? It starts with the theme and the stories we wanted to tell, and everything else stemmed from there. We wanted to do an immigrant story, because a lot of the folks on the team are — it’s a fully remote team made a lot of immigrants.
That’s where we started. And then we knew we wanted to do a game about relationships. The battle system came out of that, like, how do we balance this argument personified into this battle, plus the writing, the dialogue back-and-forth. So from that, the story came through, throughout just a lot of iteration. Then we added the cooking — it was always gonna be a big part of it, because culturally it’s significant to be able to talk through things while cooking. And then skating was just something that made sense after — I don’t know, it just came about.
Meghna Jayanth: I think skating began as a loading screen. There’s so much creativity on the team; it was really just a loading screen that people loved. And then we built it. Working as the narrative designer, week after week, I would come back and be like, Oh, it’s been two weeks. I haven’t checked in on this. Oh, we’re making a minigame. There’s a little bit of exuberance and creativity on the team.
I think we pulled all of that in. Eka loves to call this a “baby Yakuza,” which I really love as a description. There’s really a sense of joyful abundance, like we’re presenting you with all of these delightful things to do, but hopefully it has some focus as well.
With regard to skateboarding, it comes into the story as well. It’s the same with cooking. Did those parts grow throughout production? Or was it intended to be like that from the start?
Ekanayake: It grew through production, but we also knew the narrative was the focus of the game. We wanted all these — and this is where the “baby Yakuza” comparison is — disparate game mechanics to weave in and out through the narrative. That came through iteration.
The skate park became how Jala and Tyler bond, by doing her a bunch of these favors and trying to figure out what’s going on in the skate park. Cooking was also a way to bond with your parents and figure things out, because Jala hadn’t talked to them in years. You probably noticed that the stuff you cook at home, while there are great emotional beats, it also means you can use in battle too, as items.
Jayanth: A lot of it comes down to the fact that we were able to work on this for about three years. We had an opportunity to figure out what the heart of the story was, what those themes were, and then play around with the narrative and mechanics and really iterate and have the time for that to develop. Big story ideas could change until eight, nine months before we shipped. We edited and significantly changed almost all the content in the game just before we went into voice recording. It’s an amazing opportunity to be able to develop ideas in that way, which you don’t often get given the production cycles of the games industry.
Ekanayake: That was intentional because we knew the game was going to be so different. We needed time to figure it out. There’s 19 actors for 21 speaking characters in the game. Once we cast, Meghna was like, Oh, I’m going to write to this actor now because of how they deliver the lines. That was unexpected, different from what we actually envisioned on paper. It was a really fun process.
Jayanth: We actually did a lot of rewriting on the fly in the sessions, too. It’s nice to be in those, because there’s a lot of very specific cultural context. Even the actors, we were really deliberate about making sure the actors matched the backgrounds of our characters. Even within that, there’s so much you could pick from someone. I’m from Bengaluru down south, and you could go down the street and meet somebody with a completely different sort of context.
We did seven weeks of VO straight. We had a brief break in the middle so we could go outside.
Image: Outerloop Games/Annapurna Interactive
Ekanayake: It’s fully remote, right? The team is spread across seven cities, four continents. We have folks in LA in the studio, folks in Vancouver and New York and Toronto. It was a really fun process. The biggest dramatic thing was our lead, who played Jala, Farah Merani, was very pregnant. It was a running clock to finish. She has, like, a third of the lines in the whole game. So her bag was packed in LA at the studio, ready to go. We finished and a week later she gave birth. It was that close
Jayanth: We wrapped on a Thursday or Friday, and the following Tuesday, she was giving birth, which is amazing. We did have a little bit of a backup plan, which I’m so glad we didn’t have to institute, where maybe Aruni [a fantasy version of Jala’s sister, who is Jala’s inner voice] takes over Jala if we don’t get through those lines.
Since we’re talking about production, let’s talk about what it was like for you to work on this game. You’ve both talked about how having a good, healthy production is important — to have people who are taken care of and treated well. Why is that important to you?
Ekanayake: Mostly because we’ve had the opposite experience. This is my 25th year in games. I’ve worked on a lot of projects — bigger teams, smaller teams.
Part of starting the studio fully remote six, almost seven, years ago was part of that, to be able to work-life balance a little better. We’re made up of a third brand-new folks who’ve never worked on games, a third somewhere in between, and then the rest are olds, like myself. We wanted to have a variety of experience and also get folks that have never worked on games some experience as well, because I think that’s important.
That’s the great thing we can do remotely; people don’t have to move their whole lives for a job. We finished the game in almost three and a half years. The last two and half years have been fully four days a week. We started this during the pandemic, so people are going through all sorts of things, and we didn’t want the work to be another thing that was weighing on folks, while going through some hard times and trying to make the schedule work. The great thing is we control how big the game is. There’s no need to make it a certain size, which allowed us to have a flexible schedule. So people aren’t burnt out at the end of it.
