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Game Reviews Gaming Writing

Game Review: Yakuza 3 Remastered

Kazama Kiryu is back, but his lady love is not, in the third installment of the generally fantastic Yakuza series. Picking up where the previous game ended (but quickly dispatching its female lead for unclear reasons) Yakuza 3 sees Kiryu running a beachside orphanage before being dragged back to Kamurocho, Tokyo for more seedy criminal conspiracies. While Yakuza 3 Remastered provides plenty of the quirky charm that makes this series so lovable, its lack of a strong story and bountiful filler quests make it notably less satisfying than the rest.

Yakuza 1 and 2 were remade beautifully as Yakuza Kiwami 1 and 2. The same cannot be said for Yakuza 3 Remastered, which looks and feels ancient in comparison. The dip in quality should be immediately apparent to anyone playing the rereleases in chronological order. While Kiwami 2 ran on Yakuza’s newest game engine, making the combat and visuals silky smooth, Yakuza 3 looks and feels like a mid-tier Dreamcast game. Some of the cutscenes weren’t polished up for this supposed “remaster,” meaning you’ll occasionally see important story beats presented in stunning standard definition. When you get past the visual issues, the awkward storytelling is another reminder that this game could have used some Kiwami polish to bring it up to speed.

As aforementioned, the previous game’s romance is nixed with little fanfare. Kiwami 2 spent numerous cutscenes solidifying Kiryu and Sayama’s romance, only to have her written off as a self-serving career-chaser in Yakuza 3. In a series that murderers its sidekicks left and right, couldn’t they have found a more tragic or interesting method of dispatching Sayama at the very least? Perhaps her death could have motivated Kiryu’s return to his old Kamurocho stomping grounds. But no, she’s lazily shuffled off to the side, so everyone can romanticize the importance of Daigo, a character who almost feels like a Mary Sue for how often he’s referenced without ever doing anything meaningful.

Before you’re allowed to curb-stomp strangers on the streets of Tokyo, you have to deal with the interpersonal conflicts at Kiryu’s orphanage. It’s a weird left turn for the series that might have been a funny troll on the players, ala Raiden in Metal Gear Solid 2, if it wasn’t so sappy and humorless. It feels like the writers want the player to authentically care about the day-to-day struggles of grade schoolers in a series mainly known for shirtless rooftop battles and bloody betrayals. (This kind of overly saccharine writing has an echo in Yakuza 5’s repetitious soliloquys about the power of dreams, but at least there it feels thematically on point.) Rather than sidelining the orphanage stories to optional side quests, the player is forced to deal with them for large chunks of the story. As they have very little direct relationship to the Yakuza storylines, they come across more like filler than fun.

Okinawa is a likeable, tropical locale, an interesting shift for the series, but aside from one extremely memorable side quest in which a gold digger keeps cucking over her obsessive simp, there aren’t that many laughs or reasons to dig for buried treasure. The Yakuza series usually has some hilarious or surprising mini-games tucked away in random corners, rewarding the player for straying from the story and exploring its cities. Yakuza 3 has the flimsiest minigames of any Yakuza game I’ve played, with its chief offender being a painfully tedious hostess club minigame that pales in comparison to the RTS version in the Kiwamis. Maybe the worst part of the hostess club is that you can’t quit out of it early. If you accidentally enter the venue you’re trapped for three rounds of slow walking and boredom. The hitman missions sound cool but just amount to beefed up street fights, and given that the combat here feels a lot sloppier than the other games, they aren’t worth the trouble.

There are a few interesting moments in Yakuza 3. Kiryu tangling with a relentless CIA guy is fun, and a chase through a sex hotel is entertaining. But when you have a whole game series packed with bizarre, quirky action, it’s hard not to write this entry off as a dull misstep and easily the most skippable Yakuza. I kept hoping for clear explanation as to why Kazama Kiryu, the superhuman Dragon of Dojima, decided to give up his life of crime and become a boring orphanage manager, but besides the obvious conclusion that deep down Kiryu is a swell guy, there’s nothing particularly interesting there. This is the only game in the series that I’d say this about (so far) but, it’s not really worth your time.  

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Game Reviews Writing

Game Review: Disco Elysium

Play an alcoholic rockstar cop or a moralist sorry cop or a socialist hobo cop in Disco Elysium, a novelistic adventure game that reinvents storytelling in gaming. Imagine Divinity: Original Sin on a shroom trip and you’ll have the scent of it. Elysium is elusive and seductive, disgusting and plodding, ugly and beautiful. It is all of us, a social commentary that accounts for the implausible, a miracle of narrative fiction, better than most (if not all) modern lit. Its pretention is only matched by its obsession with guttural urges and sweet fleeting feelings. It is the darkness and sadness of humanity, an episode of Black Mirror without ending, a suggestion of what’s to come and what came before.

