With the franchise's ninth mainline entry, it seems the Yakuza
moniker has been dropped from its title entirely and it's to be known by
the same moniker as its Japanese counterpart from now on. It retains
the turn-based style of the previous mainline game and introduces many
improvements, tweaks and additions, but does it all add up to a more
substantial game, or does Infinite Wealth just lack that special spark?

Despite
some high and low points, Yakuza (or Like a Dragon now, I suppose)
continues to soldier on as a franchise, offering a unique blend of
quirky humor, crime drama, relatively small but immersive locales to
explore and a lot of surprising humanity in spite of its general
concept. Many fans were worried when the eighth game introduced a new
protagonist, changed up the style of the gameplay and seemingly left all
the old drama of the series behind, but the tale of Ichiban Kasuga
quickly won its share of fans as well. Its likable cast of characters,
inventive take on turn-based combat and being a general affectionate
parody of RPG tropes while continuing the same high-quality storytelling
and immersive design the series became known for.
Infinite
Wealth continues a few years after that story, starring Ichiban and
friends as they try to start new lives but ultimately get swept up in
another criminal conspiracy. They deal with some surprisingly relevant
issues throughout, finding themselves out of work after becoming
targeted by the internet rumor mill and the character assassination that
follows. It's nice to see this handled in a surprisingly realistic way
- the heroes have no real way to fight against their haranguing in the
court of public opinion without making it worse and just try to make the
best of their bad situation. Even moreso when they encounter their
share of opportunists and grifters who don't even care whether the
allegations against them are true and just want to punch down even
further to score cheap brownie points with whatever clique they're
beholden to. It borders on fourth wall breaking at times, especially
after the big gross love letter to mob justice that was Persona 5.
Granted, it does get undermined a little as the whole hit campaign
against the protagonists turns out to be part of the wider conspiracy
driving the game's overarching plot, the masterminds of which are the typical straw men supervillains with no redeeming qualities or motives other than just "Being evil". But still, it's nice to see a
modern-day game where real-life problems aren't just made light of with trite speechifying, and some warped form of vigilantism
is presented as the perfect solution to all of society's woes. But even though it fails to stick the landing and veers too hard into sappy nostalgia in its final act for my liking, infectious good nature and
silly side-missions and over-the-top moments add levity keep it from
getting too grim and depressing.
While Yakuza: LaD's combat and
RPG class system was fun for the most part, it also felt a little rushed
in some respects; there was some awkward balancing at times and
relatively little of the brutal environmental interactions and
improvised weapon actions the series became known for. Infinite Wealth
features both new and returning classes, with each character getting at
least one exclusive class and male and females each getting classes
exclusive to their gender. Many other mechanics are added too to make
the combat feel more dynamic. One change, noticeable right away, is
that you can actually move around a bit before taking an action within a
small circle near the spot that character's turn begins. This not only
allows you to move near breakable objects (bicycles, signs, traffic
cones etc) to utilize them on your turn, but getting in close to an
enemy before launching an attack will award a Proximity Bonus and do
slightly more damage. In addition, many attacks, now knock enemies
around, so proper positioning before attacking becomes vital to getting
the maximum effect from that. Knocking enemies into one another (or
environmental obstacles) can quickly deal heavy damage to multiple
targets, and propelling them into an ally will award a free hit.
In
addition to elemental strengths and weaknesses, other mechanics are
adopted too. Enemies can be "on guard", greatly reducing all the damage
they take until a character manages to break their guard, either by
attacking them from behind or with a throw move. Character bonds factor
into combat more too; once a character has reached a certain affinity
level with another, they will sometimes do a free followup attack after
that character's move. If both characters are in close proximity when
one's turn begins, they may get the opportunity to do a Chain Attack,
where both characters attack in tandem while only using one character's
turn.
Kiryu is now a playable character, and his gameplay style
is heavily modeled on the games where he starred in the past. He can
switch between his three fighting styles while in his default class,
effectively trading some stats for others. Brawler style is the most
balanced, and allows him to perform his signature Heat Actions in
specific contexts; bashing enemies into nearby cars or railings for
example. Rush Style gives him more movement range and speed at the cost
of overall damage per hit, though to prevent abuse, you only get the
movement bonus if you start a turn in this style and don't switch during
it. Beast style is the opposite, trading speed and movement range for
raw power and making his default attack a throw-type move to break
guards. Later in the game he even gains the ability to temporarily
break free of the bounds of turn-based combat and beat up on foes in
real-time for a few seconds, which is pretty amusing (and fun).
As
usual, many of the skills in Ichiban's default class run off his social
stats, which in the previous game are primarily raised through dialog
interactions and the odd side mission. Here, you have many more options
- completing the game's many milestones will give you points toward at
least one stat, as will taking certain combat options, building bonds
with allies, doing various side-stories and even partaking of completely
optional diversions like minigames; each round of Poker or Mahjong or
Shogi or whatever else you fancy will boost your social stats by a small
amount. It does still take quite a bit of effort to max each one out,
but it's less restrictive this time around.
One of my complaints
about the original game was its overpriced downloadable content. That
certainly returns here, with things like costumes, item packs to level up quicker, and bonus
fights being tied to paid add-ons. Other things like item packs and
experience boosters are paid extras now too, as are bonus songs to play
on jukeboxes or on Ichiban's phone while strolling around town. But one
especially scummy edition is that physical releases of the game do not
include a New Game Plus option; you either have to buy the Digital
Deluxe or Ultimate editions that are only available as digital
downloads, or purchase an upgrade pack to effectively get one of those
at extra cost. Unfortunately locking basic features (and
pacing-boosting items) like this behind paid upgrades has become a
common practice in Sega's games, and it doesn't look like these lame
anti-consumer practices are going to abate (or get much better) anytime
soon. I certainly don't condone the practice of making games grindier
just to encourage people to shell out more cash to bypass it, and the
New Game Plus change is just lame, especially since it was free in
numerous earlier LaD games. If you can get the Ultimate Edition when
it's on sale at a steep discount it's not as much of an issue (I got it
for about $33 during one), but at launch you were effectively paying at
least $40 extra on top of an already $70 price tag, which just felt
predatory. And more than a bit like they're trying to use sales of their RPG as some terrible precedent to justify price hikes in general.
Despite that major hangup, though, I can't deny that
I've once again had a lot of fun playing through a Yakuza Like a Dragon game. Ichiban
and friends are just a fun crew to hang with, being some of the most
relatable, earnest, down-to-earth video game protagonists out there, and always trying to do right by others no matter what kind of bad hand
life deals them. Their adventure here once again shows that there's
good to be found even in the darkest corners of society and not to judge
others at a glance; there's always an actual person and a story to be told
behind initial appearances. That's honestly way more mature and
interesting to see unfold than about 90% of stories out there in the
realm of gaming, and Yakuza does an excellent job of it, highlighting
the genuine passion of its writers and developers in every tale they
spin. The overall plot is the usual corny series fare, but it's still compelling and fun to experience. So while I'd still say to wait for a discount and pick up a
digital edition even as an avowed physical collector, it's a game that's
worth that wait and putting up with the scummy corporate baggage undermining its message and themes.

Developer: Ryu Ga Gotoku Studio
Publisher: Sega
Released: 2024
Platform: PlayStation 4, PlayStation 5, PC, XBox One, XBox Series
Recommended Version: All versions seem to be the same in terms of content, though the XBone and PS4 versions seem to have some performance issues.