Jayanth: I’m not a manager, but it’s just been really wonderful to work with a team where all these production processes really work. We hit all of our internal deadlines, which is wild to me. I’m not sure that has ever happened.
Ekanayake: We did extend the game a little bit just to try to figure out a launch window, which is so hard this year.
Jayanth: We kind of built this game a little bit as a sense of refuge for us, particularly for marginalized folks and queer folks. It felt really important that we were doing that during the pandemic as well. Getting to work on this colorful, joyful world was a really nice escape for I think a lot of us on the team from what was going on outside. I think it’s really important to be able to do that while not burning yourself out. I do think that it’s a really important model in the industry, that there are alternative ways that we can do these things. We don’t want to be making these supposedly joyful games but burning people out and destroying them in the back end. At the end of the day, it is just a video game. I know we’re out here to sell this game and we want people to play it, and we’re really proud of it, but it is just a video game at the end of the day. And I think keeping that perspective is super important.
Meghna, I know you’ve spoken a lot about capitalism and colonialism in games. Does Thirsty Suitors subvert that tendency of the games industry? It sounds like that influence goes beyond the game, but in studio practices as well. But in-game, all of the different layers of community building really stood out to me.
Jayanth: What we really wanted to do with it was just kind of create a bit of a balance. I think you want a certain amount of familiarity and familiar mechanics, especially when you’re innovating on content and themes. I talked about this at my talk at NYU just last week, as well. In some ways, I feel like maybe the most radical thing that we are doing here is allowing the protagonist to inhabit this queer brown woman joyfully. It’s a sad thing that that’s still deeply unusual in the industry, but I do think that really pushes back against the narrative of who’s playing games, and also whose humanity is interesting to play, and what kind of fantasies — to open up the space for the different kinds of power fantasies that we can explore in games.
I keep joking with my friends, whenever I’m explaining this to non-gamers, I’m like, “All right, the power fantasy of Thirsty Suitors is you get to speak up to your parents, tell them how you feel, and they listen and learn and grow. And the final boss is your maternal grandmother!” It’s about the fantasy of breaking cycles of generational trauma, which is very real, very human. And, yes, they’re very specific, but I think these are all really universal ideas.
One of the things that actually we probably haven’t talked about that much that we did want to include is that this game was sort of set in the ’90s and Jala is in her mid-20s. She has a bit of a millennial vibe, because, I guess, we are — but we really wanted to have that idea of, she’s speaking up to her parents and the older generation, but also kind of being challenged on some of her bullshit by the kids at the skate park, who are way more radical in a way. Personally, I think Jala is a lot less radical than I am, which is fine, too. With the skate park, we get to challenge some of those narratives as well. Hopefully it feels more like being in conversation rather than preaching to anyone. It’s that feeling of being challenged and having accountability, and that being OK, and learning and growing and healing. All of which I think are wonderful things for us to model right now in the world.
Ekanayake: Yeah, and also, it’s not just about Black and brown trauma, right? There’s the joys of the experience and the fantasies of it too. That’s pretty radical too, I think, for most game stories that come out these days. That was definitely intentional.
I’m really into saying goodnight to Jala’s dad every night. It’s so sweet. I have been looking forward to Jala going home, and I wonder what they’re going to watch.
Jayanth: I’m going to reveal a little secret. Some of the things you watch are actually Eka’s kids’ basketball games that he taped. It adds an extra layer of cuteness.
Ekanayake: I think we have the history of Washington wines as read by one of the folks that helped us on VO. And then we have the history of trains.
Jayanth: I think there’s a Cold War documentary, because all dads are obsessed with the Cold War.
Image: Outerloop Games/Annapurna Interactive
I got that one last night, and I was like, Yep, yep.
Jayanth: Getting to put this gentle brown dad in the game was just so lovely for us. And I think it was actually quite late in the process that we really found that cycle of, like, cooking in the morning, going to the skate park, to wandering downtown and then coming back home. That kind of cycle that started feeling really good for us, where players have some idea of what to expect — and another way I think that we are respectful of players is the game is about six to nine hours in total, which I love as a length. And also, the chapters are 40-minute-to-an-hour chunks, which is, I think, a respectful amount of time in someone’s day. There’s a really deliberate effort to put a whole narrative arc in that so that it feels satisfying without demanding too much of your time.
Ekanayake: Yeah, we just want a little bit of your time. Not all of it.
The game is also very funny, but has an earnest emotional core with Jala’s family and culture. How do you pull that off?