A standard cop game might see shoot-outs a plenty. Not so with Disco Elysium. Wander from misbegotten scene to another like Guybrush Threepwood and have seemingly aimless conversations. Pick from a long string of options that either make your character seem quirky or jaw-droppingly insane. Trigger warnings fail to make an appearance, but delicate sensibilities need not apply, until the warmth swells in your heart and you see the beauty in the madness.

Like a D&D game, Disco Elysium offers you checks and dice rolls. You level up weird qualities with unclear advantages. You can also dwell on thoughts to unlock new abilities (or screw yourself up emotionally). You’re supposed to be solving a mystery but your body is a sack of crap and your head is swimming with substances. Good thing you’ve got Kim by your side to keep you straight. That is, if he, or anyone in this punctured city can be trusted.

Who’s to say you’ll have the same experience I did when playing this game? All roads lead to Revechol but it’s the journey you take to reach your destination that really sets the vibe. Will you recover your badge and gun? Will you help cryptid hunters find the truth? Will you allow local tweakers to run a drug den in a church? These are all optional, but the consequences make them feel like they matter. Finally a story game that accomplishes its own ambitions. No more “Harry will remember that” from those Telltale Games. Real stakes, heart, not just cartoon platitudes about darkness and light.

Your mind speaks to you in Disco Elysium. But you can shut it off if you like. Be an analytical cop running visual calculus. Be a sexist cop with a feminist streak. Be a capitalo-fascist union scab. Revel in your own misery and misdeeds, your inability to change the past. But if Disco Elysium’s message is about the weight of consequence, the inescapability of past, present and future, it also provides a sly smile. Who says disco’s really dead? The spirit’s still alive, baby.

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Writing

Why Did I Write A Book?

Why did I write Travis & The Labyrinth? Find out here!

Read my book at the following link!

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Writing

Travis & The Labyrinth is Now Available on Amazon!

My fantasy-adventure book, Travis & The Labyrinth, is now available on Amazon in both eBook and paperback! Free with Kindle Unlimited!

Check out my Amazon author page here!

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Game Reviews Gaming

Game Review: Red Dead Redemption 2

Sadie is Bae-die
“Hold on, Arthur. Them’s a lot of words comin’ at us!”

There are some who will not be able to surmount the tedium of riding a horse through scenic landscape. For those people, Red Dead Redemption 2, the latest opus from Grand Theft Auto creator Rockstar Games, may be a tad on the boring side. However, if you’re interested in a deep, beautiful, and rewarding slice of interactive literature, look no further.
The story is as follows. You play as Arthur Morgan, a member of Dutch Van Der Linde’s gang of outlaws. You steal carriages, rob trains, and murder countless people (whether or not they deserve it). That ‘whether’ bit is the center of the moral quandary. When the walls are closing in, should you live life amorally? Or should you try for REDEMPTION? It’s up to you to decide, and that’s the fun part.

The not-so-fun part is how slowly it all unfolds, according to some naysayers. You really are locked into playing Arthur’s story, making this narrative more along the lines of Geralt’s in The Witcher than say the free-wheeling randomness of Skyrim. There are some random bits, strangers lurching out at you from the side of the road with advice or peril. You can be a white hat or a black hat and dress yourself in the skin of whatever you catch. The open world is picturesque. So much care was given to every blade of grass, the placement of every hillside, that it is stunningly awful when something glitches, and a man goes flying hundreds of feet in the air.

The glitches, thankfully, make up a small percentage of the overall experience, and they remain one of the few reminders that you are not in-fact inhabiting this world yourself, but playing a simulacrum. Upon finally completing the somewhat bloated and hilariously overlong story- (fans of Persona 5 will likely find that game neat and tidy by comparison) there is a palpable loss of something magical. Not that the game has faltered, just that the dream has ended. It does indeed have an ending. And the paltry offerings of the online mode will never live up to the beauty and wondrously drawn characters of the main story.

What makes the writing so wonderful is its restraint. Gone is the madcap insanity of Grand Theft Auto V. It even manages to avoid going comically mundane like that game did. Although most of the missions boil down to a shoot-out, there is a concerted effort to make each story set-up interesting or at the least mildly distinct. Getting to know each character proves to be rewarding as well. Like a good Mass Effect, you really do develop feelings for your crew. (But unlike Mass Effect, you don’t get to bang them. This is of course an oversight.)

The game takes extra care to dovetail into the events of the first game, being a prequel. It really did remind me of Hemingway, specifically For Whom the Bell Tolls. It’s imperfect, but no less beautiful for being so. It seems to express both the sublime of nature and the staggering reality of being unable to outrun your past. Since that last bit’s all you really get out of The Great Gatsby, I suggest substituting Red Dead Redemption 2 as it is vastly more fun. There’s romance, tragedy, joy, and so many horses you might grow hooves yourself. This is truly a game that wants you to take your time and appreciate life, because unlike Red Dead Redemption 2, life is fleeting.