Ekanayake: Being honest with ourselves, and taking that stuff seriously — just trying to find the truth in it and play with it, but also, we’re sincere about it.
Jayanth: All of us care. In some ways, Nicole, it’s a little bit terrifying. It does feel really exposing. We’re so much less interested in ironic distance and with appearing cool. We all just really wanted to make something really human. There’s elements of writing and story there. But I also think it’s completely the animation, the light, everything, to the way that camera angles are framed. And of course the voice acting as well, which just adds just a huge layer of humanity back in there. But I hope it feels a little bit like real life. And hopefully there’s enough humor in there that we can pull off a few of the the sincere moments. I won’t deny that I would be extremely delighted if we made people cry. [laughs]
Ekanayake: We found that through the beginning of the project. The first thing we built was the Sergio battle. And tonally, it was a lot meaner. Jala was a lot meaner to Sergio.
Jayanth: Sergio was actually fully toxically masculine in what I consider to be an unacceptable way. But people liked him. [laughs]
Ekanayake: People really liked him and felt bad for him. So Meghna reworked the dialogue, and that’s where we really found the tone for the game.
Jayanth: That’s something that was really great that we got a chance to respond to. In doing that playtesting early, we found that, Oh, actually, people want much more to make friends with this person. Each of these suitors, we’re actually spending a significant amount of time in the game with them. People want to love them. And so instead of kind of trying to push against that, we just incorporated that into our storytelling.
Initially, we had a design where you could choose to make up with the characters, or you could choose to basically be enemies as well, or it could be based on narrative choices. But I think as we went on, the game just turned into one about reconciliation and healing. And so none of the characters you meet are on unremittingly evil in any way. They’re certainly flawed, and I like some of them more than others, but they’re all just human beings attempting to make sense of life, basically.
Ekanayake: Meghna and I are both are older game developers, and I think the later we get into our career and projects, especially on this one, we let the game tell us what it wants to be through the course of development. There’s this risky and scary but really exciting part of it where it’s just like, We think we know what we’re gonna build, but leave enough room for some magic to happen and for the game to figure itself out. That really happened on this project. It doesn’t always happen, but I think being open to it really worked out for us on this project.
Image: Outerloop Games/Annapurna Interactive
I want to talk a little about music too. It feels like 1990s hip-hop with South Asian influence. What was your approach to creating music that matched the vibe of Thirsty Suitors?
Ekanayake: For the exes battles, we were kind of thinking about ’90s music videos, when music videos were a big deal. We’re looking at the theatrical, over-the-top aspect of the spaces and those videos and trying to find a piece of music to match each of the characters and themes. So like everything else, just lots of time and iteration.
Jayanth: I love the vocals in it, which are just so beautiful. It was wonderful for us to have some Tamil in the vocals. I would say that’s really unusual in games, but this year we’ve come out alongside Venba.
You can really see there’s a lot of ’90s hip-hop meets anime meets South Asia. It’s a “more is more” aesthetic.
Ekanayake: Because of the fantastical spaces and the surreal nature of some of the battles, we were able to really push the music to fit those colors and themes, too.
Jayanth: I’ve been secretly sneaking our playlist onto my party playlist and everybody’s like, Oh, that’s really good. Hopefully you see some of that joy. And that’s what it’s been like working on this. Every single person has just put so much love into it. Every single day, when [Thirsty Suitors composer Ramsey Kharroubi] drops a track or [animator Aung Zaw Oo] does a new piece of animation, or a new piece of writing goes in, it just reignites the inspiration for each one of us.
Ekanayake: It’s a 15-person team, so everyone has something significant that they can contribute at this scale. Everyone can point to something in the game and go, “I did that.” That’s what I like about this scale we’re at, too.
Pay no mind to the horrifying mascots in the background. Screenshot: Sega / Kotaku
During today’s Xbox Partner Preview, a showcase for Microsoft’s upcoming third-party games, we got a new look at Sega’s next Yakuza adventure. No, not Gaiden, the other one: Like a Dragon: Infinite Wealth. Instead of showing off dual protagonists Ichiban Kasuga and Kiryu Kazuma kicking all kinds of street punk ass across Hawaii, today’s trailer pumped the brakes and gave us a peek at its madcap new Animal Crossing-inspired game mode.
The Yakuza Devs Should Cast These Celebs In Their Next Hostess Club Minigame
Infinite Wealth’s new Happy Resort Dondoko Island mode will have you managing your own island resort. Like Nintendo’s cozy 2020 life simulator Animal Crossing: New Horizons, you can go fishing on the beach, customize the island’s buildings and furniture, and have Ichiban craft special DIY projects. The similarities between Dondoko Island and AC:NH don’t end there. DonDonki Island will also let you forge friendships with the island getaway’s many outlandishly dressed tourists while you manage the island’s influx of funds and infrastructure just like Animal Crossing’s Tom Nook.
Dondoko Island may provide Ichiban and company some much-needed reprieve from the melodrama of his crime-riddled life, but that doesn’t mean you won’t have to sock a couple of uninvited guests along the way—this is a Yakuza game after all. Along with making sure everyone is having a good time on the island, you’ll also have to defend it from intruders.
This isn’t the first time the Yakuza series has turned a Nintendo game like AC:NH into its own game mode. In fact, Yakuza: Like a Dragon had Mario Kart-esque and Pokémon-inspired stints in the form of Dragon Kart Racing and Sujimon, respectively. Aside from providing players with a fun alternative to punching fools, these minigames were also a great way to earn a bunch of cash to purchase health items and upgrades for the main campaign’s challenging boss fights.
Screenshot: Sega / Kotaku
But not everything is about the money. Sometimes you just need to sit back, grab a guitar, and sing karaoke in front of a roaring bonfire. Catch a vibe, if you will. I can already see myself ignoring Infinite Wealth’s main quest to sink countless hours into perfecting my island fortress. Speaking as a longtime Yakuza enjoyer, January can’t come soon enough.
Like a Dragon: Infinite Wealth launches on January 26 for PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, and Windows.
Remember when the Xbox Series X and S launched with a Yakuza game, but the PS5 didn’t? That was weird, right? For such a long time the Yakuza franchise had been closely tied to PlayStation. But, at least for a few months, the then-latest game in the series skipped Sony’s next-gen machine for Xbox’s fancy console. Why? The answer just came to light today, and it’s both complicated and silly.
Thank You, PS Plus, For Making My Backlog Even Bigger
Back in November 2020, the Xbox Series X/S and PlayStation 5 launched with a handful of exclusives and a lot of ports. (It was mostly ports…) One of the oddest next-gen exclusives at the time was Yakuza: Like a Dragon, which was available at launch on PS4, Xbox One, and Xbox Series X/S. A few months later, this odd new entry in the popular Yakuza series finally landed on PS5. At the time, folks online assumed Microsoft had cut a deal with Sega to keep the game off the next-gen PlayStation. Others suggested the PS5 version had technical issues that forced it to be delayed. The real reason? Sega signed a few too many deals with too many companies.
In leaked emails from June 2020, Spencer is seen sharing this IGN tweet and asking if the game was “next-gen exclusive.” Another exec responds by telling Spencer that it isn’t, and that it will be available on PS4 as well as Xbox One and Xbox Series X/S. Spencer then replies how it’s “funny” that Sega doesn’t even list the PS5 on its website.
Screenshot: Kotaku
How two separate deals delayed the PS5 port
After some further chatter about possibly doing a Sega-themed Xbox in Japan, Damon Baker—then in charge of global gaming partnerships and development—laid out why Microsoft was going to have an exclusive next-gen port of Yakuza: Like a Dragon.
According to him, Sony had a 12-month exclusivity deal with Sega for the PlayStation release of the game in Japan and Asia.
This meant Microsoft couldn’t release an Xbox version of the game in Japan until that deal ended.
However, Microsoft also had a contract with Sega that included a parity clause that prevented Sony from releasing a next-gen SKU of Like a Dragon in Japan until Xbox did, too.
And because Xbox couldn’t release any version of the game in Japan until the PlayStation deal was done, Sony was unable to release a PS5 port in the region.
In that same email, Baker shared the news that Sega had no plans to launch a PS5 version in the United States, adding: “Sounds like we now have a timed exclusivity for next-gen.”
Screenshot: Kotaku
At this point, after pointing out that Microsoft had the rights to market the game outside of Japan, Spencer wondered if Xbox could advertise that the next Yakuza game was a next-gen exclusive on Series X/S, adding that it’s a “big deal” and later saying that it “might even be worth some money from us” if they can push that news in future marketing. Which happened, with Microsoft posting blogs talking about how the game would utilize the “next-gen” power of the Series X/S and hyping up the game’s release on its consoles.
In February 2021, about three months later, the Sony exclusivity deal in Japan expired, and Yakuza: Like a Dragon finally launched on Xbox One and Xbox Series X/S in Japan. The next month, it launched on PS5 in Japan and everywhere else, ending one of the weirdest bits of corporate contractual silliness I’ve seen in a long, long time.
On Friday, Sega revealed the second trailer for its latest upcoming Yakuza game, Like a Dragon Gaiden: The Man Who Erased His Name, which sees longtime series protag Kazuma Kiryu take on the role of a gangster super spy with Spider-Man gadgets and explosive cigarettes at his disposal.
The Yakuza Devs Should Cast These Celebs In Their Next Hostess Club Minigame
The Man Who Erased His Name, which takes place between Yakuza 6 and Yakuza: Like A Dragon, follows Kiryu as he assumes the identity of a secret agent named Joryu after faking his death to protect his adopted children at the end of Yakuza 6. Apparently, Kiryu does a piss-poor job of keeping his new identity a secret, and winds up getting involved with a rival yakuza family that knows his past and is threatening to harm his children at the Sunflower Orphanage. I hope these goons aren’t within grabbing distance of a bike rack, because they’re in for a world of pain threatening those orphans.
Unlike Yakuza 7’s turn-based action, The Man Who Erased His Name will focus on action-based combat and will have two fighting styles: Yakuza style and Agent style. While Yakuza style sees Kiryu perform his typical street brawler fighting moves, Agent style will let Kiryu use new super-spy gadgets like rocket boots, explosive cigarettes, and Spider-Man-esque wires to take down thugs. You can see them both in the new trailer.
Sega / Ryu Ga Gotoku Studio
Aside from showcasing some scenes from the game’s melodramatic story, The Man Who Erased His Name’s will also see the return of many of the series’ light-hearted mini-games, which will include playable retro Sega titles like Sonic the Fighters, new karaoke songs to sing, as well as revamped cabaret club side-quests. However, instead of managing dates for customers like in previous games, players will instead go on dates themselves in a semi-live-action format similar to the internet chatroom and gravure photoshoot minigames from Yakuza 6 and Yakuza Kiwami 2. The game will also let you customize Kiryu’s outfits before he hits the streets by having him wear a fedora and shades for the first time in the series as well, which is rad.
The butt-end of the new trailer also revealed that The Man Who Erased His Name will include a playable demo of the next, next entry in the series, Like A Dragon: Infinite Wealth, which’ll see Kiryu and Ichiban Kasuga as dual protagonists. A clip from LaD: Infinite Wealth shows Ichiban in handcuffs, likely for the public nudity we witnessed in the Summer Game Fest trailer, before an older Kiryu breaks him loose.
Like A Dragon Gaiden: The Man Who Erased His Name is slated to come out on November 9 for PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, and Windows.
Most of the hilarity emanating from Like a Dragon and its spin-off series, Judgment, comes from the franchise’s snappy dialogue and the absurdist character and item descriptions of its English translations. For example, Like a Dragon’s stalwart protagonist, Kiryu Kazuma, can go from calling a new fighting technique he saw on the street “rad” to vehemently explaining that his propensity to brawl with thugs in public doesn’t make him a “fisting artist.”
Sega (EN) / Ryu Ga Gotoku
Don’t let the fact that developer Ryu Ga Gotoku’s samurai spin-off, Like a Dragon: Ishin!, is a historical period piece that takes place in 1867,make you think that it won’t contain the same levels of ludicrous sidequests and wacky dialogue as its predecessors. If anything, the fact that Kiryu’s feudal stand-in, Sakomoto Ryoma, partakes in similar madcap misadventures in the year of the Meiji restoration and the downfall of the Shogunate only adds to the game’s zaniness.
In that spirit, I spoke with Marilyn Lee, the senior localization producer for Like a Dragon: Ishin!, to get some insight into the work that was put into crafting Like a Dragon: Ishin’s English translation.
Localization in a nutshell
Much like how Like a Dragon’s bombastic heat system fighting moves ought to make you feel like an extreme beast of a man, a localizer must ensure that every bit of text in Like a Dragon emanates an authentic Yakuza experience.
“The translating team takes the raw Japanese and churns out a direct translation as true to the meaning of the Japanese as possible but ultimately clunky, dry, and not especially what we’d call natural,” Lee said. “The team of editors then takes that line and brings in the characterization, makes it sound like natural dialog, which becomes the final script.”
Sega (EN) / Ryu Ga Gotoku
‘Translation is not mathematics’
One way of providing context for players that’s often used in translated works of Japanese games is to swing south with dialogue translations of characters with Kansai accents and give them a southern Texan drawl. But while folks who consume Japanese media have become accustomed to Osakan characters having the vernacular of a person hailing from Alabama or the Bronx, Lee said the LaD localization team strives to “avoid making a direct analog between specific English and Japanese dialects.”
Lee credits the LaD localization team’s decision to examine vernacular characteristics and accents “on a deeper level” to Scott Strichart, a senior localization producer at Sega and “the former architect of Like a Dragon’s Western renaissance.” “While our philosophy on Kansai-ben involves many colloquialisms that might independently register as Southern, we’ve failed if players are categorically hearing all Kansai speakers with a twang,” Lee said.
“In the case of Ishin!, we would invite players to compare characters like Majima and Saejima (or Soji and Nagakura) to the game’s Gunman trainer, William Bradley, who was deliberately written to evoke the manner of a late 19th-century Southern cowboy. Likewise, this game also introduces the archaic Tosa-ben dialect, which we hope is difficult to attach to a given style of English and more so simply reads as rustic and insular,” Lee said.
When it comes to how much free reign the LaD localization team has in terms of cursing, Lee says games with the localization caliber of the Like a Dragon series “can’t simply mechanically swap out ‘kuso’ for ‘damn’ because “translation is not mathematics.”
“Cursing is a vital linguistic component in English, and therefore our editors generally have leave to employ it as freely as they would in any other M-rated title (within reason),” Lee said.
“Localization, as we view it, favors recreating the experience of the source language user rather than risking a sacrifice in writing quality to stay devoutly faithful to the source language itself. If a skillfully deployed curse is going to make a joke hit as well in an English line as it did in a curse-free Japanese line, then we’ll almost always use that curse.”
Localization funsies
You better sing, Ryoma.Screenshot: Sega / Ryu Ga Gotoku
My most hot-button question for Lee was which character in Ishin! was her favorite to localize. It should be noted that when I sent Lee this inquiry via email, I made sure to include the tagline “and why is it Majima?” To my delight, Lee replied saying Majima is “fun to watch, he’s fun to fight, and he’s absolutely fun to localize.”
“Majima is the cross-section of so many compelling character types: he can be hilarious, he can be frightening, he can oscillate between being oblivious and being the smartest man in the room and somehow it always feels authentic. Yakuza 0 players also know that deep down, there’s a real human there, projecting all these personality traits for reasons he may not even remember (in the main series’ continuity, anyway).”
Majima’s cult of personality notwithstanding, Lee said Ishin’s minor characters deserve their due just as much as the Mad Dog of Shimano (period piece edition).
“Working for days at a time on minor characters such as Tom the would-be samurai, or the cryptic, slang-weaving Mysterious Merchant gives our team the chance to craft a wide variety of voices. Truthfully, it demonstrates how tenacious the settings of RGG games are, that they support so many [people] of so many dispositions and still feel cohesive.”
Lost in translation
True.Screenshot: Sega / Ryu Ga Gotoku
Recently, Viz Media translator Kumar Sivasubramanian famously threw in the towel after having the unenviable task of translating Cipher Academy, a mystery series by the creator of the Monogatari series. Sivasubramanian called it quits with Cipher Academy because a bulk of the series’ dialogue was filled with cultural or phonetic puns that don’t make sense in English. Like Sivasubramanian, LaD’s localization team is also confronted with the herculean task of translating Japanese puns or jargon for English-speaking players.
Whenever there are nuances and phrases that don’t have a true 1:1 equivalent in either English or Japanese, Lee said the LaD localization team uses their “best judgment” to find “suitable methods to convey things as closely as possible to the essence of the source language.”
Although some LaD fans can be “diehard purists,” Lee says most have a generally subjective line on what sounds “‘true” to the source material.
Ryoma is a god among men. Screenshot: Sega / Ryu Ga Gotoku
With Like a Dragon, we believe that players can tell that the writing is meant to harmonize with every other aspect of the presentation. If a moment has an over-the-top zoom-in and we replace a simple ‘Nani!?’ with an English line that matches the absurdity of the cinematography, we haven’t betrayed the authorial intent there—we’ve done our best to execute on that intent across countless linguistic and cultural chasms.”
Much like colloquialisms in Cipher Academy, Lee said Japanese puns “never translate.” Whenever a pun is uttered in the LaD series, Lee said her team must “roll with them as they come and commiserate together for the real tricky ones.”
“Thankfully, that also means there are afternoons spent with the whole team shouting out funny chicken names, which is basically the entire reason we all got our college degrees,” Lee said.
Measure twice, cut once (Yakuza style)
He just like me fr.Screenshot: Sega / Ryu Ga Gotoku
In total, Lee said it took the localization team a little over a year to finish localizing Ishin! to have the game ready to launch on February 21 for PS5, PS4, Xbox Series X/S, Xbox One, and PC. Meanwhile, the games that took the longest to finish localizing are Yakuza 3, 4, and 5 because they were a part of the Yakuza Remastered Collection, Lee said.
“Some projects took a long time from start to finish just due to the localization process was intertwined with the development of the game. Some took long because of the number of languages involved. Others took a long time because of the sheer volume of the project,” Lee said.
While localizing the drama and humor in Ishin! was par for the course with other games in the series, the trickiest part of localizing the spin-off was ensuring players weren’t lost with the historical context and geography in Ishin!
“Our updated glossary and new memoir feature can do some of that work, but ultimately it falls to astute translation and sharp editing to be successful. Creating context for the audience is critical,” Lee said.
Historical context for the Meiji Restoration period
Sega (EN) Ryu Ga Gotoku
For historical reasons, Ishin! has an unapologetically negative stance toward Americans and European pressure at the end of the Edo Period, which staff writer Sisi Jiang expanded upon in their review for Ishin! When it came to handling the localization of a game that criticizes the countries some players come from, Lee reiterated that it’s a localizer’s job to ensure the experiences designed in a game are brought to players from different countries, even if aspects of translated text offend people.
“Our job as localization professionals is to convey the meaning and sentiment of a piece of media as accurately as possible in another language. Sometimes this means tackling a challenging subject, especially in Ishin’s case where many characters are driven by different political ideologies that are linked to a historical time period,” Lee said. “We did our best to convey the text, and players have the freedom to come to their own conclusions.”
Go look through your Steam Library, flick across the spines of your PlayStation collection or gaze up at the shelf with all your Xbox games on it and tally for yourself: how many games are there set in the world you live in?
I’m not talking about Call of Duty, which puts dates and names on contemporary places but could be set anywhere. I’m not talking about a racing or sports game, which intricately model exactly one aspect of the entire human experience, at the expense of infinitely countless others.
I’m talking about a video game that lets you do a lot of the stuff you already do, or at least can do, on a daily basis. After you’re done adding those games up, you probably won’t find many. You might not find any at all.
Let me explain where I’m going with this. I was playing Yakuza Kiwami 2 the other day, part of a long-running series that is believed to be inherently Japanese, when I realised one of the things that resonated most with me wasn’t very Japanese at all.
Yakuza is inherently urban. Most of your time spent interacting with a Yakuza game isn’t spent smashing bikes into a man’s face, it’s spent approximating the same stuff anyone who lives and/or works in a modern urban environment does every day. You’re just…walking around. Popping into a convenience store to buy a drink. Trying out the new fast food place on the corner (every new Yakuza game, set 1-2 years after the last, always has a new place to try). Catching a cab because it’s raining and you can’t be bothered walking four blocks. Running into people you know on the street (or not running into them, see previous cab comment).
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These are global, human experiences because they’re built around one of the few things billions of people around the world have in common: consumer capitalism. Yakuza is set in Japan but the bulk of its action—ritual and ancient combat on the grounds of a hallowed clan headquarters aside, maybe—could be taking place anywhere and it would be much the same game. Anywhere people live, eat and shop within close proximity, from Manila to Melbourne, Brussels to Bangkok would work just as well.
A big part of Yakuza’s appeal is the intimacy of its place, the availability of so much stuff in such a relatively small area, the way you start to recognise certain buildings, know your way around back alleys. The fact almost everywhere you visit is a store—a bar, a takeout, a restaurant, a clothing retailer—is, on the one hand, kinda depressing! That so much of our love for Kamurocho is built on commerce, and that I dismissed other genres above for only doing one thing when Yakuza is, when you strip it down to the studs, spending most of its time also doing just one thing (buying stuff).
On the other hand that’s a gross simplification, because it’s not our fault the world is like this, we’re just living in it. And buying a refreshing soda from a vending machine, going to the arcade, buying a new bandana or sitting down to enjoy a nice meal might all be “commerce” in the broadest sense of the world, but they’re also very different types of nice things, satisfying very different needs and urges.
Importantly, what sets these Yakuza activities apart from other “real world” games like Madden or Gran Turismo or Life is Strange is that fact that they’re everyday things. We do them, all the time, just like the guy on screen. Which sounds boring as hell, but is in fact I think one of the biggest reasons people love Yakuza, and its main playable characters, so damn much.
Kazuma Kiryu is an exceptional man, of course, who can hurl signs into crowds of armed men, leap over barricades like Superman and even cheat death. But he’s also the most relatable protagonist in video games, because when he’s not doing that stuff we’re in control of him as he sits down to slurp a bowl of ramen, buy a packet of smokes or get weirdly frustrated at a UFO catcher machine.
I do that! We do that! And having the player control Kiryu’s most mundane activities—playing out in a world that’s a recreation of our own, not a fantasy or alternate timeline or fictional take—is the best, because they’re doing a wonderful job of fleshing the character out. Making him fallible, human, a guy who has to kill time and run errands and eat normal food, just like us.
This revelation got me thinking about two things. Firstly, about how if you could move the Yakuza formula to another city, I’d love to see a London edition/take, complete with Greggs, pints, nice suits and the city’s iconic cabs. The characters and cutscenes would write themselves:
Yes, I know this is set a very long time ago, I just really like this scene and think it’s basically a Tom Hardy-driven Yakuza cutscene
Secondly, it was weird that I was having to fantasise about a different game doing this, since almost no other video game series is letting us do everyday things in a digital version of our own world. There are open world games (Yakuza is definitely not an open world game) with some stores and pastimes, sure, but they’re not as integral to the experience, or as densely-packed. They’re also often caricatures of cities (see: GTA V), with little resemblance to Yakuza’s faithful recreations of a modern urban environments, down to the magazine racks on convenience store shelves. And games like Animal Crossing and Stardew Valley may encourage players to engage in the mundane, but they’re set in idyllic locations, and digging up turnips is not something people living in modern cities are doing every day.
Persona, maybe? Though it provides the illusion of freedom and choice, in reality its hamstrung by a limited set of locations and a strict schedule it keeps the player on. So no. Sleeping Dogs? It has some denser areas, designed to be played as a pedestrian, but still nothing on the scale of Yakuza’s daily distractions. The Sims? It’s either the best or worst example possible, and would need a whole other article to unpack, so in the interests of keeping this brief I’m going to say “no” here as well (though I will entertain arguments to the counter!)
I guess all I want to say here is that video games don’t always have to be about escapism. Or at least don’t always have to be about escapism. Sometimes the most boring, everyday actions can be the most meaningful in a game, because if you want us to truly relate to a playable character, one of the best ways to do that isn’t to pull off some superhuman shit every five minutes, but to just…let us take them out for a nice little snack and a walk down the street.
We here at Kotaku get plenty of tips via email. Some are spam, others are error-filled hate messages, and a few are serious allegations that require serious investigation. So it’s refreshing when something comes in that just points us toward something breezy and cool, as was the case with a recent tip regarding the slay-the-house-down-boots fashion of the Like A Dragon: Ishin! developers, Ryu Ga Gotoku Studio.
A development subdivision of Sega whose roots trace back to 1998, Ryu Ga Gotoku (“RGG”) is a Japanese studio responsible for the 2012 third-person shooter Binary Domain. However, you’re probably more familiar with RGG’s most prominent work, the Yakuza series. Since 2012, RGG has been in charge of the action-adventure franchise, developing new mainline entries and remastering old ones while putting together spin-offs such as the Judgment series and the latest remake, Like A Dragon: Ishin!
It’s that latter game, which was originally a 2014 Japan-only release before making its worldwide debut earlier this week, that was the topic of the tips email we got this week. Enamored with senior editor Alyssa Mercante’s “fashion callout” of The Game Awards’ bland drip, the reader (whose name we’ve decided to keep hidden) said we should check out this making-of Like A Dragon video to see some “cool suits.”
“I loved The Game Awards fashion callout and follow-up article and 40 seconds into this video about Ryu Ga Gotoku making the next Like A Dragon game there is an amazing staff promo photo,” the reader said in an email to Kotaku. “I guess if you’re in charge of the Yakuza/Like A Dragon series, you’re basically obligated to wear a cool suit.” And they ain’t lying! RGG is literally stunting over the entire industry in one shot.
SEGA Asia(EN)
In the first episode of a multi-part series on Sega Asia’s English YouTube channel, we get a quick glance at RGG’s fashion sense. Japanese fashion is pretty captivating if you follow it. Filled with flowy silhouettes, wild colors and patterns, and an interesting blend of casual and smart aesthetics, folks in the Land of the Rising Sun know how to dress. RGG is no exception. Sure, the suits the developers wear about 40 seconds into the above video are all black, but the nuance is in the details. Two staffers have jackets with interesting markings: one with a variety of white dots and another with copious small crosses. A different staffer has a coat with tastefully accenting white lines. Three other staffers have all-over patterns, with two of the staffers’ suits having a nice sheen. If you told me this was an alternative J-Rock band and not a bunch of video game developers, I’d believe you.
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Even the developers’ boots, while nondescript on the surface, really add to the developers’ collective drip. Most in the photo have round pointed-toe, glossy-looking boots with no laces like they all just stepped off the set of The Matrix or something. Two others mix things up a little bit, with one staffer having what appears to be round lace-up boots a la Dr. Martens (though maybe not that exact brand) and another seemingly wearing some very dark, perhaps suede-looking boots. Either way, RGG’s fits are on point! I may not be the fashionista that Kotaku’s Alyssa Mercante is, but I, too, am gagging over the confident simplicity RGG exudes in their almost-matching looks. It’s dope to see, especially in an industry known for some of the most predictable (graphic-tee-and-blazer) outfit combos ever.
Anyway, shout out to RGG for slaying the entire industry in a matter of seconds with both their killer fashion and their even more-killer samurai game, Like A Dragon: Ishin! In fact, staff writer Sisi Jiang called it “the best samurai game that you can play right now.” You should check it out.